_______________
/ ________ / T H E L E G E N D O F
/.-‘ / /________________ _______ ___
/ / / \ ___ | \ / \ _ \ \ \
/ / / | | \ | | | | | \ \ / \
/ / / | | \| | | | | | | / /\ \
/ / / | |_/| | | | | | | / / \ \
/ % / | _ | | | | | | | / /____\ \
/ / / | | \| | | | | | | / _______ \
/ / / | | /| | | /| | | | | / / \ \
/ / / | |___/ | | |_/ | | |_/ // / \ \
/ / / /________| /______|/_______//___\ /___\
/ /________.-‘/ T H E
/_______________/ W I N D W A K E R
-------------------------------------------------------------------------------
The Legend of Zelda: The Wind Waker for Nintendo Gamecube
FAQ/Walkthrough Written by DarthMarth
Version 1.0
Started: Sunday, January 11, 2004
Finished: Saturday, June 5, 2004
-------------------------------------------------------------------------------
1. Table of Contents (press Ctrl+F and type in the code next to the section, in
parentheses instead of hyphens, to jump to it. On Mac browsers, use Command+F.)
---
1. Table of Contents (you’re reading it)
2. Introduction -Intrd-
3. FAQ –Frakq-
4. Walkthrough –Wlkth-
a. The Beginning -Thbgn-
b. Storming the Forsaken Fortress -Frsk1-
c. The First Pearl -Dgnic-
d. The Second Pearl -Fohfw-
e. Old Hyrule -Twotg-
f. Return to the Forsaken Fortress -Frsk2-
g. Restoring the Master Sword -Erttm-
h. Blade of Evil’s Bane -Wndtm-
i. Gathering the Triforce -Gttri-
j. The Final Showdown -Gnstw-
5. Game Controls –Gmeco-
6. Objects –Objct-
7. Items –Keitm-
8. Pieces of Heart –Piohe-
9. Charts –Chrts-
10. The Nintendo Gallery –Tniga-
11. Enemies –Enmis-
12. Secret Caves –Scrcv-
13. Sea Platforms –Seplt-
14. Submarines –Sumri-
15. Blue Chuchus –Blchu-
16. Big Octos –Bgoct-
17. Fairies –Fairs-
18. Islands –Islnd-
19. Minigames –Mngms-
20. The Tingle Tuner –Tntnq-
21. The Savage Labyrinth –Tsvlr-
22. Beedle’s Shop Ship Guide –Shogi-
23. Fun and Useful Tricks –Fuutr-
24. Legal Information/Contact –Legin-
-------------------------------------------------------------------------------
2. Introduction (Intrd)
Welcome to my FAQ for one of my four favorite games of all time, The Legend of
Zelda: The Wind Waker. I’ve put virtually everything you could need to know
about the game into it. Hopefully, it will help answer any questions about
items, Heart Pieces, Charts, where to go next, or just about anything else you
have. With the insider tips and in-depth information provided by this FAQ, even
a total newb should be able to beat the game with ease. If you find any errors
or confusing parts, please don’t hesitate to E-mail me at dpitch40@yahoo.com.
-------------------------------------------------------------------------------
3. FAQ (Frakq)
FAQ: What’s the letter-number thing you put after islands?
A: That’s the coordinate system. The letter (from A to G) tells you how far
down on the Sea Chart the island is, from the first to seventh row. The
following number shows how far to the right it is.
FAQ: I just visited the helmet-wearing Beedle at Rock Spire Island, and he says
he closes in X days! How do I get enough Rupees to buy him out before then!?
A: Don’t worry, crazy Beedle’s only saying that as a marketing gimmick to
attract customers. He does “close,” but instantly reopens after remodeling.
FAQ: How many saplings are there in the game?
A: 346.
I don’t have very many FAQs here, but if I answer a question online too many
times, I’ll answer it here.
-------------------------------------------------------------------------------
4. Walkthrough (Wlkth)
This is but one of the legends of which the people speak...
Long ago, there existed a kingdom where a golden power lay hidden. It was a
prosperous land blessed with green forests, tall mountains, and peace.
But one day, a man of great evil found the golden power and took it for
himself. With its strength at his command, he spread darkness across the
kingdom. But then, when all hope had died, and the hour of doom seemed at
hand...
A young boy clothed in green appeared as if from nowhere. Wielding the blade of
evil’s bane, he sealed the dark on away and gave the land light.
The boy, who traveled through time to save the land, was known as the Hero of
Time. The boy’s tale was passed down through generations until it became
legend...
But then...a day came when a fell wind began to blow across the kingdom. The
great evil that all though had been sealed away by the hero...once again crept
forth from the depths of the earth, eager to resume its dark designs.
The people believed that the Hero of Time would once again come to save them.
...But the Hero did not appear. Faced by an onslaught of evil, the people could
do nothing but appear to the gods. In their last hour, as doom drew nigh, they
left their future in the hands of fate.
What became of that kingdom? None remain who know.
The memory of the kingdom vanished, but its legend survived on the wind’s
breath. On a certain island, it became customary to garb boys in green when
they came of age. Clothed in the green of fields, they aspired to find heroic
blades and cast down evil. The elders wished only for the youths to know
courage like the hero of legend...
a. The Beginning (Thbgn)
OUTSET ISLAND
As The Legend of Zelda: The Wind Waker begins, you find a young girl named
Aryll searching for her brother, who I’ll call you or Link, who happens to be
sleeping on a watch tower. (he must be sore) As Aryll runs down a ramp, looks
through her telescope, and climbs up to the tower, you slowly wake up. She
tells you that this tower is her private lookout, where she gazes at the sea
with her telescope. As she asks you what day it is, she notices you’re still
half-asleep. When she says it’s your birthday, you seem surprised. (what were
you doing last night, anyway?) Apparently, your grandma has been waiting for
you to go back to your house; you’d better hurry!
You now assume control of Link; climb down the ladder and run up the dock, to
Outset Island. Now, head west, across a long bridge connecting the island’s two
halves. On the western half, you should be able to see two houses; enter your
house, the right-hand, single-story one. In here, climb the ladder to the loft,
where your grandma is waiting for you. As a birthday present, she gives you the
Hero’s Clothes! Link doesn’t look too happy about coming of age, though.
Grandma tells you about the traditions the Hero’s Clothes symbolize, and how
Orca is the only one on the island who still practices with weapons in this
peaceful time. After you put the Hero’s Clothes on, Grandma tells you about her
plans for your birthday party, then to go get your sister.
Leave the house and go back the way you came, to the watch tower. You will want
to collect the island’s pigs for Rose and get the Orange Rupee under your
Grandma’s house; it will pay off later. Consider visiting Beedle’s Shop Ship
offshore to get some Bait. Climb up to the tower and talk to Aryll. She
compliments your new clothes, then lets you borrow her most precious belonging:
her telescope! Go ahead and try it out by zooming in on your house from the
watch tower. Aryll asks you to zoom in on the postbox just outside your house,
where a winged postman has delivered your mail and struggles to take off. After
Aryll’s comments on the postman, she screams for you to look up in the sky!
Zoom out and do so, and a cinematic of you spotting a massive, colorful bird
clutching a girl plays! Suddenly, cannon fire whizzes past the bird; a pirate
ship is pursuing it! The bird soon gets hit by a cannonball, dropping the girl
into a forest high above the island. Aryll says the girl needs help, but it’s
too dangerous in the forest without something to defend yourself. If you recall
your Grandma’s comment about the island’s only swordmaster, you’ll know where
to go.
Head back to the west side of the island, but as you leave the bridge enter the
bottom floor of the two-story house, where Orca lives. He notices your worried
expression when you talk to him, and offers to train you in the way of the
sword. After you accept and bow, you’re challenged to do a horizontal slice.
This should be easy; don’t touch the control stick or L button and press B.
Continue this a few more times to advance to the next lesson. Next is the
vertical slice. L-target Orca and hit B to do this one. Next, you must thrust
your sword at Orca. L-target Orca and hold the control stick forward, then
press B to do one. After you repeat this attack, you have to do a spin attack.
Hold B instead of tapping it, then release it to perform one. The next
technique, a parry attack, is slightly hard. L-target Orca, but don’t attack.
Wait until he prepares to attack, the A button icon in the top right corner
changes shape, and you hear a distinctive noise, then press A to parry his
attack, dodging and countering it. The last move is the jump attack. With your
sword drawn, L-target Orca and press A. After you finish your training, Orca
lets you keep the Hero’s Sword!
Now, leave Orca’s house and once again cross the bridge. Continue past the dock
to the watch tower, up a hill and behind Mesa’s house. When you reach a line of
saplings blocking the way, cut them down with your sword. Follow the path to
the top of the hill, and go across the long rope bridge to your left at the
top. This bridge leads to the forest the giant bird dropped the girl into.
FOREST OF FAIRIES
As you enter the forest, Link notices the girl hanging from a tree branch high
up. Judging by her clothes and the pirate ship, she must be a pirate! Run up a
ramp to the right, and drop down into a large area. You’ll have to fight an
unarmed Bokoblin here; if you L-target it and use the attacks Orca taught you,
you should defeat it easily. Climb up onto a short tree stump, and jump onto a
ledge. Keep going and jump off a log ramp to another grassy area. Some
Kargarocs drop two unarmed Bokoblin here; try to stay away from one as you
engage the other. This fight shouldn’t be too hard.
When you beat both of the Bokoblin, the pirate girl wakes up. Seeing that she’s
stuck on a branch, she struggles to get free and ends up falling to the ground.
She immediately asks what’s with your green getup, then starts to remember how
she got here. Suddenly, one of her pirate flunkies from the ship (Gonzo) runs
in. When he calls, her, you realize the pirate girl’s name is Tetra, and she
seems to be Gonzo’s superior. When Gonzo tells Tetra the bird dropped her on a
mountain, she gets mad and for revenge. When you leave, you see that Aryll has
followed up you, and is making her way across the bridge. From out of nowhere,
the giant bird swoops down and grabs Aryll! Link runs after her, but nearly
falls off a cliff without thinking.
OUTSET ISLAND
You soon find yourself with Tetra and Gonzo back at the beach. Tetra is shocked
by Link’s asking to come along on her ship to chase the bird. She first says
that being a little kid, he’ll only bring a headache, but then the postman from
earlier swoops down. He butts in and reasons that the bird wouldn’t have come
at all if the pirates hadn’t led it here. He further explains that being so
well-traveled, he’s heard that the same bird has been capturing blonde-haired,
pointy-eared girls all over the Great Sea and mistook Aryll for Tetra. He
happens to know that the bird’s next is to the north, at the Forsaken Fortress.
Tetra reluctantly decides to take you along if you can find something to defend
yourself in the dangerous Forsaken Fortress, but where would you find something
like that? The shield in the family crest, of course!
!!!!!!!!!!!!!!!!!!!!!!!!!!!
!TWO-TIME PICTOGRAPH ALERT!
!!!!!!!!!!!!!!!!!!!!!!!!!!!
If you’re in your second quest, you can easily get a Pictograph of Tetra while
she’s standing on the beach. If not, you’ll have to wait until you beat the
Helmaroc King to get her Pictograph.
Return to your house and climb up to the loft; the shield is gone! When you
climb back down to the first floor, your Grandma is holding the shield. She
knows what’s happened, and gives you the Hero’s Shield. Now, return to Tetra
and say you’re ready to set off. As the pirate ship leaves Outset Island, Link
waves goodbye to everyone on shore; his Grandma even comes out to watch him go.
Tetra interrupts this touching moment and taunts you about being so
sentimental. She then tells you to find another pirate called Niko below deck.
PIRATE SHIP
Go through the door on the ship’s front end. Yet another pirate, Nudge, guards
Tetra’s cabin, so go down the stairs to Niko. Since he’s normally the bottom-
feeder on the pirate ship, he’s happy to have someone to boss around. He then
decides to give you the standard swabbie test. It involves stepping on a
switch, then jumping from platforms and swinging from ropes to reach the other
side. After he finishes his instructions (listen carefully), he taunts that it
will take you an entire year to complete, then tells you to start. When you hit
the right-hand switch on the starting ledge, several platforms rise up from the
ground to connect some swinging torches. You have 1 minute to navigate across
them to reach the far ledge, where Niko awaits you. It shouldn’t be too hard to
get from rope to rope; it’s just a matter of jumping to them. Keep the camera
centered behind Link to line up your jumps. Though you can stop with R and line
up your swing after you grab onto the torches, it’s far easier and faster to
carefully aim your jumps before hand so you can immediately swing across,
saving time. When you hear a clock start ticking, you have 20 seconds left.
When the ticking quickens, you have 10 seconds. It will probably take a few
tries to do, unless this isn’t your first time playing the beginning. If you
mess up and fall before the platforms retract, climb the ladder to the starting
ledge and hit the switch in front of it to retract the platforms and reset the
timer so you can try again. Once you make it to the far platform, Niko is
amazed by your skill. He thinks for a moment, and decides it’s okay to give you
something. When he steps aside, go to the treasure chest behind hi and open it
to get the Spoils Bag, which lets you carry battle spoils from enemies. Right
after you get it, Tetra calls you to the deck; you reached the Forsaken
Fortress.
b. Storming the Forsaken Fortress (Frsk1)
Once you’re on deck, Tetra calls you up to the crow’s nest. Tetra doesn’t seem
to appreciate Niko’s “training,” but she lets it go to show you the Forsaken
Fortress, in all its foreboding evil glory. Several searchlights around the
perimeter of the fortress prevent the pirate ship from getting any closer. Link
also notices the Helmaroc King nesting high up on the fortress’ tower! Tetra
points out a high window your sister is probably being kept in, but wonders
aloud how to get you in. Suddenly, Link find himself stuck in a barrel mounted
on the ship’s catapult! Tetra reassures him that pirates do this all the time
(which I doubt), and starts the countdown. Soon after, Link finds himself
flying through the air in the barrel, aimed at the Forsaken Fortress!
Unfortunately, things don’t quite go as planned. He smashes into the tower and
slides into the moat; even worse, his sword flies off onto a high ledge! In one
of the unnecessarily most hated parts of the game, you’ll be exploring the
Fortress without it.
FORSAKEN FORTRESS
As you climb onto the shore near where you fall into the water, something in
Link’s pocket start vibrating, scaring the heck out of him. Link discovers that
Tetra is talking to him through a pendant she slipped into his pocket, the
Pirate’s Charm. (and you thought you had finally gotten away from her) She
apologizes for her bad aim, then gives you instructions of using the Pirate’s
Charm. After Tetra is finished talking to you, it’s time to storm the Forsaken
Fortress. Since you’re unarmed, you’ll have to use stealth to get through. If
you’re caught in one of the spotlights or by a patrolling Moblin, you
immediately get thrown in jail. To escape, climb onto the table in the center
of the cell, then jump to the shelf. Break or displace the vase on top of it to
reveal a crawlspace; go through this to emerge on the other side of the bars.
Luckily, the searchlights are only in the courtyard, which you should have to
enter anyway, and the Moblin only patrol the first-floor hallways, which you
don’t need to explore at all. Just in case, grab one of the barrels near where
you came ashore. If it’s hollow, Link will put it over him as a disguise. As
long as he stays still under the barrel, enemies can’t see him. (unfortunately,
the ever-annoying Rats can; they can also cheaply break the barrel)
After you get the barrel, climb the flight of stairs. Don’t go into the
courtyard ahead; all that’s there are some tempting but poisoned Rupees.
Instead, climb another flight of stairs next to the first to reach the safer
second floor. Be sure to stop before the searchlight passes over you. Once you
reach the top, don’t enter the covered hallway; instead, look to the right
(southwest) for a ramp. Keep your barrel on and run up it. Once you get to the
top of the ramp, look right; there’s a ladder ahead leading up to one of the
searchlights. A Bokoblin is operating the controls, and when you get too close
he attacks you with a Boko Stick. Either approach L-target him and deflect his
attack with your shield (hopefully knocking the stick out of his hands) or run
left around the searchlight and look for a pot of Boko Sticks. Pick it up and
throw it. Either way, once you manage to get a Boko Stick, pummel and defeat
the Bokoblin with it. (it takes 5 hits) The searchlight he was operating stops
works and faces up; only two more to go.
Next, head back down the ladder and to the covered hallway you saw earlier. Go
through the door to the right here, closest to the ramp you’re coming down. In
this room, look across the gap in front of you for a treasure chest. Remember
what you did with Niko; swing across the lantern in here to the chest, which
contains the Dungeon Map of the Forsaken Fortress. Now swing back across and
enter the door you didn’t come in through. To the left, through an opening in
the hallway, is a balcony with a ladder leading to the second searchlight.
Climb it, and don’t move when you get to the top; the Bokoblin is close. Inch
around to the right to the Boko Stick pot. Repeat what you did before to
disable this searchlight. Next, look for a wide ledge (not the narrow one you
climbed up through) and jump back down to the walkway/ramp you climbed before.
SIDEQUEST: PIECE OF HEART
Go back down to the covered hallway, and enter the door you entered before, on
the southwest end of it. Now, jump down to the lower level of this room. Behind
some barrels in the northwest corner here is a switch; press it to open a
nearby jail cell. Inside is a chest containing a Piece of Heart, likely your
first one. Now that you have that, leave through the northeast door.
In the hallway, deliberately get caught by a Moblin so that you get thrown into
the jail on the second floor. If you forgot how to get out, look a few
paragraphs above. After you escape, run down the hallway back to the room you
were just in. You can grab the Dungeon Map here if you missed swinging to it
before; either way, swing back across and leave through the northeast door.
From where you got the Treasure Chart, go straight across the covered hallway
from where and enter the room directly below the third searchlight. In front of
you, behind some barrels, look for the Compass in a treasure chest. Now either
swing across the gap in the room via the lantern of jump across a long shelf
near the Compass. Once you reach the other side of the room, exit once again.
Look for the doorway to another balcony on your left as you enter the covered
hallway. There’s a ramp leading up from this balcony; like before, a ladder to
a searchlight is at the top. One last time, disable the searchlight. Look just
to the left for a pot of Boko Sticks. Now, climb down and go back down the ramp
and the northwest door across from where you entered. As usual, swing across
the lantern in this room and exit. Out here, look to the left balcony. You’re
right above a ladder to the courtyard, but it’s a short ways off the ground.
Push the crate next to the ladder off the ledge, then jump down and push it
under the ladder to make a helpful shortcut. Now that the searchlights are all
disabled and you can get back up, go ahead and grab the Rupees in the
courtyard. When you’re ready, climb back up and continue on through the next
door.
SIDEQUEST: YELLOW RUPEE
Now that you have access to the courtyard, you can easily reach the room where
you got the Treasure Chart, connected to the jail. Go through the northwest
door here, down a hallway to another room. On the first floor of this room’s
west side is a treasure chest with a Yellow Rupee, on a bed. Be careful when
jumping down to claim it. A statue above the room’s double doors fires deadly
accurate laser beams at you if you get too close. Stay along the side of the
wall to hopefully dodge the attack as you claim the Yellow Rupee. You can reach
a ledge from which you can swim back to the KoRL, but this involves running to
the door the statue guards; save and quit instead, then run back and use the
shortcut you opened to resume your quest.
The next room is a shipyard patrolled by two Moblins. Be very careful, but
don’t bother with the nearby barrel. You’ll only have to sneak past one of the
Moblin guards to reach the far door, but you’ll have to watch out for Rats.
Sneak past the Moblin when he’s walking away from the door; if you run and roll
fast enough while his back is turned, he won’t notice you. Once you get past
him, climb the stairs to the left and go through the door. You’ll have to climb
three staircases now, and there’s a Moblin above them. Move the camera so you
can see where he’s going. Between the second and third staircases and on the
third, either stay close to the wall so the Moblin can’t see you, or wait for
it to pass by. Once you reach the top, wait for the Moblin to go away and get
in the barrel. Use it to sneak past the Moblin, preferably when it’s far away.
Once you’re a very safe distance from the Moblin, take the barrel off and keep
going. Eventually, you come across a very narrow ledge. Before sidling across
it, jump off to the south to get onto a ledge near one of the disfunctional
searchlights. Like before, you’ll notice a crate on the ledge. Push it off to
create another, even more convenient shortcut from the walkway near the third
searchlight. Now climb back up the ladder to where you were before and sidle
across the narrow ledge. Run around a bend in the path and repeat this on
another ledge, this time picking up two hearts on the way. You might need them.
Climb up another ramp. Up ahead is a Shield Bokoblin-and your Sword! As you
enter the area, Link notices his Sword, and starts to jump for joy. Suddenly,
spikes seal off the exit and the Shield Bokoblin attacks! L-target it and keep
your Shield up as you circle around it and dash for your Sword; pick it up with
A. Once you have your Sword back, defeat the Shield Bokoblin. (try parrying its
attacks, or play it safe by shielding yourself from its attacks, then
immediately dropping your guard and slicing it) Once you defeat the Shield
Bokoblin, a bar lift from the lock of a large wooden door near you. Enter it to
emerge in a tall room, with a jail cell containing your sister and several
other kidnapping victims! Link runs to Aryll, but before he can get to her the
Helmaroc King returns and grabs him in its beak! It flies to the top of the
tower, where a mysterious robed man with greenish skin and a red beard is
standing. This man must be the Helmaroc King’s master; with a simple nod of his
head, he commands his pet to fling you away, far off over the Great Sea...
+-----------------------------------------+
|THINGS TO GET AFTER THE FORSAKEN FORTRESS|
+-----------------------------------------+
Picto Box: Windfall Island (B4)
Piece of Heart: Windfall Island (B4), Squid-Hunt Minigame
Piece of Heart: Pawprint Isle (B5)
Tingle Tuner: Windfall Island (B4)
Tingle’s Chart: Windfall Island (B4)
Treasure Chart 7: Windfall Island (B4), Squid-Hunt Minigame
Treasure Chart 23: Windfall Island (B4), Squid-Hunt Minigame
Treasure Chart 34: Pawprint Isle (B5), Salvage Corp.
c. The First Pearl (Dgnic)
WINDFALL ISLAND
After his unscheduled flight across the Great Sea, Link finds himself floating
unconscious in the middle of the ocean as a red boat hull pulls up to him. He
wakes up in the boat, as a voice calls his name. As Link wakes up, the bearded
figurehead of the boat turns around and speaks to him! It turns out that Link
has had the fortune of being found by the world’s only talking boat, the King
of Red Lions. (who will be called the KoRL hereafter) The KoRL says he was
watching you as you stormed the Forsaken Fortress to rescue your sister, but
your attempt was too foolhardy to work. He then tells you the mysterious robed
man who commanded the Helmaroc King to throw you is named Ganon. (that’s a
typo; since he’s in human form his name is Ganondorf) Ganondorf is the one who
tried to obtain the power of the gods and was sealed away by the Hero of Time,
as you saw in the intro. The KoRL still doesn’t know how Ganondorf was able to
return. (but I do; it’s a plot device) After you confirm that you still want to
save your sister, the KoRL agrees to guide you, but warns you that the key to
beating Ganondorf is locked away.
Once the KoRL has told Link all this, it’s time to leave! There’s one problem:
although the KoRL possesses the power of speech, he doesn’t have a Sail.
Without one, it will take you days just to cross a single quadrant. You’ll have
to search around in this town of merchants and buy one. Don’t listen to the
KoRL’s warnings to hurry; take your time. If you’re feeling lost on Windfall,
check out the “THINGS TO GET AFTER the Forsaken Fortress” section just above,
or the Islands section.
Okay, now I’ll assume you’ve done any sidequests you want to do, namely
*shudder* visiting Tingle to get his items and the Picto Box, and playing the
heck out of the Squid-Hunt game. Once you’re ready, look for an outdoor stall
under the Cafe on the northeast side of Windfall. It is owned by Zunari, a
strange merchant in a parka and enormous hood. When you talk to him across his
counter, he tells you that he sailed here from a cold land far away, but was
marooned. Only he and “that” survived the storm. Since he notices you’re a
traveler, he offers to sell you “that” for 80 Rupees. When you buy it, you find
that “that” is a Sail! If you don’t have enough, smash the pots around
Windfall, then enter a building and do it again. Once you have the Sail and are
finished with any sidequests, return to the KoRL. After he tells you how to use
the Sail and your Sea Chart, it’s time to set sail to the first destination he
marked, Dragon Roost Island, two quadrants to the west. Consider stopping on
Pawprint Isle in between Windfall and Dragon Roost Islands for an easy Piece of
Heart.
DRAGON ROOST ISLAND
As you approach the towering Dragon Roost Island, the KoRL announces it to you.
A great sky spirit named Valoo lives here and has a jewel called Din’s Pearl.
You’ll have to ask the native Rito people to see him. As you start to leave,
the KoRL almost forgets to give you a baton called the Wind Waker. In ancient
times, people used it to borrow the power of the gods. Now it’s your turn to
use it. First, the KoRL has you conduct a practice melody, in 3/4 time. Use the
C-stick to point the Wind Waker the right way. It has to be the correct
direction when the counter above you passes the center. Instead of trying to
time it, just hold the C-stick until you play the right note. The KoRL also has
you practice in 4/4 and 6/4 time. Use the D-pad or control stick to switch
rhythms. After you’ve finished all this, the KoRL gives you the Wind Waker to
keep!
Although you now have the Wind Waker, you still don’t have any songs for it;
it’s time to get one! Look for a nearby tunnel directly through the island; off
the shore on the other side is a small island with a shrine. Swim out to this
island. There are two blue stone tablets out here, but one is broken. Pull out
your Wind Waker in front of the unbroken one. Out of nowhere, a song plays.
Imitate it on your Wind Waker to learn the essential Wind’s Requiem, which
allows you to change the direction of the wind! It will be perfect for sailing!
After Link learns the Wind’s Requiem, a crazy frog riding a cloud swoops down
next to Link. He introduces himself as Zephos, the god of winds. He tells you
what the Wind’s Requiem does, then about his brother, Cyclos. He’s angry that
his monument was broken, and now has fun by summoning giant cyclones around the
Great Sea. Zephos requests that you chastise his brother for him if you ever
meet Cyclos, then flies off.
Now, go back to the other side of Dragon Roost Island. To your left, at the
bottom of a ramp, a giant cracked boulder blocks the path. Just to the left of
this on the shore of a pond are some Bomb Flowers. Pick one, set it next to the
rock, and get the heck away! If you set it close enough (you can also try
throwing the Bomb), the rock gets blown to kingdom come and you can pass. Make
sure to get rid of the Bomb in time. Like all the large rocks, it leaves a
Yellow Rupee behind for your trouble. Continue up the slope, and use the next
Bomb Flower to blow up the two nearby cracked rocks. Keep going through the
right-hand one, to a third Bomb Flower on the slope. Grab the Bomb while facing
towards the cliff face but slightly to the right, then side jump until you can
throw the Bomb on top of the ledge, near the last cracked rock. It should get
blown up if you were facing the right way. Get the Yellow Rupee, then sidle
across the narrow ledge and get the Blue Rupee at the end. Walk towards the
ledge facing out to sea so that you fall instead of jump, landing near a Bomb
Flower. Throw the Bomb at the rock below two blocks up ahead. When it blows up,
the blocks fall into an indentation. Jump down to where they fell and pull the
lower one out to create a shortcut. Now climb up them and keep going, through a
short tunnel.
Someone is waiting for you at the other side of the tunnel; it’s none other
than your postman! He’s pleased that you’ve traveled this far, then asks about
your sister. He reassures you that she’ll be okay, then decides to fly ahead
and tell the rest of the Rito that you’re coming. Follow him by running up the
long balcony and into the Rito aerie.
As you enter, the Rito Chieftain is asking someone if he’s discovered the cause
o the great Valoo’s anger...this can’t be good. He then notices you, and says
Quill (the name of your postman) has told him all about you. He says the Rito
will help you, but they’re dealing with a problem of their own right now. To
grow their wings and begin their life in the sky, young Rito must climb Dragon
Roost Island must get a scale from Valoo. Unfortunately, he has become violent
and enraged, preventing this from happening. Without any new flying Rito, their
whole way of life will eventually be threatened. Before the Rito can help you
with your problem, they must deal with theirs. Quill and the Chieftain decide
to let you visit the Chieftain’s son, Komali. He is at the age to get his
wings, but because of this situation he might just give up. The Chieftain also
asks you to give his son something for him, but you’ll have to find a young
girl named Medli to get it. Lastly, Quill gives you the Delivery Bag, which
lest you hold letters, documents, and Windfall Island decorations.
After this conversation is over, ascend the ramp winding around the edge of the
aerie and enter the first door you come across. Medli is standing directly in
front of you here. Medli seems to recognize you and your Hero’s Clothes, then
introduces herself as the attendant of Valoo. Actually, that’s not accurate;
she’s still studying to become one. She then remembers the things the Chieftain
gave her, and gives you a letter addressed to Komali. She also asks you to do
her a favor and meet her outside the entrance to Dragon Roost Cavern later.
Now, leave the Chieftain’s room and jump back down to the first floor. Run down
a tunnel opposite the main aerie entrance and enter Komali’s room.
Komali is sitting on his bed, holding what looks like a big orange ball.
Players of Oracle of Ages should recognize the symbol on it; could this be
Din’s Pearl? When you give Komali the Chieftain’s letter, he reads it and
doesn’t seem to care about his father’s encouragement; he doesn’t have to get a
scale from Valoo. He also doesn’t care about you saying you can calm Valoo
down. Komali will only listen to you if you can find someone who can reach
Valoo on top of Dragon Roost Island. Now leave Komali’s room and go through the
other exit to the aerie’s first floor, a tunnel with light at the end.
Ash continually blows through the air in this barren area; there are also
several wilted Bomb Flowers near you. Turn left and jump down into the lower
part of the area, where Medli is waiting. She tells you there used to be a
spring here, but Valoo knocked a boulder down, blocking it off. Only a tiny bit
of water trickles out from beneath it now. When you tell Medli about Komali,
she seems concerned... She tells you she feels guilty about the way Komali is.
His grandmother was a great attendant who taught Medli; if Medli was as great
an attendant as her, Komali might feel more confident about seeing Valoo. She
wants to go to a shrine on top of Dragon Roost Island, but needs some help
getting up a high ledge. Agree to help her, but note the crazy wind that
switches direction often. Get out the Wind Waker and play the Wind’s Requiem to
set the wind to the north, towards the ledge. Now pick Medli and throw her at
the ledge from the raised rock. For a laugh, make her crash into the ledge.
Once you get her on top of the ledge, Medli says she’s going to meet with Valoo
and try to calm him. She also gives you your first Empty Bottle, which can hold
all kinds of useful things. Useful things like water, for instance.
Use your Empty Bottle to scoop up some water from the spring, then climb to
where you entered and water one or more of the withered Bomb Flowers. Pick the
Bomb from it, wait a few seconds, then throw it at the boulder from the
railing. It may take a few tries to get the timing, but you’ll eventually blow
up the boulder and free the spring. With water filling the lower area, you can
now swim across to the ledge where Medli was. A short distance behind it is a
small lake of lava with two jar-holing statues on either side of it. Pick one
of the Bomb Flowers next to the pool and throw it into the right-hand, nearest
statue’s jar. It will probably take a few tries to get the distance right. Once
you do this, the statue falls, creating a bridge across the lava. Pick another
Bomb and jump onto the statue so you can repeat this with the far one. Throw
the Bomb in from the middle of the statue. Once both statues have fallen, you
can use them to get across the lava and enter the cave up ahead to...
DRAGON ROOST CAVERN
As the first real dungeon of the game, Dragon Roost Cavern will provide you
with plenty of thrills and chills...well, maybe not chills. The entryway is
fairly boring, and players of the Wind Waker demo should recognize it. Break
the pots around it for Rupees or heart, then look at the 3 statues in the
middle part of the room. Grab onto the left one with R, then pull it away from
the wall. (how does Link grab onto it?) Then get behind it and pull the middle
one to where the left one was to open a doorway to the second part of the room.
In here, you’ll have to fight two Bokoblin holding flaming Boko Sticks. Stay
moving, keep your shield up when not attacking, and try not to get caught
between both of them. If you have trouble in this fight, I sure hope this game
is a rental... After they’re both defeated, pick up one of the flaming Boko
Sticks and use it to light the two torches in the northwest corner of the room.
When both of them light, a chest appears containing a key you can use to unlock
the nearby door to the next room. If the stick goes out, relight it at the
torch on the northeast side of the room.
As you go through the short hallway and enter the next room, you’ll notice the
dungeon’s concentration on fire. The Wind Waker follows suit from Ocarina of
Time, in that its first three Dungeons focus on the elements of Fire, Earth and
Water. They also take place in the same settings: a giant tree, a searing
volcano, and-um, if a huge tower can be counted as a leviathan fish-god, they
all happen in the same places. Anyway, this room is a massive lava cavern, the
central room of Dragon Roost Cavern. Start by going left across the wooden
walkway. The door up ahead is locked; keep going on the passage to the right of
it. There’s a ledge on the wall between a sizeable gap in the walkway ahead.
Jump down and pull a block out from the cave wall. Climb onto this block and
jump from it to the other side of the interrupted walkway. Keep going until you
reach a short gap. When jumping it, make sure the lava geyser isn’t going off
to avoid great pain! Before the long rope bridge, you’ll undoubtedly attract
the attention of some Keese. Defeat them with vertical slashes as they get
close; try to do it from a platform and not the bridge. On the other side of
the bridge, there are a few Bomb Flowers grab a Bomb and throw it at the
boulder at the other side of the short bridge to blow it up. Then enter the
door behind it.
The next room consists of three alcoves with a pool of lava in between them. If
you grab one of the large jars near you and run around, you’ll see that it’s
filled with water. Throw it about halfway between the ledge you’re on and the
one to the southeast to solidify some of the lava into a temporary platform.
Jump across this to the next ledge, but make sure it’s positioned right. If it
isn’t, wait for it to melt and try again. If you ever run out of pots, exit the
room and reenter to make more appear. Anyway, the ledge you’ll reach next
contains a chest with the Dragon Roost Cavern Dungeon Map! Repeat the same
process to get to the final ledge using the pots on this ledge. Don’t climb the
ladder to the next room yet; instead, walk around the bottom and a Red Chuchu
will probably jump down. Slay it, then keep going to the next room.
There are some wood beams ahead of you here. Keep your shield out as you walk
towards them; a Bokoblin holding a sword will smash through them. Defeat it as
usual with sword attacks, then grab its sword and use it to smash the room’s
other wood beams. In the second part of the room, drop the sword. There are two
Red Chuchus on a ledge to the left; either lure them off it or climb up, then
defeat the either way. Go back and get the sword and smash the wood beams
behind them, then open the treasure chest behind them. It has a Small Key
inside, just what you need to open the door in the lava cavern! Now, exit
through the northwest to the aforementioned cavern.
There’s another cracked boulder sitting on a ledge up ahead, but the only Bomb
Flowers nearby are growing on a wall, out of reach. Look east of where you came
in from a couple of rocks. Throw one at one of the Bomb Flowers to detonate
them and blow up the rock. If you keep missing and run out of rocks, exit and
reenter the room. Once you get past the rock, you’ll be back where you first
came in. Keep going ahead and through the locked door.
In the next room, note the lava-filled side passage to the right. You’ll be
returning to it later to get a Treasure Chart. Keep going ahead, defeating the
Red Chuchus as you go. Behind some boards to the left, another Bokoblin is
prepared to ambush you. Once again, keep your shield in front of you and draw
him out. Once you defeat the Bokoblin, take its Boko Stick and light it on one
of the torches on either side of the sealed exit. Once it’s lit, use it to burn
away the other boards in the room. Behind them, there is a switch; press it to
unseal the door.
When you go through that door, you emerge outside! Be very careful not to fall
as you cross the rope bridge to the right. Defeat the Bokoblin at the end with
sword thrusts so you don’t cut any of the ropes. After that, climb the ladder
ahead but be careful. Periodically, a jet of lava spurts from the cliff side
and through the ladder. Stop climbing just before it, then quickly continue as
soon as it stops. Once you get to the top, defeat the Kargaroc with vertical
slashes or a jump attack; remember to shield its attacks. There’s a narrow
board sticking out of the wall, beyond the top of the ladder. Sidle across it,
but look out for the lava jet like before. Walk around a large cracked boulder
to the next ledge, which is too narrow to even sidle across. Move up to it so
Link grabs on, then move across it while hanging from your hands. Once across,
climb two ledges up to a Bomb Flower. Pick a Bomb from it, wait a second or
two, then throw it at the cracked boulder. Try to get the Bomb to land on the
boulder, or time it so it blows up as it falls past. Once the boulder blows up,
it reveals a door behind it. Enter this door to reenter the Cavern.
Once you climb up two ledges in the next room, you find 3 stacks of blocks. The
side stacks have 3 blocks; the middle has 4. To get past this minor puzzle,
pull a block out from the bottom of the center and one of the side stacks.
Climb onto the top of the side stack, then the main stack from there. The door
to the next room is just in front of the top block.
The next room is swarming with Rats. Now that you have your sword back, you can
defeat the Rats, but they are constantly moving which makes it hard. If you got
some All-Purpose Bait from Beedle, spread it in front of the nearby rat hole on
the lowest part of the room. The Rats not only stop attacking you; another Rat
will sell you more Bait or Potions! After the Rats are somehow taken care of,
pull the block out from the north wall and use it to climb to the top part of
the room. In the east side of the room, on a wood-floored alcove is a treasure
chest containing the Compass! To reach a chest in the south part of the room,
you’ll first have to get rid of the wooden boards in front of it. They aren’t
cracked and there are no Bokoblin with swords to be found, so you can’t smash
them. Instead, break the pot of Boko Stick next to the locked north exit and
light one on the torch near the Compass chest. Then face the boards and throw
the flaming Boko Stick at it to burn them up. Once the boards are gone, jump
down and climb the ladder up to the chest; inside is a Small Key you can use to
open the north door.
For the next room, you find yourself outside again. Go up the stairs to the
right; some parts have fallen away, so you’ll have to jump them. At the top, a
Kargaroc nests on the end of a narrow, projecting rock. Run up to the bird to
make it chase you, then lure it back to the main ledge before defeating it so
you don’t risk falling. After the Kargaroc is defeated, grab the Small Key it
was sitting on and use it to open the next door.
The next room is extremely dark. Run southeast to the eastern part of the room,
where several Keese attack you. Defeat them with vertical strikes as usual. Be
sure to open the chest in an alcove to the east containing a Joy Pendant. Then
go back to the entrance, smash a Boko Stick pot, and light one on the nearby
torch. Run back to the formerly Keese-filled part of the room, and light the
torch in the center of it. Keep running to the south part and light both
torches there to unseal the door. If your Boko Stick burns out, relight it on
he last torch you lit.
Once you go through the unsealed door, you find yourself high up in the main
lava cavern. To your right is a Bomb Flower; to your left, a Warping Jar as
seen in the dungeon’s first room, with a cracked boulder covering the entrance.
Pick a Bomb and throw it next to the jar to blow up the boulder. You can now
use the Jar to warp between here and the first room! Convenient, huh? Now is a
good time to save your game; after that’s done, run across the rope bridge to
the next room.
Right off the bat, defeat the Bokoblin in the next room. I shouldn’t have to
give you any tips by now. After that, go around the room and smash all the
pots; several more Bokoblin to defeat hide in them. To get the one on a shelf
east of the entry door, roll into the wall below it. When you beat all the
Bokoblin (there are three total), the entry and exit doors unseal. Before you
climb the ladder to the exit and leave, get a Boko Stick either from one of the
hiding Bokoblin or from a jar on the walkway above. Go to the plinth in the
west side of the room, and light the Stick on the lit torch. When you light the
unlit one next to it, a treasure chest containing Treasure Chart 11 appears
between them! After you get it, exit the room.
The small lava cavern you arrive in next can be one of the trickiest rooms in
the dungeon if you don’t know what you’re doing. The ledge you enter on has
quite a few jars of water. A small, circular platform has a Magtail crawling
around on it, and after that a lava geyser periodically spouts up. The platform
the Magtail is on is too small for you to defeat it with a parry attack without
cheaply falling into the lava. Instead, grab a water jar, L-target the Magtail
from the ledge you’re on, and throw the jar at it to stun it. Once it’s
stunned, ump over to the Magtail, pick it up, and carry it back to the bigger
ledge, where you can set it down and defeat it with your sword easily. Once the
Magtail has been dispatched, grab another water jar, jump to the small platform
with it, and throw it over the spot where the lava geyser shoots out.
(preferably not while it’s doing so) Then jump on and wait for it to lift you
and the solidified lava up. From there, you can easily jump onto a wooden
walkway and continue to the next room.
This room is one of the last in the dungeon; you can even see the giant gold
lock of the boss door on the north end of it! Unfortunately, not only do you
not have the key to open it, you also can’t cross the expanse of lava in front
of you. You’ll be taking care of both of these problems soon, however. For now,
look for a Bomb Flower just to the right of where you enter. (make sure you
don’t jump straight to it, or you’ll hit the lava) Use the Flower to uncover
both a nearby Warping Jar (save afterwards) and the door to the next room, in
the south.
The next room actually isn’t a room at all, but another outside part! The only
way to go is up a staircase, but be fast. The stairs crumble moments after you
step on them; keep rolling to stay ahead of the collapse. When you get to the
top, look through the doorway to a large clearing just below Valoo. Two Shield
Bokoblin are holding Medli prisoner! Enter the clearing, which closes off
behind you, and fight them. With your Bokoblin-slaying experience, you should
be able to defeat them easily. After that, a Kargaroc airlifts a hulking Moblin
into the arena to fight you! Since you don’t have the Boomerang yet, defeating
it can be slightly hard. Try to keep shielding its attacks from a short
distance away, then jump attack the Moblin right after it attacks. Stay away
from it when you knock its spear away; the Moblin can attack you with an
insanely powerful punch when unarmed. If you keep attacking it right after It
attacks, or try parrying its attacks, you should be able to beat the Moblin. If
you’re having trouble, the pots around the edge of the area contain hearts.
Once you defeat the Moblin, the door to Medli’s cage opens.
When you talk to Medli, she tells you she’s found the cause of Valoo’s anger.
Something in the cavern below him is hurting his tail. Medli decides to go back
down and tell everyone what’s happening. To help you out, she gives you the
device she used to get this far. It was also used by Ritos before they evolved
wings. Without further ado, please welcome out special guest...the Grappling
Hook! Medli then tells you to climb to a ledge to the left, and flies up to
help you learn to use the Grappling Hook. To Grapple across an overhanging
branch in front of the ledge, first press the Grappling Hook button to aim it
in first-person mode. (you can also use it in third-person mode while L-
targeted) Move the red targeting dot (it’s got laser sighting!) over the middle
part of the Grapple post until you gear an audio cue and a yellow sparkle
appears, then press the Grappling Hook button again to let it fly and Grapple
onto the target. Once you get swinging, the controls are exactly the same as
for swinging from lanterns like in the Pirate Ship and Forsaken Fortress. Once
you swing across, run ahead and repeat the step, then smash through some boards
with your sword. Jump down, and you’ll be directly in front of the door you
came out of. Don’t go through it, though. Look to the east for some more ledges
with Grappling posts in between. Use the Grappling Hook to travel down the
ledges and enter the door at the end. Remember to stay on the outside of every
ledge when Grappling, so you don’t fly off the ledge.
Run across the rope bridge, defeating the Bokoblin on the end with sword
thrusts. Keep your shield out as you approach the pots beyond him, as a Shield
Bokoblin will attempt to ambush you from one of them. When you defeat it, a
chest appears in the room, directly below you. Run back to the bridge and cut
all the ropes on it with horizontal slashes. Normally this would be a bad idea,
but when the bridge here collapses, Link jumps down to a walkway below. Open
the chest you made to get a Joy Pendant, then leave through the west door to
reenter the main lava cavern.
Turn right and jump onto a large, circular platform hanging from a large
birdcage-like structure. Periodically, a massive lava geyser buffets this
platform. You have to cut all the ropes to free the platform, but if you only
cut one or two it dumps you into the lava. Charge up a spin attack facing away
from the ropes, then edge in between them and unleash it to slice all 3 at
once. Once the platform reaches the surface of the lava, jump off it to a ledge
to the northeast. Jump across two hanging platforms and climb a ladder to reach
a sealed door in the shape of a monster head. Then, look to the south for an
elaborate Grapple post. Grapple onto it to unseal the door, then swing back
onto the ledge (you’ll probably have to battle some Keese first).
There’s a Grapple post just ahead of you over some lava, but it only takes you
to a dead end.
!!!!!!!!!!!!!!!!!!!!!
!TINGLE STATUE ALERT!
!!!!!!!!!!!!!!!!!!!!!
This end isn’t dead if you have the Tingle Tuner, which can be used to find a
Tingle Statue. You can uncover a hidden chest containing a it using a Tingle
Bomb on the right spot.
Anyway, rather than swinging directly across, hold R to stop and turn 90
degrees to face east. Then release R and start swinging until you can release
yourself and get to the ledge in front of you. Jump across 3 hanging platforms,
and from there use the Grappling Hook on a post high up to reach the exit.
The next room contains an elaborate blue chest with the dungeon’s Boss Key, but
it’s surrounded by flames. A continuous pressure switch next to the flames
extinguishes them, but you obviously can’t be in two places at once. Instead,
L-target the Magtail that will crawl from the lava and lure it so that it’s
between you and the flames/switch. When the Magtail rears up to attack, keep
your distance and stun it with the Grappling Hook. Quickly pick the curled-up
Magtail up and set it on the switch to drop the flames, then grab the Big Key.
Now that you have it, you could backtrack all the way to the room with the boss
door, but there’s an easier way: just save and quit to reappear in the
beginning of the dungeon, where you can use the Warping Jars to easily reach
the final room.
SIDEQUEST: TREASURE CHART 39
Before you enter the first jar, however, use your Compass to locate an unopened
treasure chest in a nearby room. Go to the lava cavern, then turn left to the
room. You should remember the lava-filled passage to your right as you enter
the room, and now that you have the Grappling Hook, you can reach it using the
Grapple post on the ceiling. Once again, smash the wooden boards on the other
side, then open the treasure chest to get Treasure Chart 39. Now, go back to
the first room and take the Warping Jars to the boss door room.
Back in the Boss Door room, you know the drill; cross the previously impassable
lava moat in here by Grappling the post above it. On the other side, defeat the
Magtail with a parry attack and open the treasure chests. The west one contains
a Yellow Rupee; the east one has a Knight’s Crest. If you didn’t buy a Blue
Potion from the Rat earlier, smash open the pots at the top of the stairs to
get FAIRIES!!! Be sure not to accidentally have them heal you as you catch one.
After you have a Fairy, save and go through the boss door.
It’s quiet in the boss room...too quiet. It seems to consist of a ring of land
around a pool of lava, with wooden platforms high up on the walls. Hanging from
the ceiling is Valoo’s tail; the creature torturing it must be here, meaning
it’s the boss! As you walk forward, the lava begins to heat up, and a massive
lava scorpion emerges from it, spewing fire and knocking Link backward with its
claws! (nice entrance) Get ready to fight...
+-----+
|GOHMA|
+-----+
Difficulty: *
This giant scorpion is a very easy boss if you know the right way to beat it.
Without one, Gohma is nearly impossible. Basically a huge Magtail, it’s been
spewing lava around its cavern and tormenting Valoo, even solidifying some rock
around his tail. If you want to calm Valoo and get Din’s Pearl, you’ll have to
defeat Gohma.
-Defensive Strategy-
First, its attacks. Gohma has four attacks. Its main attack is to slam one of
its claws at you. Don’t L-target Gohma; instead, run around and roll when you
hear Gohma grunt and prepare to attack. Its second attack is identical to the
first, but it gets its claw stuck in the ground for some time, which is very
helpful later. I don’t know exactly what determines when its claw gets stuck;
if you do, E-mail me about it. Its third attack is a cheap, quick claw attack
that’s nearly impossible to dodge unless you roll as soon as you hear the
distinctive sound. It also sometimes attacks with its two claws, embedding them
on either side of you, then belches forth fire breath to toast you. This attack
isn’t too tough to dodge, and is actually quite desirable. When it uses the
preliminary claw attack, roll through the openings under either of Gohma’s
claws before it attacks with its fire breath. (you have plenty of time) With
practice, you’ll be able to anticipate Gohma’s attacks merely by the sounds
associated with them. Also, one other thing of note; don’t worry about falling
into the lava Gohma swims in; you won’t have to restart the battle if you do.
(you’ll still take damage)
-Offensive Strategy-
As with all Dungeon Bosses, you’ll use the item you got in the Dungeon to make
Gohma vulnerable, then unload a beating on it with your Hero’s Sword. The
strategies I provided for dodging Gohma’s attacks are all well and good, but
with a method partially of my own invention, you won’t need any of them. As the
battle starts, quickly whip out your Grappling Hook and look above Gohma.
You’ll see Valoo’s tail, twitching and whipping around in pain. Quickly move
the cursor to the general area where the spiked end of Valoo’s tail is until
you get the symbol indicating a Grappling target. Toss the hook so it grabs
onto Valoo’s tail. Swing over Gohma on the rope, then let go as you reach the
other side. Your weight makes the rock Valoo’s tail is embedded in fall, right
onto Gohma’s ugly mug. This cracks its hard exoskeleton, and makes it fall back
into the lava. As it builds up strength and rears up to replace the rock, get
your Grappling Hook back out and move the cursor to approximately where Valoo’s
tail will be when Gohma rears back up. As soon as the rock is back in place,
throw the Grappling Hook again and repeat the cycle. The only way Gohma can
complicate things is by interrupting Grapple mode by hitting you with one of
the flying fireballs as it drops back into the lava, though this doesn’t happen
all the time and can be prevented by standing next to the wall. If this
happens, you’ll probably notice that Gohma’s normal claw strike hits you too
fast and often for you to Grapple Valoo’s tail again. Instead, run to the wall
on the outer rim of the arena. Gohma’s claw attacks can’t hit you here, and if
it tries to use its fire breath, you can simply roll out of it and Grapple
Valoo’s tail. You don’t even have to wait, however. Inch away from the wall
until you’re just barely far enough to Grapple Valoo’s tail yet not be in reach
of Gohma’s claws. (to do this, alternate between slowly walking away and trying
to aim at Valoo’s tail) If you perfect this method, Grappling Valoo’s tail is
easy no matter what. Drop the rock on Gohma a total of three times to break its
armor completely off. After that, lock onto the beast and use your Grappling
Hook on its eye to yank it over to you and stun it, then attack it with your
sword. Repeat this attack three times to defeat it. One other thing of note:
there are wooden platforms placed all over the cave. If you manage to Grapple
onto one, good for you. Gohma has a much harder time attacking you up there
(though I think it can eventually burn them off) so you’ll have more time to
Grapple onto Valoo’s tail. There are also pots with Hearts on these platforms.
When you beat Gohma, it solidifies and turns into black rock, which then
superheats and explodes. Link does the happy dance as a Heart Container appears
in front of him! Finally, the lava in the middle of the arena solidifies and a
windy vortex appears in the middle. Grab the Heart Container to increase your
total hearts by one, then enter the vortex to warp out of the dungeon.
After you enter the warp, you see Valoo roaring outside as Medli talks to the
chieftain and other Rito. Suddenly, the clouds surrounding the mountain clear
up and the ash stops flying through the air!
DRAGON ROOST ISLAND
Link next finds himself back on the beach of Dragon Roost Island. Medli and
Komali appear behind him. Komali apologizes for mistrusting you, and adds that
he wants to be like you someday. Then he decides to give you the thing he
values most, Din’s Pearl, to give him the courage to stand up to bad things.
After you get the sacred pearl, Medli tells you that Valoo is also grateful.
Medli translates the ancient Hylian he speaks in; he’s telling you to “use the
wind god’s wind.” If you followed the walkthrough and got the Wind’s Requiem
earlier, you’ll already have done this. He also names you a true hero, and
Medli agrees. Komali, filled with new courage, decides to leave for Valoo at
once to get his wings. After thanking you, Medli also leaves.
Once you’re ready to leave Dragon Roost Island, swim up to the KoRL. He guesses
that Ganondorf must have sent the monster to this place. This means you should
hurry to the south, before the reach the second pearl! Although you can use the
Wind Waker in the KoRL, he won’t let you get on unless you’ve changed the wind
to the south.
As you start sailing to the south, a voice stops you. A Merman jumps out of the
water and surfaces next to you. He comments that your sea chart is downright
pathetic; it looks like it has nothing but oceans drawn on it. The Merman pulls
a paintbrush out from the water, and draws Dragon Roost Island on your chart.
He also tells you of a cave high up on the back side of the Island. He says
he’ll send word to all his brethren about you; to get a chart of your current
area from them, just spread some All-Purpose Bait on the water while near them.
As the Merman suggests, you should definitely make a habit of mapping every
area you come across. Before he dives back below the Sea, he says something
about repaying a debt to the KoRL...what could he mean?
Once you get out to sea, remember to stop at Bomb Island to get the Empty
Bottle, and map every quadrant you pass through. Just beyond it in quadrant F6
is your next destination: Forest Haven.
+---------------------------------------+
|THINGS TO GET AFTER DRAGON ROOST CAVERN|
+---------------------------------------+
Empty Bottle: Bomb Island (E6), Submarine
Piece of Heart: Any mailbox
Piece of Heart: Dragon Roost Island (B6), Mail Sorting Minigame
Piece of Heart: Dragon Roost Island (B6), 20 Golden Feathers required
d. The Second Pearl (Fohfw)
FOREST HAVEN
As you approach Forest Haven on the KoRL, he introduces it and pulls up to its
shore. You must find the spirit of the earth, the Great Deku Tree, and get
Farore’s Pearl from him. This may not be easy; it’s likely Ganondorf’s minions
have already reached this place.
Run up some ledges from the shoreline; at the top you’ll probably find a Boko
Baba soon. To defeat these plantlike enemies, L-target them and mash B to
unleash a sword thrust combo. The first three hits stun the Boko Baba and make
its stem vulnerable, while the fourth hit kills it. Make sure not to hesitate
too long near the Baba, or it will try and eat you! Climb up a grassy hill,
defeating 4 Boko Babas as you go. When you reach a ledge overlooking a
waterfall, get out your Grappling Hook and use the post overhead to swing
across. You’ll probably have to adjust your direction while hanging. Once you
swing to an island on the waterfall, a River Octorok to the right will probably
start shooting rocks at you. Draw your sword, and then shield yourself from the
projectile to deflect it back at the Octorok, killing it. Then jump across to
another grassy platform where you must defeat another Boko Baba. Be very
careful when jumping over the river; if you fall in it will pull you over the
waterfall and force you to start over. Once it’s dispatched, jump to another
island in the middle of the river, climb a ledge, then jump to a circular
platform at the top of a second waterfall. Before Grappling onto the post far
above, get out your shield and kill another River Octorok by deflecting its
rock. Once you reach the shallow, placid water it was floating in, enter Forest
Haven through the large doorway.
Once you are in the overgrown Forest Haven, run along the shallow river and
climb up a waterfall ahead. (as if Link wasn’t already wet enough) Keep going
up another waterfall farther on, then climb onto the land beyond that. The
massive trunk occupying the center of the dry land here is the Great Deku Tree!
As you walk around to its face, you see it has a downright gruesome case of
Chuchu acne! Roll into the Great Deku Tree to dislodge the Chuchus, then keep
moving as you defeat them. Besides the weak Red Chuchus, you must also fight
off some Green Chuchus. They take two sword hits to defeat instead of one, and
are only vulnerable just before they attack.
Once you beat all the Chuchus, the Great Deku Tree says something to you in
Hylian. He quickly starts speaking English (or whatever they speak on the Great
Sea) and says that seeing your Hero’s Clothes (or pajamas, in the second quest)
caused the ancient Hylian language to emerge. He thanks you for ridding him of
the Chuchus, and correctly guesses that the KoRL took you here. He then deduces
that you need Farore’s Pearl, and that Ganondorf has returned and sent his
minions to claim it. After that, he calls out the so-called children of the
woods, the Koroks, from their hiding places to meet you. The Koroks are
strange, wooden people who fly around on helicopter-like leaves. They used to
assume human forms (players of OoT should know who), but become Koroks when
they took up living on the Great Sea. It seems that you’ve arrived in Forest
Haven just in time for an important yearly ceremony of the Koroks; the Great
Deku Tree will give you Farore’s Pearl after it is complete.
Unfortunately, there is a problem. One of the Koroks, Makar, is missing in
action. He has fallen into the Forbidden Woods, a massive, thorn-covered tree
you may have noticed on your way to Forest Haven. The Great Deku Tree is
immediately concerned, and asks you to go to the Forbidden Woods and rescue
him. Linder, the Korok who brought the bad news, reminds the Great Deku Tree
that you can’t fly to the Forbidden Woods like Koroks can. He bestows on you
the Deku Leaf, a special item that will let you fly (or at least glide) through
the sky. Conveniently enough, he summons it on his highest branch.
To reach the Deku Leaf, look for some Baba Buds around the Great Deku Tree’s
base. They look like hiding Boko Babas, but are purple instead of red. Jump
into the one at ground level, then use the control stick to aim yourself. You
want the next bud (you’re traveling around the Deku Tree clockwise) to be
directly in the center of your screen. When it is, hold the control stick up to
launch yourself into it. If you aren’t aligned, don’t touch the control stick
to fall back into the bud. Launch yourself from bud to bud to make your way
around the Great Deku Tree. About halfway, you land on a leafy branch. Use the
Grappling Hook to swing from an overhanging branch to the next bud; make sure
to align yourself so the rope is right over the bud. You definitely don’t want
to fall as you get higher, or you’ll lose some health. After you reach the
highest branch, grab the Deku Leaf. It’s uses are twofold: you can use it on
the ground to fire blasts of air at enemies or blow away leaves. In the air,
you can deploy it to glide through the air for long distances. You are also
given a Magic Meter, which is used to power the Deku Leaf’s gliding ability.
Now that you have it, look around you for a ledge far below with a grass patch
in the shape of an arrow. Glide to this ledge and drop onto it. (use the C-
stick to move the camera directly above you) Once you reach the ledge, chop
down some grass to refill your Magic Meter and go through the door to Forest
Haven’s exterior.
You emerge on a ledge high above the sea. Directly ahead of you are the
imposing Forbidden Woods, but you aren’t high up enough to reach them by
gliding. Instead, you’ll have to stop at an island to the southwest first.
Remember to set the wind in this direction; when gliding outside, you’re at its
mercy. Once you’re ready, glide to the island, using the C-stick to align
yourself for dropping onto it. Now slice down some plants to refill your Magic
Meter once again, and set the wind to the northwest. To get the altitude you
need to reach the entrance to the Forbidden Woods, you must glide through a
whirlwind that circles the island. It’s a little ways out, so when facing the
Forbidden Woods jump and start gliding as soon as it enters your field of
vision to hopefully go through it. (make sure to L-target so you aren’t looking
down over the ledge instead) Luckily, when you’re first entering the Forbidden
Woods, a failed attempt at gliding returns you to the island, minus a quarter
heart. Once you hit the whirlwind and start gliding, there’s one more obstacle.
Some helicopter-like enemies called Peahats are floating near the entrance.
I’ve found that the best way to dodge them is to swerve right, then left so you
can drop onto the ledge. Once you have reached it, go through the doorway to
the Forbidden Woods.
FORBIDDEN WOODS
As soon as you enter the Forbidden Woods (and hopefully before that), you’ll
see that it’s the earth-themed dungeon. The entry room is filled with tall
grass and Green Chuchus. Defeat them all as you did at the base of the Great
Deku Tree; parrying their attacks works well in beating them. Also, keep in
mind that the Deku Leaf can stun them briefly. There are quite a few in the
area around the dungeon entrance, a couple more near the room’s Warping Jars,
several in the northwest corner of the room in front of a giant nut, and also
several in the northeast corner, guarding a treasure chest containing the
Dungeon Map. Once you cleared them all out and received the Dungeon Map, look
at the door to the next room. A strange blue flower blocks the door with
sprawling vines, and closes up in defense whenever you get close. To kill it,
pick the Deku Nut from the northwest corner of the room, and throw it at the
flower from a distance, when it isn’t closed up. Be accurate though; it begins
to rot as soon as you pick it and eventually shatters. (luckily, you can simply
pick it again) Once you’ve hit the open flower with the Deku Nut, it blows up
and you can continue to the next room.
This room is very tall, spanning from the basement to the third floor of the
Forbidden Woods.
SIDEQUEST: KNIGHT’S CREST
If you want to get a Knight’s Crest, jump down to the basement to get a rare
Knight’s Crest. To avoid damage from any long falls, intermittently get your
Deku Leaf out and put it away to break your fall. (and most likely your arms)
Once at the basement floor, you’ll see that the chest in the north side of the
room is protected by another viney flower. To get rid of it, defeat the 2 Boko
Babas around the room, and preferably the 4 Green Chuchus. Then, take the Boko
Stick left behind by one of the Babas and light it on a torch near the treasure
chest. Throw the flaming stick at the flower from a distance to burn it away so
you can get the Knight’s Crest.
To get back up, jump into one of the Boko Buds around the basement. The nearby
Boko Buds are too far away to launch yourself into; to reach them, glide over
with the Deku Leaf after you’re launched out. Don’t worry about running out of
magic, either; it’s partially replenished when you enter a Boko Bud. Use this
method to reach a ledge on the northern part of the room, on the second floor.
Unfortunately, the exit is blocked off my-you guessed it-another flower. This
time, you’ll have to blow it off using the nearby Bomb Flower. It’s guarded by
some Green Chuchus, however; defeat them with style by luring them near the
Flower, then slashing it with your sword to blow them all to kingdom come.
(make sure to run away quickly!) After the Green Chuchus are defeated, throw a
Bomb at the flower to blow it up and go through the door.
The next room is relatively small. A primitive cable car hangs on the far side
of the room. Besides that, the only landmarks of the room are two switches that
look like those spinning cups meteorologists use to measure wind speed. They’re
used the same way here; blow some wind at the one to the left with the Deku
Leaf to start it spinning, moving the cable car next to your ledge. Jump onto
it, then blow wind either south towards the entrance or the far wind switch,
over to the northeast. Either way, the cable car should move to the opposite
ledge, letting you go through.
The next room is another dead end; you’ll have to travel up to advance. You’ll
find some Boko Babas and some Peahats in here. To defeat the Peahats, L-target
and blow a Deku Leaf wind blast at them to destroy their helicopter attachments
and make them fall to the ground stunned. Once you done this, it only takes a
single sword hit to defeat them. Defeating Boko Babas also becomes easier with
the Deku Leaf; you can stun them safely from a distance with the Deku Leaf
instead of a sword combo. Anyway, fight your way to the northeastern-most Boko
Baba and defeat it; its bud turns into a Boko Bud. Get into it and use it and a
second bud to reach the upper floor of the room, and a tricky puzzle. Once
again, the door is blocked by a flower, but the only Deku Nut grows on the
other side of the room, reachable only by a cable car.
SIDEQUEST: RED RUPEE
Before you get the Nut, there’s a treasure chest below you with a Red Rupee in
it. If you’re short on funds, get to the chest by edging off the south ledge
near the door, so you grab onto it. Press A to drop, then immediately hold
forward on the control stick to grab onto the ledge below, where the Red Rupee
chest is. You can also use the Deku Leaf to reach it from the cable car on the
south end of the room.
Anyway, when you’re ready, get onto the cable car, and use the Deku Leaf either
in the opposite of the direction you want to go or the farther wind switch to
reach the ledge with the Deku Nut. Shatter the boards blocking it with your
sword, pick the Nut, and set it down on the cable car. Get to the ledge with
the flower once again the same way you did before. (make sure the Deku Nut
isn’t in the way, or you’ll blow it off the cable car and have to start over)
For some reason, you can’t reach the ledge while holding the nut, so throw it
over first, then jump. Once again, use it to destroy the flower from a short
distance, then go through the door.
The next room is a simple, slightly psychedelic tunnel of wood. The door is
once again blocked by a flower, but this time the Deku Nut is in plain sight.
Unfortunately, reaching it is tougher than it looks, as a ring of massive,
thorny vines pops out of the ground when you get close. Use the Deku Leaf to
blow the next out of the ring, then side around the side of the room and pick
it up. You should know what to do now; pick the Nut up and use it to get
through the door.
Just as Dragon Roost Cavern had the massive lava cavern, the Forbidden Woods
has its own main room, and you’re entering it. The room spans from the basement
to the top floor, though this isn’t evident right away. It’s dominated by a
massive flower that hangs from the high ceiling on 5 blue vines. To start with,
look to the right and use your Grappling Hook to swing up to a ledge. Next,
you’ll see two huge vines with flat platforms at their ends. They move back and
forth in a predictable pattern. Jump onto the nearest one when it moves close,
then to the farthest one, then to a ledge with a Deku Nut and locked door.
Since you don’t have a key, grab the Deku Nut jump onto the ledge surrounding
the hanging flower and run 90 degrees around it to one last ledge. Use the Deku
Nut to kill the flower as usual. (after killing the flower, you can claim some
Rupees inside the flower if you want) After it’s gone, don’t enter the next
room yet look left, to the south, for some vertically moving platforms. Jump to
the first one when it lowers, then to the second in the middle, then from it to
a ledge high up. Use the Deku Leaf to blow away a pile of leaves here and
reveal a Warping Jar! Now go back down the vertically moving platforms and
enter the next room/
This room is basically a long hallway. Inside a crevasse in the middle of it,
there is a chest containing a Yellow Rupee. The only other thing of note are
the Morths that jump out of the pinecones and await you in the crevasse.
Although they’re covered in spikes, Morths can only slow you down, not hurt
you. Remove them with a spin attack. Anyway, you can enter the next room
whenever you want.
This large, circular room is extremely annoying. Many, many thorny vines form a
dangerous maze that can easily surprise and damage you if you move too fast in
it. Walk at all times to avoid taking a cheap hit. First, walk through the maze
to the left, making your way to the south side. Once you make it, use the Bomb
Flower to blow up the wooden boards blocking off an alcove containing a
treasure chest with the Compass! Before leaving this area, grab another Bomb
and throw it towards the room’s southwest side, hopefully near more boards.
Once you blow these boards up, slowly make your way back to the door and then
keep going; it shouldn’t be hard to find the way over to the boards your blew
up. Behind them, you can find a Small Key. Next, use the Baba Bud to glide over
to the pillars in the middle of the room. You can get the contents of the pots
around here if you want, but they aren’t very important. Glide back to the door
from a Baba Bud when you’re ready, then return to the giant flower room.
Back here, you can now go through the locked door the Deku Nut grew in front
of.
This is another cable car room, but this time you must defend yourself against
some Peahats. Quickly get across the room with the cable car, and only defeat
Peahats if you have to. The next door is already unlocked.
In the first floor of this tall room, you must defeat 2 Boko Babas and a
Wingless Mothula. These new enemies are fast and slow you down with Morths, but
are fairly weak to your sword. Defeat it before it does too much damage to you.
Once that’s ready, use the Baba Bud from one of the Boko Babas to get to a
ledge of branches and leaves. You’ll have to fight off more Peahats up here
before using another bud to ascend to the fourth floor. Up here, defeat even
more Peahats if you must, but hurry to go through the north door.
As Link enters this dead-end room, the door locks behind him. The room seems
empty, but a massive Mothula is waiting right above him! Get ready for a
miniboss battle! Because it flies above you, you obviously can’t just attack
it. L-target the monstrous insect and hit it with a Deku Leaf wind blast to
stun the Mothula and make it drift down to the ground, where you can cut it
apart with your sword. (try to use a jump attack) Each sword hit also removes
one of its wings. Once you have taken off all four of its wings, it becomes a
normal Mothula, except with much more health. As a winged Mothula, its main
attack is a rocket-powered charge that leaves Morths behind. Try to ignore the
Morths, and jump out of the way. Spin attack the Morths off if they slow you
down too much. When its wings are removed, try to shield yourself from the
Mothula’s rapid charges and hit it with your sword. Once you slay it, a gate
opens up in the northwest corner of the room. Behind it is a treasure chest
containing the most useful item in the game: the Boomerang.
The Boomerang has many uses. If you L-target an enemy, the Boomerang seeks it
out and stuns it. It can even destroy weak enemies instantly, including Boko
Babas. Two hits from it can also defeat a Peahat from a distance. When not L-
targeted, you can hold the Boomerang’s assigned button and move the red
targeting cursor over up to 5 objects. When you let it fly, it seeks out all 5
objects and hits them. It even carries items back to you! As with the Grappling
Hook, you’ll immediately have to use the Boomerang to escape the room. Look
above the door with it, and target both crystal switches. When you release the
Boomerang, it hits both and opens the door.
Back in the tall room, Peahats seem much easier now that two throws of your new
superweapon defeats them.
SIDEQUEST: JOY PENDANT
You can now take the time to get a chest containing a Joy Pendant if you wish.
Look above the northwest part of the top branch level for a Grapple branch. Get
swinging, then climb the rope onto the branch. Swing from another branch, onto
a grassy ledge. From here, time your jumps to cross two vertically moving
platforms and onto a ledge with the treasure chest.
From here, either take the boring or fun (climbing down or jumping) way down to
the top level of branches. The south door here is blocked off by two flowers.
Target and destroy both of them with the Boomerang and go through.
This room is above the last cable car room you went through. You need to reach
the far ledge by gliding, but a few dozen hanging pinecones bock the way.
Destroy them five at a time with the Boomerang to clear the way and then use
the Deku Leaf to cross the gap. Open the chest to the left containing a Joy
Pendant before going through the door.
You emerge high up in the giant flower room, in view of the 5 blue vines. To
advance, you’ll have to go to the basement, which is blocked off by a net of
vines. To smash through it, use the Boomerang to cut the five vines the flower
hangs from, causing it to drop down to the basement. Jump off the ledge after
it. Although you fall four floors, you take no damage from landing on the
flower or in the water it’s floating in. If you want to get out of the
basement, stand on the western ledge with the exit and hit the wind switch to
the northeast with the Deku Leaf. This causes a huge updraft to rise from the
flower. Jump into the Boko Bud next to you and glide into the updraft with the
Deku Leaf to quickly ascend to the first floor. You shouldn’t do this yet,
however. Instead, go through the western door.
As soon as you enter this room, L-target the Peahat that floats nearby and
defeat it with the Boomerang. Then manually use it to destroy the Morths
sitting on the three platforms in front of you, so you can jump across them and
to the right-hand ledge. There are several Chuchus and creepy Grabbing Hands
here; don’t waste time fighting them and instead roll to the door as fast as
you can.
A small, withered flower hangs from four vines in front of you here. If you
want more Rupees, jump across it and open the treasure chest for a Yellow
Rupee.
SIDEQUEST: TREASURE CHART 1
Use the Boomerang to sever the vines on this flower as before, and jump down
onto it. Defeat the River Octorok that will attack with your shield or the
Boomerang, and then jump to the southern ledge. Pick the Bomb here, jump with
it back to the flower, and from there throw it at the wooden boards on the
north side of the room to blow them up, opening up the room with Treasure Chart
1.
You’ll probably have to defeat some Peahats with the Boomerang as you enter
this room. Make sure to sidestep so you don’t get hit.
!!!!!!!!!!!!!!!!!!!!!
!TINGLE STATUE ALERT!
!!!!!!!!!!!!!!!!!!!!!
If you have the Tingle Tuner, jump down to the low platform in the southeast
corner of the room. Slice down the saplings here, then use the Tingle Tuner to
find a hidden item. As before, Tingle Bomb it to reveal a chest with a Tingle
Statue.
Anyway, jump back to the entry ledge and onto a small platform with leaves.
Defeat a Boko Baba on the next platform with the Boomerang, then jump to the
center platform. Run around the back and keeping jumping to the north end of
the room. Make sure to defeat the Morths and Boko Baba on the platforms. When
you defeat the Baba, it turns into a Baba Bud. Use it and the Deku Leaf to
reach a high ledge on the north side of the room. There’s another cable car set
up here, and you should know what to do. Use it to reach the south ledge, and
pick a Bomb from the flower there. Throw the Bomb from the cable car, into the
large, funnel-like tree stump in the middle of the center platform. It may take
several tires to get it right; when you throw the Bomb into the funnel
successfully, a cinematic is shown with the Bomb blowing a flower off a chest
there. Go back to the main platform and crawl into the stump through a crawlway
on the north side. Open the chest to get Treasure Chart 1, then leave and go to
the previous room.
Back in this room, move forward and look left for a ladder you should climb.
You’ll be back where you first entered the room; slice the vines supporting the
flower once again and jump onto it. Defeat the River Octorok, then move the
flower around on the water by shooting a wind blast in the opposite of where
you want to go. As you get to the northwest corner of the tunnel, you’ll
probably have to defeat two Octoroks; use the Hero’s Shield here, as you likely
get hit while aiming the Boomerang. Once you defeat them, pull the flower up to
the ledge and jump onto it. Roll past more Grabbing Hands and Green Chuchus to
enter the next room.
A wooden gate with a familiar, ornate blue chest behind it is directly in front
of you in this circular room. Look to the left of it for a ramp, and run up it
to the top of the large stump. Get out your Boomerang and target all 5 crystal
switches surrounding you, then hit them in quick succession to open the gate.
Jump down and go through it to get the Boss Key! As you exit the alcove with
the chest, Kargarocs airlift two Moblins in to fight you! Don’t be intimidated,
though; this fight is much easier now that you have the Boomerang. L-target a
Moblin and whack it with the superweapon to stun it long enough to unload a
sword combo. It’s recommended you stun both before attacking, so the second one
doesn’t hit you. Keep stunning and attacking the Moblins to defeat them. (it
becomes easier after the first one is destroyed) When you beat both, the door
you entered through doesn’t unlock, but a door high up to the east does. Get
back on top of the stump, and swing to the door with the Grappling Hook.
You’re back in the forked room here. Defeat the Peahat and Morths on the
platforms as you did before, and reenter the bottom floor of the main room.
As I said before, to get up, first hit the wind switch to the left with a wind
blast to start a massive updraft from the flower. Get into the Baba Bud to the
right and fly into it with the Deku Leaf to ascend to the second floor. Use the
Boomerang to destroy the two flowers blocking the door to the east and go
through it.
You’ll have to fight two Wingless Mothulas in this long room. Use the Boomerang
on them to make the fight easier. (stun both at once like you did before) After
beating them, open the chest with a Joy Pendant that appears and enter the next
room.
This dimly lit room is filled with pine cones containing refills and Morths.
The Boss Door is on the east side of the room, and there’s also a Warping Jar.
To open it, break the jar of Boko Sticks on the right side of the Boss Door,
light one on a nearby torch, and burn the Jar’s cover off. You can enter the
Boss Door if you want, but I’d recommend backtracking to get Treasure Chart 15
before leaving the Forbidden Woods, unless you want to go through the trouble
of reentering it later.
SIDEQUEST: TREASURE CHART 15
Anyway, use the Warping Jar (or just save and quit) to return to the first room
of the dungeon, and advance to the second. Back in the second room, use the
Baba Buds and the Deku Leaf to get to a high ledge on the northeast side of the
room, on the third floor. From here, glide across the room to the southwest
side, landing on the left side of the ledge to avoid a Boko Baba. Defeat it and
use the Boomerang to destroy a flower covering a chest in an alcove. Open the
chest to get Treasure Chart 15. Then, reach the final room again by saving,
quitting, and using the Warping Jars. Once you’re back, go through the boss
door.
Inside the Boss room, the lost Korok Makar is jumping up and down in the middle
of a gigantic blue flower, with a boss nowhere to be seen. Link is happy, until
an off-color Boko Baba extends from the middle of the flower and eats Makar! As
the flower closes up, a forest of vines attaches to the ceiling and raises the
monstrosity into the air. This is the Boss of the Forbidden Woods, Kalle Demos!
+-----------+
|KALLE DEMOS|
+-----------+
Difficulty: **
Kalle Demos is a mutated Boko Baba shrouded within a massive, tentacled Baba
Bud. It’s the master of the Forbidden Woods, and also ate the hapless Korok
Makar. As usual, it’s up to you to utilize the Dungeon item to defeat it,
restore peace to the nearby Forest Haven, and get Farore’s Pearl.
-Defensive Strategy-
Kalle Demos’ attacks both involve the waving tentacles surrounding the main
flower. It either whips across the battlefield with one tentacle or attacks
with several from underground. A tentacle flashes yellow when it’s about to
attack. Both attacks can be avoided by running around Kalle Demos. Don’t stay
still too long, or you’ll get whipped. If you’re running low on health and
Potions/Fairies, cut the bushes around the edge of the arena to find Heart
refills.
-Offensive Strategy-
As long as Kalle Demos is suspended from the ground, it’s invulnerable to
attack. Its weak spot are the vines attaching it to the ceiling. As the battle
starts, whip out your Boomerang (don’t target Kalle Demos; go into first-person
mode) and quickly pass the cursor over at least five vines to target them.
Release the Boomerang, and quickly sidestep and jump around Kalle Demos as it
weaves through and cuts some of the vines suspending it. Once your Boomerang
returns, you should be at a new position, quickly get it back out and repeat
the process on more vines before it attacks you. Continue cutting its vines
with the Boomerang until they’ve all been severed. At this point, the massive
flower crashes to the ground and opens up to reveal the vulnerable Boko Baba
inside. Draw your sword as you run up to it, and unload everything you have on
the Baba. (make sure to Z-target it) Kalle Demos only stays open like this for
a few seconds before it closes and reattaches to the ceiling, so be quick about
attacking it. If you’re standing on it when it closes, it engulfs you and you
take damage, but this is an acceptable trade-off to get some extra damage done.
Repeat this process until it dies; it will likely take you 2-3 rounds of
severing all the vines and attacking it with your sword before Kalle Demos
dies, depending on how fast you are. Also, remember to cut its vines quickly;
they eventually reattach themselves.
When you beat Kalle Demos, the Boko Baba in the middle of it is severed and
flies up into the air, then thrashes around on the ground and blows up, leaving
behind a Heart Container and Makar. The giant blue flower wilts and turns grey,
flattening and creating a swirling warp in the middle of it. Makar thanks you
for rescuing him, then remembers the forest ceremony is today and says he has
to leave immediately. As with Gohma, get the Heart Container and enter the
warp, this time with Makar.
FOREST HAVEN
You reappear holding Makar in front of the Great Deku Tree. Makar jumps down
and apologizes for getting lost. The Great Deku Tree forgives him, then
congratulates you. In thanks, he hands over Farore’s Pearl. Hey, the ceremony
hasn’t been completed yet! Well, it’s about to start. Makar starts playing his
violin and the forest ceremony begins! All the other Koroks start singing
(rather badly) and seeds appear in the Great Deku Tree’s branches. 8 of the
Koroks fly up and get the seeds, and after a few parting words they leave to
plant new Deku Trees all over the Great Sea. Now, leave Forest Haven and return
to the KoRL. (on your way, note that you have some mail. The Rito Chieftain has
belatedly sent you a Piece of Heart for helping him and Komali!) When you talk
to him, he worries that Ganondorf may be regaining his power. You have to hurry
and get the last pearl, to the northwest!
Although this KoRL hurries you along as usual, you can ignore him, also as
usual. Now that you have the Boomerang, he lets you go anywhere in the Great
Sea; feel free to take care of any sidequests you want. Anyway, your eventual
destination is Greatfish Isle, in quadrant D2. As usual, it’s marked
conspicuously on your sea chart. You may have to fight off some enemies on your
way, but you can dispatch them with the Boomerang. Be quick when fighting
Seahats, as they can easily knock you out of your boat!
GREATFISH ISLE
As you approach Greatfish Isle, it definitely doesn’t look like the resting
place of the third Pearl. A dark cloud hangs over it, and it looks jagged and
torn apart. As you approach the Isle, the sky darkens and heavy rain starts to
fall. You are too late; a great water spirit named Jabun lived here once, but
it’s obvious that he’s gone now. Quill then swoops down to you, and tells you
that the destruction of Greatfish Isle is the work of Ganondorf’s forces.
Luckily, he was able to flee the Isle before they attacked, and now resides at
your home island, Outset! Unfortunately, the cave in which he lives is sealed
by a great stone slab. Quill says that not even the pirates could get through
it; apparently, he revealed Jabun’s location to them while asking about your
whereabouts. They were last spotted by Quill on Windfall Island, but he doesn’t
know what they were doing. You’ll have to visit them to see Jabun. He then
comments on the dark skies and rain of Greatfish Isle, in contrast to the rest
of the Great Sea. Valoo was right in calling this Isle cursed, and Quill
recommends against staying here long. You should still probably get the Piece
of Heart on the cliffside using the Deku Leaf, but when you’re ready you should
set sail back to Windfall Island. (you’ll need to use the Boomerang to defeat a
Gyorg near Tingle Island on the way)
WINDFALL ISLAND
As you approach Windfall, you’ll probably notice the pirate ship docked by it.
The KoRL reasons that if they’re trying to get the pearl, they won’t tell you
anything if you ask them. He says you should try to find out what they’re up
to, without them noticing you. But where did the pirates go, anyway? Exactly
where you’d go if you wanted to break through a giant rock: the bomb shop. Head
over to the shop, on the southwestern corner of the island, but don’t go
through the front door; one of the pirates just tells you they are closed.
Instead, look to the left of the shop. Either sidle or jump across the gap here
to get around to the back of the shop. Climb some vines on the back wall, then
crawl through a small opening on the roof.
As Link crawls onto a high shelf in the Bomb Shop, he sees the pirates finish
tying Cannon up below. It’s no wonder they’re stealing the Bombs, considering
how much Cannon charged for them. After that, Mako compliments Gonzo on getting
information on you from Quill. (those dishonest crooks!) Mako comments that if
Gonzo and Tetra had a kid, he could be the best pirate ever, which gets Gonzo
mad. Tetra scolds both of them for wasting times with their jokes, and tells
them to get the Bombs back to the ship so they can immediately set sail. Gonzo
is taken aback and begs her to let them stay at Windfall for the night. Tetra
gets mad at them, and says that the same destruction that happened to Greatfish
Isle could happen at Outset if they don’t hurry. Mako comments that Tetra seems
more concerned about Outset Island than the treasure, putting her at a loss for
words. Suddenly, Tetra notices Link and winks at him mysteriously (she seems to
like doing this). After this, she immediately changes her mind and
“reluctantly” lets the pirates stay for the night. As the pirates leave to
enjoy Windfall Island, Mako asks Gonzo what today’s password is. Remember or
write down the password, because you’ll need it later! If you forget, asks the
KoRL, who listened to the conversation as well.
After the Bomb Shop scene is over, you can jump down to Cannon. You can’t untie
him, but after the prices he sold Bombs for, why would you? Feel free to take
the Rupees in his back room, and leave when you want. Then head across the
field to the ledge where Tott dances, where you can jump over to the pirate
ship. Feel free to explore it as much as you want, but when you’re done try to
enter the door at the bow. Niko asks for the password from the other side; be
sure to enter it exactly as you heard it.
PIRATE SHIP
Once you’re in, you can go down to the hold, but first, you’ll probably want to
explore Tetra’s room, now unguarded by Nudge. Among other things, you’ll
probably notice two of the paintings from the intro scene above her bed and
desk! What interest could Tetra have in old Hyrule? Also, a painting of a
mysterious woman hangs above her couch; this must be her mother! When you’re
ready (you may even want to Pictograph some of the things, since you won’t be
entering Tetra’s room again anytime soon), go down to the hold.
Niko is overjoyed that you’re alive after the Forsaken Fortress, and that he
has someone to boss around again. He decides to set you to work on your next
test, which is harder than the last. This time, there are not raised platforms
to land on, so you’ll have to swing from rope to rope. Carefully line up your
swings, especially on the tricky two moving ropes on the left side of the room.
Only let go when another rope lines itself up with yours. This time, the timer
is for how long a metal door is open on the far side of the room; luckily, it
gives you much more time than before, so take your time lining up swings. Niko
once again jumps to the far side (without taking the test, apparently) and
shuts the door to start the test. (why don’t you just threaten to leave him
stuck in there if he doesn’t give you your reward?) Anyway, use the tips above
to pass Niko’s next test. Niko is amazed that you’ve passed the test, and lets
you have the Bombs the pirates stole! Open the chest to get the explosive
weapons. On land, you can press the button they’re assigned to to use them just
like a Bomb Flower, but at sea you get a cannon to fire Bombs that you can aim
with the control stick. Cool, huh?
After you get the Bombs, Tetra contacts you through the Pirate’s Charm. Tetra
comments on your courage trying to steal pirate’s treasure, and like Niko seems
to be surprised you made it out of the Forsaken Fortress alive. She tells you
that you only get the Bombs because they left an idiot like Niko in charge. (I
hope he isn’t listening) After telling you more about the pearl’s whereabouts,
she once again say that they’ll be leaving at first light tomorrow, so you’ll
have to get the pearl tonight. After Tetra is finished, leave the hold (be sure
to shut the gate and trap Niko) and jump off the stern to the KoRL. Get aboard
and set sail to Outset Island; you have no time to spare!
Or do you? As you sail southwest through the storm, it never seems to get any
brighter. Eternal night must be part of the curse Valoo spoke of; how mucky for
you. What isn’t lucky, however, is the fact that there are quite a few monsters
on the beaten path to Outset. They can all be dispatched with the Boomerang and
Bombs, but except with Gyorgs it’s best to avoid them. You’ll probably pass
through quadrant D3, Cyclops Reef, which is swarming with Seahats. Pass it a
good distance to the left to avoid them. Other than that, it shouldn’t be too
hard to get back to Outset Island.
OUTSET ISLAND
As you arrive at Outset, KoRL finally notices that day still hasn’t broken
since you left Greatfish Isle. Since the pirates aren’t going anywhere, feel
free to embark on a sidequest on Outset. To do it, first head to the Forest of
Fairies, where you rescued Tetra. You’ll have to fight or run from some Red and
Green Chuchus and Miniblin on the way. Since the bridge seems to be broken now,
get up to the highest rock on the eastern hill and set the wind to the west.
Use the Deku Leaf to reach the other side of the broken bridge, and enter the
Forest of Fairies.
FOREST OF FAIRIES
Rather than an unarmed Bokoblin, you’ll now have to fight a Wingless Mothula
for starters here. Use the Boomerang to stun it, then slay it with the Hero’s
Sword. When you jump up to approach the next area, look to the right for the
giant cracked rock. Now that you have Bombs, you can blow it up and reveal a
hole underneath. Drop into it to enter the namesake of the Forest: a Fairy
Fountain! As you approach the pool of water, a Great Fairy appears. By casting
a spell, she upgrades your Wallet; you can now carry 1000 Rupees! After she
disappears, be sure to bottle one of the Fairies that appears, then leave the
Forest. (you can take the way you came or the other way, to fight either the
Wingless Mothula or two Moblins)
OUTSET ISLAND
Now that you have a Fairy, enter your Grandma’s house. She is sick and
delirious, dreaming about you and Aryll leaving her. Stand next to her and use
the Fairy; it heals both of you! Grandma immediately improves, and is happy to
see you back safe. She isn’t happy with herself letting Aryll be kidnapped and
you going out alone to save her; as you Grandma she should protect both of you.
She wants to be strong like both of you, and helps you by refilling your Empty
Bottle with Elixir Soup! This powerful healing item restores your health and
magic, doubles your sword’s power until you take damage, and can be used twice!
After you’re finished speaking with your Grandma, get back to the KoRL and sail
around to the back of Outset Island. (be sure to save!)
As you get around to the back of the island, you’ll probably notice the giant
swirling whirlpool of death. Sail into it; it’s the only way to get a clear
shot at the giant stone slab on the cliff wall. Once you’re in the whirlpool,
get out your cannon, but only fire on the slab when the whirlpool takes you
next to it to avoid missing. You should also remember to aim at the highest
section of the slab; the top, middle, then bottom of it. If you don’t hit the
right section, you won’t do anything. The sections only take one or two Bomb
hits to destroy if you hit them, though. You also have to be quick; the
whirlpool will eventually suck you in. If you run out of Bombs, restart or let
the whirlpool get you and then try again. Once you blow the slab up, The KoRL
automatically sails in.
The eerie cave you arrive in seems to be empty, but a mountain of water rises
up from the middle and reveals itself to be Jabun! He only speaks ancient
Hylian, but the KoRL seems to understand every word. He greets Jabun, and
confirms that Ganondorf has returned. Jabun seems to ask if you are the Hero of
Time, but the KoRL says you aren’t. Nevertheless, he senses great promise in
your courage. After they talk a little more, Jabun gives you Nayru’s Pearl!
Jabun tells the KoRL that the curse was indeed brought by Ganondorf, then dives
underwater shortly afterwards. After the conversation is over, leave the cave
when you’re ready. Before continuing to the next part, consider doing some
sidequests; now that you can explore the entire Great Sea, quite a few are
opened to you.
+--------------------------------+
|THINGS TO GET AFTER FOREST HAVEN|
+--------------------------------+
Deluxe Picto Box: Windfall Island (B4), Forest Firefly required
Magic Upgrade: Two-Eye Reef (G4), Big Octo
Piece of Heart: Seven-Star Isles (A6), Big Octo
Piece of Heart: Flight Control Platform (B7), Bird-Man Contest
Piece of Heart: Tingle Island (C3), Big Octo
Piece of Heart: Greatfish Isle (D2)
Piece of Heart: Stone Watcher Island (E3), Sea Platform
Piece of Heart: Crescent Moon Island (A5), Treasure Chart 11 required
Piece of Heart: Spectacle Isle (B3), Cannon Minigame
Piece of Heart: Six-Eye Reef (D4), Submarine
Piece of Heart: Needle Rock Isle (E1), Hyoi Pear required, Hero’s Bow
recommended
Piece of Heart: Diamond Steppe Island (F1), Treasure Chart 23 required
Piece of Heart: Headstone Island (G3), Hyoi Pear required
Piece of Heart: Angular Isles (G5)
Piece of Heart: Angular Isles (G5), Treasure Chart 15 required
Piece of Heart: Five-Star Isles (G7), Submarine
Piece of Heart: Outset Island (G2), Combat Training
Platform Chart: Flight Control Platform (B7), Submarine, Hero’s Bow highly
recommended
Submarine Chart: Boating Course (G6), Secret Cave
Treasure Chart 3: Forest Haven (F6)
Treasure Chart 8: Horseshoe Island (G1), Secret Cave
Treasure Chart 9: Crescent Moon Island (A5), Submarine
Treasure Chart 10: Crescent Moon Island (A5)
Treasure Chart 14: Headstone Island (G3), Submarine, Boomerang recommended
Treasure Chart 17: Spectacle Isle (B3), Cannon Minigame
Treasure Chart 22: Northern Fairy Island (A3), Submarine, Boomerang recommended
Treasure Chart 24: Windfall Island (B4)
Treasure Chart 28: Horseshoe Island (G1)
Treasure Chart 29: Windfall Island (B4)
e. Old Hyrule (Twotg)
OUTSET ISLAND
Because you have broken Ganondorf’s curse with Nayru’s Pearl, the storm ends
and morning will break soon. Now that you have all the Pearls, you must place
them on three islands that the KoRL has marked on you Sea Chart to make your
proving grounds appear. First, set out for the closest one, Southern Triangle
Isle at E4.
SOUTHERN TRIANGLE ISLE
Be careful when approaching the Isle; like Cyclops Reef it’s swarming with
Seahats. Try to avoid them and land on the Isle, then defeat any that followed
you from there. Once that’s done, climb some ledges to the highest part of the
tiny isle, to a strange statue. It seems to speak to you when you approach it,
asking you to place the Pearl here. Link automatically puts Nayru’s Pearl into
the statue’s hands; only two more Pearls to go. Next, sail two spaces north to
Northern Triangle Isle, at C4.
NORTHERN TRIANGLE ISLE
Watch out for Cyclos here; stay well away from his cyclone as you approach
Northern Triangle Isle. Place Din’s Pearl in the statue’s hands, then set off
again, this time for D6, Eastern Triangle Isle.
EASTERN TRIANGLE ISLE
Luckily, the only obstacle here is a few whirlwinds circling the Isle. Simply
sail up to Eastern Triangle Isle and place Farore’s Pearl in the statue’s
hands. Now that you have placed all three Pearls, it’s time for the proving
grounds to appear.
Suddenly, the statue starts shining brightly! Lordy, lordy, it’s gonna blow!
Link quickly gets away, but the shining stops and Link comes back. NOW the
statue blows up! For the third time in his quest, Link gets sent flying. As the
dust from the explosion clears, you’ll see that the statue has been replaced by
a smaller one of either Din, Farore, or Nayru (Farore if you’ve followed by
walkthrough) holding the pearl up. A beam shoots out of the Pearl and hits the
next statue, which also blows up to reveal the goddess statue underneath. (I
sound like a skin care lotion commercial...) Once again, a beam shoots out from
it and repeats the process with the third statue, which fires a beam at the
first. From way, way out, you see that the beams form a massive triangle across
the Great Sea. Part of the water lights up to turn it into a massive Triforce!
Right in the center of the emblem, a blinding light shines out and a huge tower
rises from underwater! As the tower assumes its full height floating on the
waves, Link, still flying from the explosion, smacks into its side. (that must
be even more painful than in the Forsaken Fortress) As he fills into the water,
the KoRL cruises up to him. He tells Link that this tower was created in
ancient times as a test of courage. You must pass the trials inside to be
acknowledged as a hero and wield the power that can destroy Ganondorf. After
the KoRL finishes talking sail through the outer wall Link crashed into, and
enter the huge doorway at the foot of the tower.
TOWER OF THE GODS
Although the Tower of the gods’ water-filled lobby is directly connected to the
Great Sea, a water-spitting mouth raises or lowers the water level in it every
20 or so seconds. You’ll have to cruise around in the KoRL to get anywhere. For
starters, turn right and cruise towards a covered enclosure which can only be
entered when the water is lowered. Once you get onto the platform, go through
the door.
This room is fairly small, and has several blocks sitting in a lowered space of
the floor. You’ll also see a new enemy directly ahead of you: a Yellow Chuchu.
These enemies have as much HP as a Red Chuchu, but are electrified and shock
you if you try to attack them. L-target the Chuchu and hit it with the
Boomerang to stun it and deactivate the bioelectric field, making them
vulnerable to your sword. Defeat it quickly, before the water raises. Once it
does, look to the south side of the room. There are two alcoves in here, and
one is covered by a cracked grey wall. Lay a Bomb on one side of the wall, then
stand on the other to avoid getting blown up. When it shatters the wall, climb
up to the alcove, wait for the water to lower, and open the chest to get the
Dungeon Map. After you do, four Yellow Chuchus drop down. You don’t have to
waste time beating them; jump down and exit back through where you came.
Back in the lobby, get on the KoRL and cruise to the north, to a ledge you can
climb onto when the water is raised. You’ll notice a glowing spot on the floor
next to a sealed door. Pick up the nearby Armos statue and set it on the
glowing spot to unseal the door.
In this room, a large pit in the middle of the room periodically fills with
water. When the water is down, jump into it and put one of the small crates on
the glowing spot at the north side of the pit. This makes a shining, ethereal
bridge appear across the chasm. Wait for the water to rise or climb the ladder
to get back to the first ledge. When the water lowers, the box sinks back onto
the glowing spot, allowing you to run across the shining bridge and pick up a
strange, glowing statue under another roof here. (how does Link lift a stone
statue bigger than him?) Quickly run back across the bridge, before the water
raises and it disappears. If you drop the statue into the water, it reappears
where it started. Once you get across the bridge with it, go back through the
door.
Back in the lobby, look to the southwest for a checkerboard-patterned floor.
Set the statue in the middle of it, to make light shine all around it. This
causes a giant gate barring a corridor to the southeast to open. Get back into
the KoRL and sail down it. Climb onto the ledge at the end when the water is
raised. Here, you have to put two Armos statues on two shining spots to unseal
the door.
In this room, you must align some floating crates in a pit so that you can jump
across them to a ledge on the other side without falling into the water. Unless
the crates’ locations are randomly generated (E-mail me if you know), you only
need to reposition one crate; align it with the others and space them out, then
let the water rise and climb onto the ledge. Once you’ve tested the path out,
break one of the Boko Stick jars near the door and light one on a torch. When
the water raises, jump across the blocks and light the two torches on the south
platform. This makes a chest containing a Small Key appear. Open it, then
return to the door and exit to the lobby.
Now, head back down the corridor and to the west side of the lobby. Get out
your cannon and use it to blast the three cracked walls blocking it off. When
the water is high, climb over the barrier and jump down. First, climb the
stairs to the northeastern side of the room. You’ll have to slay one or two
Yellow Chuchus on the way. Enter the door near the top of the stairs.
In this room, a new enemy guards a treasure chest containing the Compass. This
is a Red Bubble, a floating skull shrouded in flames. Defeat them with vertical
sword attacks, but be aware that they constantly charge at you faster when they
see you. Don’t let them get close, or they’ll set you on fire. Defeat the Red
Bubble with two sword hits, get the Compass, and leave the room.
In the lobby, go down the stairs to the right and head through the locked door
when the water recedes.
SIDEQUEST: JOY PENDANT
When you reenter the lobby, look to the left for a jar containing some Boko
Sticks. Once you’ve defeating both Yellow Chuchus in this area, pick one up,
then when the tide lowers quickly run down the stairs to the southwestern side
of the room. Light the two torches on either side of the locked door before the
water rises and extinguishes them to trigger the appearance of a chest above
containing a Joy Pendant. After you get it, run back down to the locked door
and go through it.
Another statue like the one you used to open the gate earlier is in this room,
but it’s too high up to reach even at high tide. The key is the 4 Yellow
Chuchus that will attack you. If you’re quick, you’ll be able to take them all
out before the tide rises. If you take too long, swim away from the floating
Chuchus until the water lowers and finish them off. When they are all defeated,
a rainbow staircase appears leading up to the statue. Grab it, then leave the
room with it when the water recedes.
In the lobby, run back up the stairs to the left and place the statues in the
middle of the checkered floor near the northwestern door. This causes the
water-spitting mouth to close, revealing a tunnel and doorway beneath it, and
two other mouths to resume the water-vomiting. When the water is high, get onto
the KoRL and cruise to the tunnel entrance, then run up it and enter the door
at the end.
This tall room has two Rats running around its walls, and a new enemy in the
center, a Beamos. This stationary enemy is topped by a rotating “eye” that
swivels around and fires a laser beam if you cross its line of sight. First,
use the Boomerang to take out both Rats when they get close enough. Then grab
one of the Armos statues near the entry door and run past the Beamos just
behind its eye. (you can also destroy it by throwing a Bomb at its eye, but
this takes good timing and aim) Rotate the camera to you can see where the eye
is, and remember that it rotates clockwise. When you cross the room, place the
statue on one of the shining spots, then go back and repeat the process with
the other one. Stand on the third shining spot to make some platforms ahead
move up and down. Get onto the nearest one, then jump from platform to platform
when they are level with each other to reach the high ledge with the door.
!!!!!!!!!!!!!!!!!!!!!
!TINGLE STATUE ALERT!
!!!!!!!!!!!!!!!!!!!!!
Instead of going through the exit door, keep riding the last moving platform.
South of its highest position, you’ll see a stationary platform, where the
Tingle Tuner can locate a hidden treasure. Face north, then lay a Tingle Bomb
at your present location and jump to the ledge with the door. Ride the platform
back up and open the chest that has appeared to get a Tingle Statue.
The next room is a “hub” room of sorts, much like the lobby. A massive pedestal
dominates the center of the room; you can find refills in the pots near each of
the four doors. Besides the entry, only one other door is unsealed, the eastern
one.
In the eastern wing of the second floor, defeat the Yellow Chuchu that pops up
ahead of you and jump on the moving platform behind it. (try to do it as the
platform is starting to move away from your side of the room so you don’t
overshoot!) Ride it to the other side. Defeat the two Yellow Chuchus that will
appear on either side of yo if you want, then go on to the next room.
In this room, a low, winding path gives you access to the other side. An easier
way, however, is to get onto the giant, shining platform above it and jump over
to the eastern end of the room. A statue similar to one you saw in the hub room
is on a tall, circular platform here. As you approach it, the KoRL contacts you
on the Pirate’s Charm! But how can he use it instead of Tetra...? If you read
the tablet in front of the platform, you’ll find that you can use R to call the
statue. (“Come on!”) This makes the pillar lower, and the statue follow you.
(it’s so cute!) The shining platform is too low for you to carry the statue
back across. Instead, carefully walk across the winding path, guiding the
statue so it doesn’t fall off the edge. When you get out from under the
platform, pick the statue up and jump across a short chasm to the door.
Back in this room, simply carry the statue back across the moving platform and
to the hub room.
As soon as you enter the room, Link automatically sets the little statue down
and it slowly hops its way to another circular platform, which rises. A
blinding pillar of light fills the room’s central pedestal, and leaves behind a
tablet. Imprinted on it are Wind Waker directions! Pull the instrument out and
play the song on the tablet to learn the Command Melody! The statue then tells
you to use this song to return his kin to the “place of truth” probably right
here. When the statue finishes, the tablet immediately disappears and the
western door unseals.
The next room is almost entirely a bottomless pit. Two Red Bubbles also float
around it. Lure the nearest one to you and beat it with your sword, then get
out your Grappling Hook and look up. (stu writes that you can also try hitting
the Bubbles with air blasts from the Deku Leaf to make them fall to their doom)
Swing from the nearest Grapple post to the opposite side of the room. Be quick,
before the second Red Bubble knocks you into the abyss! Defeat it after you
swing to the other side and exit through the western door.
In the next room, once again swing from the Grapple post above to the next
statue. Call it as you did before. This time, there’s a problem: there’s no way
to take that statue across the pit. To solve this, stand on the glowing spot to
the south to make a shining bridge materialize and play the Command Melody.
Using his mastery of ancient Zen magic, Link mind controls the statue! Have it
hop across the bridge, then press R or Start to switch back to Link. Grapple
back across and carry the statue out the door.
You’re presented with the same problem in the next room. For now, set the
statue down on the shining spot to unseal the room’s south door. Grapple onto
the overhead post again, then turn to the right and swing to the door.
In the next room, Link finds himself facing down a Darknut, a heavily armored
knight of Ganondorf. This tough enemy is one of the strongest ones you’ll ever
face; consider yourself lucky there is only one this time. After the battle
starts, don’t even waste your time trying to penetrate the warrior’s armor; it
can’t even be stunned. Instead, keep your sword out and shield down as you
circle around it. As the Darknut prepares to strike, hit A to parry its attack.
Link will either knock off the monster’s armor or helmet. If he knocks the
helmet off, stun it with the Boomerang, then circle around to the back and cut
its red armor straps. If he knocks its armor off, shield yourself from the
beast’s attacks and retaliate with the Hero’s Sword, or keep trying until you
parry its helmet off and can stun it. After plenty of Hero’s Sword punishment,
the Darknut will fall and an ornate chest appears in the middle of the room.
Open it to receive the Hero’s Bow!
This new weapon gives Link some much-needed ranged firepower. While L-
targeting, hit the button the Hero’s Bow is assigned to in order to pull it
out. Hold the button again to ready an arrow, then release it to fire! In
first-person mode, aim it much like the Grappling Hook or Boomerang, but be
careful not to miss and waste your limited arrows. If you hold the button the
Hero’s Bow is assigned to, you can pull it out and immediately ready an arrow
at the same time. Among other things, the Hero’s Bow can defeat those pesky Red
Bubbles from a distance, with a single shot.
Before you leave, be sure to break open the treasure sphere the Darknut leaves
behind and get the Knight’s Crest from it if you want to get the Hurricane Spin
as early as possible.
Back in the giant pit room, the Red Bubbles have returned. Carefully aim and
take them out with your new weapon, then shoot the strange eye emblem on the
far wall. This makes two floating platforms come out of the wall below and move
between the east and west ledges. Use the Grappling Hook to swing back to the
waiting statue, then carry it across the platforms and to the east door.
SIDEQUEST: TREASURE CHART 6
If you want Treasure Chart 6, return to the room where you got the Compass with
the Hero’s Bow. Defeat the Red Bubble however you like, then shoot the eye
switch high on the west wall to make two panels below open up. Open the chest
behind them to get Treasure Chart 6.
SIDEQUEST: JOY PENDANT
A second sidequest also opens when you get The Hero’s Bow. Return to the room
just east of the hub room. Besides the Yellow Chuchus, kill the Wizzrobe in
this room in this room with two arrows. If it shoots out fire balls, get out of
the hallway it floats in and take cover behind a wall. Unless you want to
practice your marksmanship, L-target the Wizzrobe for greater accuracy. After
that’s done, get onto the moving platform. Get out your Hero’s Bow on it and
hit the eye switch down the south corridor to make another moving platform come
out of the wall. Carefully jump onto this one as it moves away from you, then
ride it up to a door that you should go through.
In this new room, you’ll face two Armos Knights. Move towards one to make it
wake up, then L-target it and back and jump away from it as it charges. When it
stands still and opens its mouth, get a Bomb out and throw it in to kill the
Armos Knight. Be careful to sidestep its death charge. Repeat this process with
the other one, then open the chest that appears to get the Joy Pendant. When
returning to the hub room, quickly go through the door to it, as the statues on
either side of it come alive and attack you!
In the hub room, Link once again lets the statue return to its pedestal,
unsealing the north door. Head through it to get the final statue.
The next room is dominated by a giant scale over a pool of water in the center
of the room. Defeat some Keese for starters with your Boomerang.
SIDEQUEST: TREASURE CHART 30
Jump onto the western platform. To the west is a cracked wall. Pull out a Bomb,
and hold it for several seconds until it starts flashing rapidly. Throw it with
the right timing to shatter the wall. (it may take several tries) Jump off the
platform and enter the door behind the wall.
This next room is much like the room where you got the Joy Pendant. Once again,
it contains two Armos Knights. This time they are dormant and don’t
attack...not until you stand on the blue Wind Crest near the center of the room
and play the Wind’s Requiem! This time, you’re forced to fight two at once. Use
mostly the same strategies to beat them. Try to keep them in a line, so only
one is close to you. After both are dead, open the chest that appears to get
Treasure Chart 30.
Back to the walkthrough. Next, jump to the eastern platform, down to a ledge,
and into the next room.
This tall room has almost no floor; you’ll have to get around using the swarm
of floating platforms. First, snipe both Red Bubbles with the Hero’s Bow. Next,
jump to the moving platform ahead of you as it reaches the top of its route.
When you can, jump to the next moving platform. If you need refills, use your
Boomerang on the jars in the southeast and southwest corners, then again to
retrieve the items they hold. Anyway, aim the Hero’s Bow to the left, at an eye
switch on a stationary platform the one you’re on passes by. This causes it to
start moving up and down; jump onto it. Once the eye switch platform reaches
the top of its route, jump onto a ledge to the north from it. Open the chest
here to get a Small Key.
SIDEQUEST: JOY PENDANT
From the Small Key ledge, jump to a vertically moving platform in the northwest
corner of the room, and then to a horizontally moving platform higher up. On
here, shoot an eye switch on a platform in the middle of the room to make the
platform it’s on start moving, and jump onto it. Then fire an arrow at the eye
switch just above the entry door. This makes a treasure chest appear on a high
ledge in the south side of the room. Jump from your current platform to it and
get the Joy Pendant in the chest.
From wherever you are, you can return to the door by either using the moving
platforms, jumping into the abyss, or gliding to it with the Deku Leaf. Go
through it to the scale room.
Now that you’re back, attend to the scale. You can’t just jump across, as the
platform you get on sinks. Luckily, the four Armos statues near the entrance
happen to weight exactly as much as you. Still, only one doesn’t work and only
makes the platform sink less; throw two onto one platform to keep the other one
up. Jump across the raised platform to the north side of the room and go
through the locked door.
The final statue is just beyond a laser barrier here, out of reach. Or is it?
Climb onto the block in the middle of the room and use the Deku Leaf to glide
to the statue. Control it with the Command Melody, and have it hop through the
laser and onto a shining spot on the other side to deactivate them. Run to the
statue, pick it up, and go back to the previous room.
Immediately put the statue down as you enter the previous room; a Wizzrobe
appears to attack you. L-target the Wizzrobe (or don’t if your aim is good
enough) and shoot it with an arrow. Do this again to beat it. If you take too
long and it attacks, try to get between two of the three fireballs it shoots.
After the Wizzrobe is dead, jump into the water and climb the ladder back to
the south part of the room. To account for the statue’s weight, throw three
Armos statues onto a platform. Jump across the other one, get the statue, and
return to the hub room with it.
When Link returns the final statue, all three glow blue, then green and fire a
yellow beam at the center of the room, causing a pink sparking beam to appear!
Step into the beam to be transported high up into the tower’s top.
You emerge in a roughly octagonal room with Beamos on the east and west sides.
Stay on the orange border around the raised part in the center of the room to
avoid their beams. While doing this, take the two Armos statues from the north
side of the room and put them on the glowing switches at the south side. Stand
on the third switch yourself to deactivate a laser barrier and get the Boss Key
from the blue chest beyond it! As soon as you do, however, the statues come
alive! Try to stay in the Boss Key area as you fight them, to avoid the Beamos.
To damage a statue, you must hit the red crystal on its posterior. If you’re
quick, you can sidestep their hopping charge and hit it as they pass you. If
you can’t do this, stun them by hitting their green “eye” with an arrow. Once
you beat both Armos, go around to the north side of the room and go through the
door.
You emerge on a staircase hundreds of feet above the Great Sea; what a view! As
you climb the first staircase, use the Boomerang, Hero’s Sword, or Hero’s Bow
to beat the circling Kargaroc. Just to the left on the edge of the stairs, you
meet a new type of Beamos. This Beamos only fires in a linear area across the
stairs, and always fires exactly where you’ll try to cross. While it’s firing,
L-target its eye and shoot it with an arrow. Continue on to the next Beamos and
defeat it in the same way, then to the third, which has a revolving eye. As
with before, find out which way the eye is rotating and run past it staying
just behind the eye to avoid damage. Next, defeat two of the blue-eyed Beamos
in a row. Take out the Kargaroc ahead with your Boomerang. To avoid the two
Beamos ahead sending you on a nasty fall, walk along the yellow edge of the
staircase. Face east and dash past them, up some last staircases and to the
boss door. Use the jars outside it to get refills and Fairies, then go through.
At first, this giant room appears to be empty. Run towards its center, and a
voice speaks to you congratulating you, and asking you to accept a final
challenge. The head on the far wall is talking to you! After it finishes, two
floating hands and the head detach from the wall, and light up. This is the
final test of your courage, Gohdan!
+------+
|GOHDAN|
+------+
Difficulty: **
Unlike the other Bosses, Gohdan isn’t a minion of Ganondorf but an ancient
guardian created by the gods to test the strength of the new hero. In essence a
massive, floating head and pair of hands, Gohdan is one of the stranger Bosses
you’ll fight.
-Defensive Strategy-
As you begin the battle, Gohdan’s hands will attack you. They slam you or try
to push you off the arena, into the electrified pit around the edge. Keep
moving and L-targeted constantly to try and avoid them. Try to anticipate which
way the hands will sweep and run! You shouldn’t have to dodge the hand’s
attacks, as you can take them out very quickly. After you’ve taken the hands
out of commission, (more on that later) Gohdan’s head will attack. Be careful
and get away when it opens its mouth and shakes off your L-targeting! Gohdan is
preparing to fire a barrage of fireballs in a line. If you start running and
rolling away when it opens its mouth, you should be able to avoid the attack.
(unless it has you trapped against the door; be careful to stay out of the
electrified pit)
-Offensive Strategy-
You’ll not only be using the Hero’s Bow for this battle; you’ll also need
Bombs. As the battle starts, L-target one of Gohdan’s hands and start firing
arrows at the gem on its palm as you dodge the hand’s attacks. Fire arrows
pretty rapidly; two will temporarily deactivate a hand. After that, quickly
stun the other hand. Be careful not to mistakenly fire when a hand is attacking
or you’ll most likely miss. After that, its head enters the fray. L-target each
eye and take them out in the same way. Make sure to fire from a good distance
away and not too fast, so that your shots are sure to hit. Like with its hands,
Gohdan’s eyes close when it uses its fireball attack so you can’t target or hit
it. After you’ve deactivated the head, it floats down to the ground and its
mouth opens. L-target the mouth and throw a Bomb in, as you did against Armos
Knights. (from a distance, not from directly next to the head) After the Bomb
explodes, Gohdan will (finally) be damaged. Repeat this process twice more to
defeat Gohdan and prove yourself to the gods. Also, because Gohdan is only
testing your courage, he’s glad to sneeze up (literally) extra Bombs or Arrows
if you run out of either. Just be careful when claiming them.
After you defeat Gohdan, his head falls to the ground and a blinding light
shines from behind it. He tells you that the path can now be opened, and to be
cautious of what lies ahead. A thin beam of light shines into the center of the
room as Gohdan returns to his home on the wall, and shoots out a Heart
Container for you. As usual, claim it, then step into the light beam.
You don’t emerge at the foot of the tower as usual; instead, you find yourself
in a courtyard on top of the tower! Climb the ladder ahead of you, to a
pedestal with a bell above it. Grapple onto the bell to ring it. The
reverberating sound is heard all the way at the flooded courtyard at the foot
of the tower, where a yellow ring of light shines out of the ocean. Link
mysteriously returns to the KoRL and sails into the ring from the entrance of
the tower.
After a flash of light, Link finds himself drifting beneath the waves, slowly
descending to the seabed. He nearly passes out, then discovers he can still
breathe! As the KoRL sinks lower and lower, the sea around them turns from blue
to grey and white. They eventually sink into a small courtyard next to a black-
and-white castle sitting on an island in a huge countryside. Oh no, you’ve
entered 30s Movie Land! Watch out for Frankenstein’s monster, played by Boris
Karloff! Wait, listen to the choral background music; you must be
entering...Hyrule!
HYRULE
After you land in a peaceful pool, The KoRL knows that you must be wondering
where you are. There is no time to explain things now; everything will be clear
once you get the weapon from inside the castle. Chop down some of the black-
and-white grass around the edge of the courtyard, then climb some stairs and go
down a covered walkway to the castle.
When you enter this massive castle, you see that the world has not only been
30s movie-fied, but also frozen in time! It’s apparent that a raiding party of
Moblins and Darknuts was in the process of ransacking the castle when it
happened; they must be the forces of Ganon from the intro! Besides the frozen
minibosses, note the statue of the Hero of Time ahead of you and the two
paintings high up on either side of the door. Once is of an old man with a
beard and crown; he must be the last King of Hyrule. The other one shows a
young girl, probably Princess Zelda, standing next to 6 people, 3 tall and 3
short. If you look closely, you’ll notice they uncannily resemble Tetra’s
pirate crew... What do you think this could mean?
After you’ve finished looking around, climb down some stairs past the Hero of
Time statue. In a lowered area at his feet, there are three triangular blocks.
In the middle of the area is an image of the Triforce. After a confusing hint
from the KoRL, start pulling the blocks to fit them onto the Triforce symbol.
You can only rotate them by one corner; pull on either side of the block to
determine how they move. After you’ve gotten the hang of moving the blocks,
move the blocks onto the Triforce to make them sink down into the ground (good
news if you trapped yourself between them) and the Hero of Time statue slide
back to reveal a secret staircase underneath. Climb down this staircase to the
secret basement.
There is a large pedestal in the middle of this room, surrounded by 6 massive
suits of armor holding giant swords. On the walls surrounding it are stained-
glass windows depicting Ganon, the Triforce, and the 6 Sages from Ocarina of
Time. Descend some stairs or jump down, and approach the pedestal. As you
approach the center of it, the KoRL contacts you on the Pirate’s Charm again.
He congratulates you on solving the puzzle, and says that ahead of you lies the
Master Sword, blade of evil’s bane, the only weapon with the power to defeat
Ganondorf. Link struggles at first to draw the Hero of Time’s legendary weapon,
but it slides out easily. The statues above Link lower their swords into a
ring, and the light shining through it brightens. In the castle above, 30s
movie land becomes 90s movie land as color flows back into the castle. After
the castle is fully colored, the enemies spring to life and resume patrolling
the castle.
Back in the basement, Link practices with the Master Sword, then holds it up.
The “You got the Master Sword!” screen displays, then you’re free to leave the
basement. When you reenter the castle, the Hero of Time statue slides shut
behind you, leaving you surrounded by minions of Ganon. Get ready for the fight
of your life! Don’t be frightened by them; you only have to fight one or two at
a time and the Master Sword is twice as powerful as the old Hero’s Sword, with
better reach. After you take out the nearby Darknut and Moblin (use your
Boomerang a lot), start moving around the castle and defeating more of the
enemies. When fighting groups of enemies, try to lure one away from the rest
and defeat it to avoid being overwhelmed. Also, make sure to get all the
Knight’s Crests from the 7 Darknuts you defeat. If you got all 3 from the last
3 dungeons, you’ll have enough to learn the Hurricane Spin from Orca. After you
defeat all the Darknuts, energy barriers blocking the two entrances of the
castle disappear. Before returning to the KoRL, feel free to go out the lower
one.
When you do, you emerge on a bridge with a sweeping view of Old Hyrule.
Unfortunately, you can’t reach any of it yet. A short distance out of the
bridge, a shimmering barrier blocks off the rest of the ancient land,
completely sealing the castle away. One thing you should look for just to your
right on the horizon is a strange black tower; what could this be? When you’re
finished sightseeing, go back through Hyrule Castle and return to the KoRL. Get
back into him and cruise into the ring of golden light to return to the surface
world. The portal zaps shut behind you as soon as you exit as if it never
existed.
+-----------------------------------------+
|THINGS TO GET AFTER THE TOWER OF THE GODS|
+-----------------------------------------+
Beedle’s Chart: Any postbox after talking to Beedle
Big Octo Chart: Northern Triangle Island (C4), Treasure Chart 26 required
Bomb Bag Upgrade: Eastern Fairy Island (C5)
Bomb Bag Upgrade: Southern Fairy Island (F4)
Empty Bottle: Rock Spire Isle (C2), Beedle’s Shop Ship
Great Fairy Chart: Four-Eye Reef (B1), Treasure Chart 41 required
Hurricane Spin Attack: Outset Island (G2), 10 Knight’s Crests required
Island Hearts Chart: Flight Control Platform (B7), Treasure Chart 19 required
Light Ring Chart: Cyclops Reef (D3), Treasure Chart 21 required
Piece of Heart: Star Island (A2)
Piece of Heart: Rock Spire Isle (C2), Beedle’s Shop Ship
Piece of Heart: Rock Spire Isle (C2), Cannon Boat
Piece of Heart: Bomb Island (E6)
Piece of Heart: Southern Fairy Island (F4), Treasure Chart 4 required
Rupee Wallet Upgrade: Northern Fairy Island (A3)
Rupee Wallet Upgrade: Outset Island (G2)
Sea Hearts Chart: Boating Course (G6), Treasure Chart 32 required
Secret Cave Chart: Overlook Island (A7), Treasure Chart 13 required
Treasure Chart 4: Rock Spire Isle (C2), Beedle’s Shop Ship
Treasure Chart 13: Two-Eye Reef (G4)
Treasure Chart 16: Seven-Star Isles (A6), Sea Platform
Treasure Chart 19: Four-Eye Reef (B1)
Treasure Chart 21: Cyclops Reef (D3)
Treasure Chart 26: Six-Eye Reef (D4)
Treasure Chart 32: Three-Eye Reef (D1)
Treasure Chart 37: Rock Spire Isle (C2)
Treasure Chart 40: Southern Fairy Island (F4), Sea Platform
Treasure Chart 41: Five-Eye Reef (F2)
f. Return to the Forsaken Fortress (Frsk2)
TOWER OF THE GODS
Now that you have the Master Sword, it’s time to save your sister! But first,
you may want to attend to some sidequests to get more Pieces of Heart and the
Hurricane Spin. Also, now that you have the Hero’s Bow it’s time to fulfill
your promise to Zephos. You’ve probably encountered his bother Cyclos’
waterspouts somewhere around the Great Sea; Mother & Child Isles (B2), Northern
Triangle Isle (C4), and Shark Island (F3) are all good places to find him. When
you find one of the huge tornadoes, sail towards it. Cyclos will appear at the
top of the cyclone and summon a giant whirlpool. If you take too long in
stopping him, he sends you flying to one of 8 places around the Great Sea:
Mother & Child Isles, Windfall Island, Dragon Roost Island, Tingle Island,
Greatfish Isle, Southern Fairy Isle, Forest Haven, or Outset Island.
ONE-TIME PICTOGRAPH ALERT!
If you’re trying to complete the Nintendo Gallery, make sure to get Cyclos’
figurine before defeating him! I’m pretty sure you only need the bottom of his
cloud; make sure to zoom in right.
After you have Cyclos’ figurine, defeat him by shooting him three times with
arrows before he sucks you in. He’s a fairly large target, but the winds he
controls throw your aim off. If all else fails, hit him with a rapid barrage of
arrows. When you accomplish this, Cyclos makes the tornado disappear and
compliments you on your skill. He then gives you a new challenge as the Wind
Waker and traces a pattern in the air by floating around. Remember the way he
moves, then play it on your Wind Waker. (down, right, left, up) When you do,
you learn the Ballad of Gales, which lets you harness the power of Cyclos’
children to instantly travel across the Great Sea to any of the 8
aforementioned locations! Now that you have this warping song, the world seems
much smaller. Now that that’s finished, head to the Forsaken Fortress. You may
think it’s best to warp to Mother & Child Isles, but this makes you appear
inside the walls of Mother Isle. In there, Link hears a mysterious voice that
has been waiting for his arrival, but now isn’t the time for them to meet. Link
must first find another person besides his sister he must protect. After he
meets that person, he can meet the Fairy Queen, the owner of the voice. After
this cutscene, warp to the next nearest island, *shudder* Tingle Island. Sail
northwest to the Forsaken Fortress; you’ll have to defeat a Gyorg first.
FORSAKEN FORTRESS
Since you aren’t traveling with the pirates anymore, you can’t get into the
Fortress the same way as before, which is probably a good thing. Sail right up
to either side of the door on the Fortress’ south side, and quickly shoot the
wall-mounted cannons around it with Bombs. Remember to focus on any cannons
that are firing at you first. Once all the cannons are destroyed, blast the4
door and sail into the Fortress. Look to the left and right above the door for
two more cannons to blast, then get onto the ledge you started on before. Climb
the stairs, and walk out into the courtyard. As you get to the center of it,
sinister laughter echoes around you. A shadowy, sword-wielding phantom appears
behind you from out off nowhere, and attacks!
TWO-TIME PICTOGRAPH ALERT!
If the warning below isn’t enough, be sure to get Phantom Ganon’s Pictograph
either here or in Ganon’s Tower before beating him for good with the Light
Arrows!
+-------------+
|PHANTOM GANON|
+-------------+
Difficulty: *
This shadowy spirit is a mysterious figure created by Ganondorf in his image to
guard the Forsaken Fortress. You’ll have to get past him to claim the Skull
Hammer and save your sister. Also, remember to take his Pictograph here or in
Ganon’s Tower.
-Defensive Strategy-
Phantom Ganon, like most bosses, (although he’s technically a miniboss) has two
attacks. In his first and rarest, he materializes next to you and shortly
attacks with his shadowy sword. As soon as he appears, run, jump, or flip away;
the sword attack is devastatingly powerful! His most common attack, however, is
to charge up a ball of energy and throw it at you. Veterans of Ocarina of Time
should know what to do here; either dodge the attack or deflect it with your
sword or an Empty Bottle.
-Offensive Strategy-
Your defensive strategy for Phantom Ganon’s energy ball if also your main
offensive strategy for the fight. When he lobs the ball, don’t run away; draw
your sword, L-target him, and press B to attack just before the ball hits you.
If your timing was right, you’ll strike the energy ball, sending it flying back
at Phantom Ganon. Strangely enough, you can also use an Empty Bottle for this,
(I did my second time through) although the timing is harder to get. Don’t
expect it to end after you deflect it once, though. Phantom Ganon will hit it
back, and you’ll have to return it again. Every time the ball is returned, it
moves slightly faster, so start hitting B, Z, Y, or Z earlier and earlier to
hit it back. Continue this bizarre and deadly tennis match while approaching
Phantom Ganon until one of you (hopefully Phantom Ganon) misses, getting hit by
the energy ball. If it was you, you’ll take damage; if it was Phantom Ganon,
he’ll be stunned by the attack and float down to the ground. Now is the time to
slash him with your sword; try hitting him with a jump attack as you approach
him.
After you beat Phantom Ganon, he laughs again and floats into the air, then
vanishes as suddenly as he appeared. Also, an ornate treasure chest appears in
the middle of the courtyard. Open it to get the Skull Hammer! This powerful
item can be used to smash enemies, but its slow speed makes the Master Sword
better. It main use is to push down large switches or break things. It is also
invaluable against Chuchus; hitting the ground with it stuns every nearby
Chuchu, and it is required for finishing off petrified Dark Chuchus.
Once you have the Skull Hammer, it’s once again time to deal with the
searchlights. Now that you’re armed and dangerous, you don’t have to worry
about being captured, but the searchlights can target you for Miniblin swarm
attacks, or cannonfire on the second floor. Worse, there are no barrels this
time, so be very, very careful. Stay out of the searchlights and take the same
route to the first searchlight as before. (there are some spiked pegs blocking
the stairs; keep your distance from then and pound one down with the Skull
Hammer) You can explore the first-floor hallways this time, but it’s still
easier to stay on the second floor. When you reach the searchlight, climb up to
it. Defeating its Bokoblin operator should be much easier with the Boomerang
and Master Sword.
When you jump down, you can take a shortcut to the second searchlight right
ahead of you. When you run up to the wall below it, you can now climb onto the
wall to the right. Jump from it to the balcony below, then climb the ladder to
the second searchlight. After it’s disabled, go to the third searchlight as
before. To conserve magic power, run along a shelf to reach the far ledge after
beating a Shield Bokoblin in the room under it. Once you disable the third and
final searchlight, go back down and through the western room. You’ll have to
use the Deku Leaf to cross the gap here.
You once again emerge on the walkway leading to the shipyard. A laser-eyed
Moblin statue now guards the door. To evade it, walk along the stone railing to
the left and jump from it to the door. Or just roll and keep ahead of the beam.
In the shipyard, defeat any Moblins you need to and go through the door at the
north end. As you climb the stairs leading to the tower, your worst nightmare
comes true: more Miniblin attack! Fend off any that you have to, but mostly
focus on running the heck away. Get out your Skull Hammer as you go; just
before the first ledge to sidle across, you’ll encounter another spiked peg
barrier. Quickly escape from the Miniblin by sidling across the ledge, and the
following one. From there, keep running up to the area where you reclaimed your
sword. Smash the non-spiked peg here to unbar the giant door and go through to
the tower room.
As Link enters the tower, he looks around cautiously, then notices his sister!
Link runs up to the cell, as two other girls from Windfall Island notice him as
well. Aryll is overjoyed to see you again, but when he tries to open the jail
cell, the door is obviously locked. Suddenly, Tetra, Gonzo, and Senza appear
behind Link! Tetra tells him the door is locked, and once again chastises him
for acting without thinking. She says that while Link was rescuing his sister,
they had to keep the Helmaroc King busy. Tetra suddenly notices the Master
Sword’s hilt on Link’s back. Strangely enough, she is shocked and asks herself
a series of half-questions. How does she recognize the sword? She quickly
dismisses the thought, and has Gonzo and Senza carry the two girls from
Windfall Island away. Link and Aryll, resume where they left off with their
touching reunion, but Tetra interrupts and reminds Link he still has something
to take care of. Tetra half-heartedly calms Aryll down, and has Gonzo take her
away. As Tetra leaves, she turns around and winks at Link again, swearing
she’ll be back. The door then locks, and water starts filling the room through
a grate in the floor. The Helmaroc King flies down in front of you; get ready
for some payback!
ONE-TIME PICTOGRAPH ALERT!
Make sure to get a good Pictograph of the Helmaroc King as you battle, as this
is your only chance! It’s easiest when he’s swooping around the arena.
+-------------+
|HELMAROC KING|
+-------------+
Difficulty: ***
The Helmaroc King is a massive, colorful, and masked bird who serves as
Ganondorf’s most loyal servant. He kidnapped your sister at the beginning of
the game, and after you beat the Forsaken Fortress it’s time for revenge!
Remember to take the Helmaroc King’s Pictograph when you fight him, preferably
while he’s circling the arena!
-Defensive Strategy-
Before you can even fight the Helmaroc King, you’ll have to escape it and the
room you found your sister in, After everyone else leaves, a drain opens up and
it starts filling with water. After you regain control of Link, quickly start
running and rolling along the walkway around the edge of the tall, cylindrical
room. You’ll have to keep ahead of the Helmaroc King’s incessant pecking and
the rising water to survive. If you keep up the pace and don’t make any
mistakes, you should be able to do it. If you fall behind and the King pecks
away a wooden walkway ahead of you, wait for the water to rise enough to swim
to the other side. After a while, the water stops rising. If you slow down and
he pecks away a platform ahead of you now, quickly get out your Grappling Hook
and swing across the gap before he pecks you again. You’ll also encounter
Bokoblin cleverly hiding in pots along the walkway and jumping at you when you
get close, but ignore them and roll past; you can’t waste any time. As you
reach the top of the tower, the King blocks the entire pathway off from you.
Get out your Skull Hammer and give his mask a good whack to knock him into the
water. Continue on and climb up to a large, spike-lined platform above the
tower. Triple doors start to close around where you came out, but the Helmaroc
King zooms out at the last moment to fight you. Now that the battle has begun,
the Helmaroc King has three attacks. He begins by (and spends most of his time)
swooping around the arena, periodically raking his claw across it. Run and roll
to one side as he approaches, and you’ll easily dodge the attack. After he
eventually gets tired of this, he lands and engages you more closely. Keep
close to the King; if you’re far away he starts beating his wings to push you
into the spikes around the arena. If he does, run and roll towards him to avoid
getting skewered. When you’re closer, keep moving; he’ll try to peck you. When
he rears his head back to prepare for this, start side-hopping and the attack
should miss.
-Offensive Strategy-
To defeat the Helmaroc King, you’ll need your Skull Hammer. (what else?) Dodge
his attacks until he starts trying to peck you again. (I think you can induce
this by running around close to his feet) When he misses, his beak gets stuck
in the floor. Get out the Skull Hammer and give his mask a good whack to crack
it. Wait for him to peck again and keep doing this three more times until his
mask breaks off. (he’s pretty ugly under there; no wonder he wore a mask!) Keep
having him miss pecking you and get stuck, but this time attack his head with
your sword. 10 good sword hits defeat the big bird.
When you strike the final blow on the Helmaroc King’s ugly mug, he rears up and
sways from side to side. He then tiredly flaps into the air and, as almost all
of the Fortress’ searchlights shine on him, blows up in a burst of feathers,
dropping a Heart Container as usual. Not as usual, a warp doesn’t appear;
instead, some spikes blocking a pathway leading still farther up lower. You
have no other choice; go up it to reach the wooden balcony where you saw
Ganondorf standing. The door behind it is surrounded by skulls and other voodoo
symbols; this can’t be good, but go through it anyway.
As Link enters the next room, he sees Ganondorf, facing away from him. He
congratulates you on making it this far, then introduces himself as the master
of Forsaken Fortress. Ganondorf then asks Link to recall how color returned to
Hyrule and the raiding monsters came to life when he drew the Master Sword. He
explains that besides being the sword of evil’s bane, the Master Sword is also
a key that locks away Ganondorf’s magic. When Link drew it, the seal was
broken. Infuriated by this, Link charges at Ganondorf. You don’t get to see
what happens next, but the attack didn’t work. Ganondorf backhands Link,
sending him flying across the room, and draws a samurai sword. He says that he
cannot be defeated with the Master Sword in its current state; it has lost the
power to repel evil. As Ganondorf prepares to finish Link off, Tetra leaps into
the room and distracts Ganondorf, then tells Link to get up. Before she can say
anything else, Ganondorf lifts her up by the neck. Suddenly, he is surprised to
see the Triforce of Power glowing on his right hand. Laughing maniacally,
Ganondorf says he’s finally found Princess Zelda! (this would explain the
paintings in Tetra’s room and her recognition of the Master Sword, but how is
it possible?) She doesn’t seem to know what he’s talking about, but Ganondorf
isn’t fooled. As he’s asking her why she possesses a fragment of the Triforce,
Komali and Quill swoop through a window and carry Link and Tetra off. Valoo,
who has followed them, flies up and incinerates the entire tower with a blast
of fire. Don’t think you’ve seen the last of Ganondorf, though... Soon, Link is
in the courtyard of the Tower of the Gods, with Tetra lying in the KoRL with
him. Quill says she’s just unconscious, and Komali reassures you that your
sister is okay. The KoRL thanks Valoo, and says he wants to separate you two
from Ganondorf. It’s time to return to old Hyrule! The shining portal once
again opens, and you reenter the land under the sea...
HYRULE
Back in the Hyrule Castle courtyard, Tetra wakes up and asks where you are, and
what happened to Ganondorf. The King of Red Lions contacts Link again through
the Pirate’s Charm, which seems unnecessary when he’s only a few feet away. Or
is he...? Tetra gets mad and asks who is using the Charm. The KoRL simply tells
them to meet with him at once; either he’s insane, or he doesn’t mean the
talking boat you’ve come to know and love. Tetra demands to know who is using
her stone as the long cutscene ends.
Now, with Tetra following you reenter Hyrule Castle.
TWO-TIME PICTOGRAPH ALERT!
Unless you’re playing the second quest, now is your only chance to get a
Pictograph of Tetra! In the Castle, try to run and roll across the giant room,
then Pictograph Tetra as she catches up.
After you have a satisfactory Pictograph of Tetra, notice that the statue of
the Hero of Time has once again been moved back. Enter the basement under it.
When you reenter the basement, there is a tall, red-robed figure standing with
his back to you where you drew the Master Sword. Tetra demands to know if he’s
the one who has been using the Pirate’s Charm. The man doesn’t answer; instead
he says it an enhanced version of the Gossip Stones from the legends of the
Hylian Royal Family, and that he is the one who made it. Ocarina of Time
players should remember the Gossip Stones. (“Boing, boing! The time is now
18:34!”) Tetra has no idea what he’s talking about. The man then asks if you
have heard of the kingdom described in the legends, where the power of the gods
lies hidden. This is Hyrule, that kingdom. (not that you didn’t already know)
He then turns around and introduces himself as Hyrule’s king: Daphnes Nohansen
Hyrule. He then asks Link if he can recognize his voice. Besides “King of
Hyrule,” “Daphnes Nohansen Hyrule,” and “Sugarburt,” the King is also called
the King of Red Lions! He has been speaking to you all this time through a
“talking” boat; as long as the Master Sword had the power to repel evil, there
was no need for him to reveal himself.
The King then launches into a history lesson, recapping what you saw in the
intro. Long ago, Ganon turned Hyrule into a land of shadows while trying to
obtain the power of the gods. Not even the king could stop Ganon, so their only
choice was to pray to the gods for help. The gods responded by not only sealing
Ganon away, but all of Hyrule as well. They sent down a torrential rainfall to
bury Hyrule beneath the ocean, forgotten. But the gods spared some people of
Hyrule; to seal them away would be just what Ganon wanted. A chosen few were
told to go to the tallest mountaintop, which became islands after the rain.
These people became ancestors of those living on the Great Sea today, hundreds
of years later. As long as Ganondorf stayed sealed away, Hyrule would never
awaken and stay frozen forever.
The King next calls Tetra to him. He says that a necklace she wears is part of
a sacred treasure of the Hylian Royal Family, the Triforce of Wisdom. This
treasure is the power of the gods that Ganon has been trying to obtain for all
these years! Tetra’s ancestors were told by the gods to protect the Triforce
from Ganon’s clutches at all costs, and Tetra must also. Taking the necklace in
one hand and the second half of the Triforce in the other, he says it’s time to
reveal the fate into which Tetra was born. The two pieces of the Triforce come
together in front of Tetra’s eyes. Link is blinded by a flash of light; when he
looks back, Tetra has been transformed into Princess Zelda! The King apologizes
to Link for getting him caught up in these events, but now that it is known
that Tetra is actually Princess Zelda, Ganondorf will be searching even more
frantically for her. If he finds Zelda, Hyrule will once again become a land of
shadows and despair, as will the land above the Great Sea. Luckily, the King
has an idea of why the Master Sword lost its power. You’ll need to come back to
the surface with him to restore the power to repel evil to it.
The King then tells Zelda that she must wait here while Ganondorf is searching
for her, because this room isn’t known to him. He then tells Link it’s time to
go, and teleports across the room! Obviously, the King of Hyrule is nothing
more than a spirit now. As Link follows him, Zelda apologizes about everything
that’s happened to Link and Aryll. She tells him to be careful, then lets him
go. As soon as Link leaves the basement, the Hero of Time statue once again
seals it shut. (I hope that basement isn’t airtight...)
Now, leave the castle and return to your boat. Before you get into him, the
KoRL resumes speaking to you where the King left off. He reveals his idea: the
Master Sword has lost its power to repel evil because something has happened to
the sages who gave it this power. The sages should be in the Wind Temple to the
north and Earth Temple to the south, and Link must visit these temples to find
out what has happened. The problem is, as you may have seen after you got the
Master Sword, a giant barrier separates Hyrule Castle with the rest of the
kingdom. Luckily, each Temple also has an entrance conveniently placed on a
mountaintop, where you can reach them from the surface. As usual, he marks the
alternate entrances on Link’s Sea Chart. Now, you have to leave Hyrule, before
Ganon is drawn to Princess Zelda by you. Quickly get back into the boat and
sail into the ring of light to go to the surface once again.
TOWER OF THE GODS
The KoRL still doesn’t seem to be finished; he resumes talking to you at the
surface, asking you if you know the legend of the Hero of Time. He defeated
Ganon long ago and brought piece of Hyrule. Like with Zelda, a piece of the
Triforce, the Triforce of Courage, was given to him. When he left Hyrule to
embark on another journey, he was separated from his Triforce, which was split
into 8 pieces and scattered across Hyrule. You must search for the Triforce of
Courage if you ever want to reenter Hyrule.
+-----------------------------------------+
|THINGS TO GET AFTER THE FORSAKEN FORTRESS|
+-----------------------------------------+
Arrow Upgrade: Western Fairy Island (C1)
Arrow Upgrade: Thorned Fairy Island (D7)
Empty Bottle: Windfall Island (B4)
Hero’s Charm: Windfall Island (B4), 41 Joy Pendants required
Magic Armor: Windfall Island (B4), Zunari’s Trading Quest
Piece of Heart: Varies, Forest Water required
Piece of Heart: Windfall Island (B4), Nighttime Auction
Piece of Heart x4: Windfall Island (B4)
Piece of Heart x2: Windfall Island (B4), Lighthouse
Piece of Heart: Greatfish Isle (D2), Shop Guru Statue required
Piece of Heart: Pawprint Isle (B5), Treasure Chart 30 required
Piece of Heart: Rock Spire Isle (C2), Treasure Chart 2 required
Piece of Heart: Three-Eye Reef (D1), Treasure Chart 38 required
Piece of Heart: Forest Haven (F6), Treasure Chart 31 required
Piece of Heart: Five-Star Isles (G7), Treasure Chart 33 required
Treasure Chart 2: Windfall Island (B4), 20 Skull Necklaces required
Treasure Chart 18: Windfall Island (B4), Nighttime Auction
Treasure Chart 24: Windfall Island (B4)
Treasure Chart 25: Cliff Plateau Isles (F7), Secret Cave
Treasure Chart 31: Windfall Island (B4), Deluxe Picto Box required
Treasure Chart 33: Windfall Island (B4), Deluxe Picto Box required
Treasure Chart 38: Windfall Island (B4), Nighttime Auction
g. Restoring the Master Sword (Erttm)
Before you can restore the Master Sword’s power to repel evil or recover the
Triforce, there are several other things to attend to. First, remember the
voice you heard at Mother & Child Isles. It told you to return when you found
the other person you must protect. You now know that this person is Princess
Zelda, so return to Mother Isle with the Ballad of Gales.
MOTHER & CHILD ISLES
After Link arrives inside the cliff walls of Mother Isle, a stream of purple-
pink sparkles shoots out of the Fairy spring in the center of the pool. The
stream focuses itself into a narrow jet, and a person resembling a small, grey,
floating little girl holding a Great Fairy doll appears in it. She giggles and
muses about your ability to control the wind at such a young age. She then
introduces herself as the queen of Fairies! She seems to have taken a liking to
Link, so she gives new power to his Hero’s Bow. She then sends two Fairies
trailing red and blue sparkles painfully enter Link, bestowing the power of
fire and ice to his arrows! The Fire Arrows can melt the coldest ice and light
torches when no Boko Sticks are available, while Ice Arrows can freeze the
hottest flame and also freeze enemies solid for several seconds. Both deal
twice the damage of normal arrows, but use a small amount of Magic Power to
fire. To switch between your arsenal, press R when aiming an arrow, L-targeted
or otherwise. The Fairy Queen tells you this and says her Fairies will ease
your weariness as usual. Before vanishing, she turns the magical moment awkward
by telling Link he’s just her type...0_o indeed.
Although you now possess the Fire and Ice Arrows, you still can’t enter the
Temples. A ridiculously strong wind prevents you from getting anywhere near the
entrance of Gale Isle at A4, while a giant rock (probably borrowed from the
Olmec Indians) seals the entrance of the Earth Temple at G3 off. Luckily, you
can use your new fire (and ice) power to get items that will allow you to gain
entry to these Temples. You only need to get them one at a time, but I’ll cover
them both at once, as I always do when playing. First, warp to Dragon Roost
Island and sail south, to C6.
FIRE MOUNTAIN
As you sail to this island, it’s obvious how it got its name. An active
volcano, Fire Mountain constantly spews lava out of its peak and boils the
water around it. You can’t even climb onto it without getting burned. Luckily,
you can cool things down with a well-placed Ice Arrow. Before you do, kill the
Kargaroc circling overhead with the Boomerang. Then fire an Ice Arrow at the
plume of erupting lava on top of the mountain. It instantly freezes solid, then
shatters. You have cooled the island enough to walk on for 5 minutes, but if
you know what you’re doing, it’s more than enough. First, get onto the shore of
the mountain and start climbing the ledges. Pretty early on the climb, you’ll
have a choice of two ledges. Choose the right-hand one if you want to continue.
Keep climbing Fire Mountain until you get to the top, and drop into the Secret
Cave.
Though you cooled down the exterior or Fire Mountain, its sweltering exterior
is still filled with lava. To start with, slay the Fire Keese around where you
enter with the Boomerang, then set out to jump across the hardened lava
platforms. Be quick; they melt a few seconds after you step on them. Only stop
briefly to kill more Fire Keese if you need to. After you get across the
platforms, defeat the two Magtails with parry attacks to make a treasure chest
appear. Open it and get the Power Bracelets! These items are equipped
automatically and increase Link’s strength to let him lift giant rocks, like
the one on Headstone Island! Luckily, getting the Power Bracelets also stops
the timer. To leave, lift the giant stone head near the chest and throw it
aside. Then go through the tunnel behind it to the starting area and leave Fire
Mountain. Now warp to Forest Haven and sail west, to F5.
ICE RING ISLE
This freezing island is the opposite of Fire Mountain. Subzero winds shoot from
a dragon head in the middle of the isle, creating a shield of cold air that
keeps you from getting onto the island. This time, you obviously have to shoot
the plume of frigid air with a Fire Arrow to warm things up for five minutes.
First, it’s a good idea to sink the Cannon Boat circling the isle. Next, shoot
the arrow from the northwest side of the isle to warm the island up enough to
step onto it. Then get out of the KoRL and climb some ledges on the west side
of the isle.
Now that you’re on top of the ice ring, slide down some ice to the right.
Repeat this to get to a narrow ledge just above the shoreline. To avoid
slipping as you go around the ice, crawl across it. You move slowly, but you
have total traction. Once you get to a wider ledge at the end of the ice, look
left for some floating ice blocks. Get a running start and jump onto the
nearest one; be careful not to into the water. If you do, slim back to some
floating blocks near the beginning of the narrow ledge where you can climb and
jump back up. Anyway, once you’re on the first block, wait for the next one, a
moving block, to come near you and jump to it with a running start. Repeat this
with the third block, then jump to the dragon head. Climb some stone steps and
fall into the cave on top.
Now that you’re in the isle, climb to the thin ice slide on the ledge and slide
down it. Defeat the Keese that will likely attack you, then climb up to the
ledge. Get onto the next ice slide on the left, but be very, very careful; it
curves. Hold back on the control stick to slow down and gently steer yourself.
If you fall (and you most likely will) look for a low ledge along the water
below near where you entered the cave. Use your Grappling Hook on two posts to
climb the cliff and start over. Once you make it across the slide, get onto the
ledge and open the chest in the miniature dragon’s mouth to get the Iron Boots
and stop the timer. When equipped, the Iron Boots make Link walk slowly, but he
becomes much heavier and can walk into winds like the one on Gale Isle. To
escape the isle, use a narrow ledge leading from the chest to the light beam. A
strong wind blows out from a cave in it, so use the Iron Boots to keep your
footing. Consider entering the Secret Cave the wind is blowing out of for
Rupees. Once you exit, be sure to melt the block of ice on the isle’s shoreline
and open the defrosted chest to get Treasure Chart 36.
Now that you can enter the Temples, it’s finally time to begin. Unlike Fire
Mountain and Ice Ring Isle, you can’t do them in any order. The Earth Temple
must come first, so warp to Outset Island and sail east to Headstone Island, at
G3. Make sure you have the Hurricane Spin before entering the temple; you’ll
need it for its boss!
HEADSTONE ISLAND
Use the Power Bracelets to remove the stone head blocking the way, and enter
the cave behind it.
In this cave, a giant slab sits on the far side of the room. Below a Triforce
emblem and painting of a harp, symbols for a Wind Waker song are painted! Copy
them in 6/4 time to learn the Earth God’s Lyric! Suddenly, the Triforce emblem
glows and a ghostly Zora appears! She introduces herself as Laruto, a Zora
sage. Apparently, she has been praying in the depths of the Earth Temple to
keep the power to repel evil within the Master Sword. Obviously, she failed.
When Ganondorf returned long ago, his minions attacked the Earth Temple and
stole Laruto’s soul to disable the Master Sword’s power. To restore the Master
Sword’s power, you must find Laruto’s descendant and have this person take her
place as the Earth Sage. This person will be carrying the exact same instrument
as Laruto, a harp. The Earth God’s Lyric you just learned will open the eyes of
the future Earth Sage to their destiny. The way ahead will only open when the
Sage plays the sacred song. After having said this, Laruto vanishes.
Since you have nothing more to do here, it’s time to find the Earth Sage. But
who could it be? Think back, who do you remember having a harp? Here’s a hint:
go to Dragon Roost Island to hear someone playing a harp outside.
DRAGON ROOST ISLAND
The music isn’t coming from the shore of the island, so go through the aerie to
the flight platform. Medli is practicing her harp, high up on a ledge; she must
be the new Earth Sage! To reach her from the flight dock, use the Grappling
Hook to cross a small gap and then climb some ledges and a ladder. When you
approach Medli, she is glad that you’re still OK. Prince Komali has been asking
her all about your adventures, and she comments on the fine young man-er, Rito
he’s turning into now that he has his wings. She almost feels like a mother
watching him grow up. She then continues to practice her harp; playing music
seems to be an important part of being an attendant.
ONE-TIME PICTOGRAPH ALERT!
Before you play the Earth God’s Lyric, MAKE SURE you have Kogoli’s figurine!!
For some reason, he disappears completely after you do!
Okay, if you have Kogoli’s figurine, go ahead and get out your Wind Waker.
Medli is impressed to see it, and asks you to conduct her. Play the Earth God’s
Lyric to her. The song sounds familiar to her, like something trying to be
remembered. Suddenly, Medli falls unconscious and faints into Link’s arms. She
imagines herself in a black void with Laruto. Laruto plays an ornamented
version of the Earth God’s Lyric (showoff!) and Medli imitates her. They both
start playing the song together, and a glowing Triforce appears next to them,
followed by the Master Sword. Medli then wakes up, and describes her dream. She
thanks Link for awakening her to her fate as the Earth Sage. She tells Link to
take her to the Earth Temple, to restore the Master Sword’s power to repel
evil. As they prepare to leave, Komali flies above them. Medli says you should
go quietly. She doesn’t want Komali to see her leave, and always remember he as
a simple attendant of Valoo. After this cutscene ends, you find yourself back
in the KoRL, with Medli sitting on the side. Warp back to Outset Island, and
sail east to Headstone Island.
HEADSTONE ISLAND
Once you reach the isle, the KoRL addresses both of you on shore. To prepare
you for the perils ahead and the monster that killed Laruto, he gives Medli
instructions on staying alive, and tells both of you to protect each other
>CONTROLLING MEDLI
-If you’re near Medli, you can press R to call her just like you did with the
statues.
-You can use A to pick Medli up just like any other object, like when you were
helping her enter Dragon Roost Cavern.
-While carrying Medli, you can have her carry you as you jump off cliffs,
giving you even more gliding ability than with the Deku Leaf.
-While in the same room as Medli, use the Command Melody to control her.
-While playing as Medli, press A to take flight, and again to gain altitude.
You can only fly until the blue meter runs out. It recharges whenever you land.
-Hold L and use the control stick to rotate Medli around. This will come in
handy, as you’ll see later.
After the KoRL finishes, enter the cave with Medli. While she’s standing in
front of the stone slab, play the Earth God’s Lyric. She also plays it, causing
the slab to crack and a blinding light to shine from the center. The stone then
crumbles away to nothingness, letting you go through. You and Medli
automatically walk to a raised stone pedestal with a hole in the center. Medli
fearlessly jumps in, and Link follows.
EARTH TEMPLE
The first room of the Earth Temple is simple; a light beam can take you back to
the surface while a sizeable gap separates the ledge with the door from the
rest of the room. The answer to this puzzle is simple; pick up Medli and have
her fly you across. If you have to cross it without her, use the Deku Leaf.
The next room is fairly large and is patrolled by three Moblins. Set Medli down
by the entrance and get to work slaying them. One is on the stairs to the left,
another is patrolling the pillars in the center of the room, while the last is
near the sealed exit. Once they’re all defeated, pick up Medli and run up the
stairs a Moblin was patrolling. At the top, look right for a tall platform with
a switch on top. While carrying Medli, jump to this pillar. Put her down and
stand on the switch, then play the Command Melody. As Medli, fly to another
identical pillar on the other side of the exit and step on that switch to
unseal the door. Fly down to the door, switch back to Link, and carry Medli
through it.
In the next small room, you’re attacked by a lot of Chuchus. The Red and Green
ones should be easy by now, but you’ll also encounter some new Dark Chuchus.
They reform themselves whenever you hit them, and seem to be invincible. Their
only weakness is light, like from the beam conveniently shining into the south
side of the room. You can try to lure them into it, but there’s an easier way.
Set Medli down in the beam and you’ll see that her shiny harp reflects light!
Stay close to Medli and walk around her; she’ll always turn to face you, moving
the light beam. “Aim” it in this way at all three Dark Chuchus to turn them to
stone, then get out the Skull Hammer and smash them. Once they’re all defeated
and the exit unseals, play the Command Melody. Hold L to rotate Medli to face a
translucent chest on the north side of the room. The A button should be
sparkling; press it and use the control stick to aim your harp at the chest.
When you shine light on it for several seconds, it becomes solid. Also consider
shining light on some statues in the south edge of the room to reveal refills
behind them. Then switch back to Link and open the chest to get the Dungeon
Map. Last, use a Bomb to blow the cover off the Warping Jar and go to the east
with Medli.
The next room is fairly large. A giant, devilishly grinning face dominates the
east side of the room, while a lowered pit below it is filled with swirling
blue fog. This fog temporarily disables the use of items or your sword, so stay
out of it! Unfortunately, a stake in the fog to the right of the face must be
whacked using the Skull Hammer. Impossible? Not a chance. Put Medli down in the
south beam of light shining into this room, and have her reflect light into the
fog to dissipate it. Keep the beam trained on the stake to produce a path
through the fog, then switch back to Link. Run through the cleared path to the
stake and whack it to unseal the southern door. Grab Medli and go through it.
Put Medli down as you enter this room and approach the two stone coffins in
front of you to make Red Bubbles come out of them. Defeat them with vertical
sword slashes, then move into the south part of the room. Climb the ladder to
the left and pull the block on the ledge. Once you move it as far north as it
will go, a beam of light shines from a hole it was covering. Play the Command
Melody and take control of Medli, then move her into the light beam. Reflect
light on the translucent chest on the south side of the room, then get onto the
plinth it sits on to prepare for later. When you switch back to Link and open
the chest for a Small Key, two new enemies appear in the room. These bizarre
hole-like enemies are Floormasters, extremely annoying enemies that can drag
you or Medli back to an earlier room of the dungeon. The one nearest you only
grabs Medli, but the one near the exit will attack either of you. Approach it,
then QUICKLY L-target it and hit it with the Boomerang! When it’s stunned, hit
it with the Master Sword, then repeat the process. It’s very important to keep
the Floormaster stunned, or it will return you to the beginning of the room
before the one you’re in! You can also kill it with 6 arrows or 3 Fire Arrows
from a distance, or stun it, freeze it with an Ice Arrow, then shatter it with
the Skull Hammer. If it grabs Medli, it will return her to the room you were
just in. To free her, simply play the Command Melody and fly out of the cage
she’s placed in. Anyway, try to avoid the other Floormaster as you reenter the
previous room.
Now that you have a Small Key, enter the locked north door.
As soon as you enter this room, set Medli down and shoot the curtain high in
the northwest corner of the room with a Fire Arrow. This burns it away, letting
light shine through. You’ll also be attacked by Chuchus in this room. As with
before, defeat all the Red or Green Chuchus, and petrify the Dark Chuchus by
“aiming” Medli’s light beam at them. Don’t defeat them this time, though;
instead, pick the stone Chuchus up and set the on the two switches on either
side of the Light Beam. This causes some stone panels to the east to lower,
creating a stairway. Quickly pick up Medli and go up these stairs before the
Chuchus return to normal and get off the switches. Before you leave this room,
push the large block on the ledge off to create a shortcut.
Put Medli down, and defeat the Floormaster in the lowered section of this room.
Push the nearby block along a short track to a scorpion-patterned space by the
north wall. When you push it all the way, a skylight opens overhead and lets
more light in. Control Medli and move her into the light. Now, shine the light
onto the statue sitting on top of the other block in this room. When you shine
light into it for long enough, it disintegrates and lets you move the block it
was on top of. Don’t release control of Medli yet; instead, notice the yellow
emblems to the north and south of Medli. Reflect light onto them all to
disintegrate them like the statue. Another block is behind the north ones,
while another Warping Jar is behind the south ones. Switch control back to Link
and move the two new blocks into their respective scorpion squares, at the end
of the tracks. The one that had the statue on top of it makes a chest
materialize on a high ledge to the east; the one then was behind a wall unseals
the southeast door and lets you climb up to the ledge. Throw Medli up to the
top of the ledge, then climb the block up yourself and open the chest to get
the Compass. You can use it to find not only treasure chests in the dungeon,
but also Medli’s location. If you’re in need of Fairies, break open the pot by
the door to get a few. When you’re done, pick up Medli and run through the
door.
Set Medli down, and run up the stairs to fight Moblins and three new enemies:
Poes. These ghostly enemies can’t be damaged, and they can attack you with
their lanterns. Hit them 3-4 times with the Boomerang to destroy their lantern
and make them harmless. Their only attack now is to possess you, which
temporarily reverses your controls. Try to defeat the two Moblins first before
going for the Poes. Once you beat all the enemies, some wide panels forming the
southern wall lower to create stairs to another part of the room.
SIDEQUEST: JOY PENDANT
Once all the enemies are gone, take control of Medli and have her fly to the
light beam in a high alcove to the west side of the room. Reflect light onto
the 3 statues across the room, then switch to Link and open the chest behind
them for a Joy Pendant.
You don’t need to carry Medli up the stairs to the south side of the room. The
door in front of you is locked, so go through the left one.
Five coffins line the walls of a semicircular pit in this room. Walk up next to
the coffins to open them, but be careful not to get under the falling lids.
Moving clockwise from the north coffin, they contain a Redead (a new enemy I’ll
explain in a moment), a Yellow Rupee, another Redead, a third Redead, and a
Small Key. The Redead are extremely spooky enemies that can freeze you with a
piercing shriek when you get too close. You best bet is to quickly back away
from a Redead when it appears, then inch towards it until it screams. If you
were far away enough, the paralyzing effect will wear off before they inch far
enough to bite you, and you can kill them (again) with a sword combo. You can
also kill them from a distance with three Bombs. Anyway, you’ll definitely want
to fight one Redead at a time. Once they are all defeated, a ladder drops and
you can leave. Make sure to get the Small Key and Yellow Rupee first!
Now that you have a key, unlock and go through the room’s south door.
As you approach the center of the next room, yet another new enemy makes its
entrance from underground: a Stalfos! These powerful skeletons are arguably the
strongest normal enemies in the game. They can send you flying with a swing of
their huge maces if you don’t shield yourself. You have to hit a Stalfos’ head
to damage it, not an easy feat since they’re at least twice as tall as you. You
need to break them apart to get at the head. Unless you’re feeling confident,
do this the easy way by blow them apart with a Bomb. Stalfos are extremely slow
when not using their devastating spin attack, which detonates the Bomb anyway,
so throw it slightly in front of them. You can also L-target them and briefly
stun them with the Boomerang, then attack them with your sword until they
separate. Be sure to stun them frequently when doing this so they don’t cheaply
pull off their spin attack. When they have been forcibly dismantled either way,
L-target the head and stun it with the Boomerang, then get up close and smash
it flat with the Skull Hammer (or mash B to kill it with your sword). If you’re
quick, you can defeat the Stalfos before it reforms. If not, repeat the
process. After you defeat the Stalfos, two stone coffins open to the southeast
and west, and two more Stalfos come out! Since Stalfos are so slow, you
probably won’t have to fight them at once. Simply do what you did before twice
to beat them both. When all three Stalfos are re-killed, some panels lower once
again to form a staircase. Open the ornate treasure chest at the top to get the
Mirror Shield! This polished shield can reflect light just like Medli’s harp.
To use it, draw your sword and hold R to shield. Then use the control stick to
aim the light. Once you have broken the Stalfos’ treasure spheres, reenter the
previous room.
SIDEQUEST: JOY PENDANT
Return with Medli to the room with the two Floormasters. Like before, defeat
the one by the door, then have Medli fly over the other to a switch next to a
door in the southwest part of the room. Have her step on it to unseal the door,
then have Link go through.
The next room is small and simple. Use the Mirror Shield to dissolve the parts
of the west wall with the yellow emblems on them, then open the chest behind
the panels to get the Joy Pendant.
Back in the room with the Poes, run down the stairs to the north and defeat all
the enemies once again. Use the Command Melody to get Medli back into the
western light beam, and have her shine it down to the center of the room. While
she’s doing this, switch back to Link. Use the Mirror Shield to reflect the
light onto a yellow emblem just below Medli. When it dissolves, a secret
passage is opened. Take control of Medli again and have her run into it. Just
before the door at the end of the passage is a light beam shining from the
wall. Have her reflect the beam onto a nearby statue to dissolve it and reveal
a Blue Rupee you can later grab as Link. Before switching back, have her
reflect the light to the east, at the wall. Switch back to Link and have him
reflect this beam at a yellow emblem near the beginning of the passage. When
you dissolve it, you can get the 80-Rupee stash behind it. Once you’re nice and
filthy rich, pick up Medli and go through the door.
You emerge on a ledge high above the room with the sinister face. Have Medli
fly you back over the fog, to the part of the room with the two light beams.
Now that you can both reflect light, you can solve the puzzle in this room.
Have Medli stand in either light beam and reflect light onto the eye of the
face closest to her. Eventually, that half of the face turns into a smiling
sun. Have Medli keep doing this, then switch back to Link and repeat the
process with the other side of the face. When you reflect light into both of
the statue’s eyes, it illuminates the room, banishing the fog and creating some
stairs under it. Go down the stairs with Medli and enter the basement.
After you set Medli down and go down the stairs, you’ll face yet another new
enemy: the Blue Bubble. These new variations of Red Bubbles have the same
effect as the blue fog if they hit you; shield yourself from their charges!
Even worse, they can’t be hit by your sword. When battling one, lure it to
attack you, then L-target it and hit it with the Deku Leaf. This stuns the
Bubble, turning it into a regular skull that can be shattered by your sword.
Make sure they fall onto the bridge or ledge, not into the fog below. If you
fall, avoid the Floormasters as you make your way back to a ladder leading back
up on the north side of the room. Once both Blue Bubbles are defeated, carry
Medli across the bridge.
!!!!!!!!!!!!!!!!!!!!!
!TINGLE STATUE ALERT!
!!!!!!!!!!!!!!!!!!!!!
If you consult your map, you’ll see a passage leading off from the main part of
this room, to the east. While facing the south to the next door, turn left and
look for a side passage and platform hanging from chains. Use the Deku Leaf to
reach this platform, then keep going in the same direction to the next. Turn
left and glide to the ledge at the end of the passage, where the Tingle Tuner
detects a Tingle Statue. As usual, Tingle Bomb it from a safe distance to
reveal a chest with the Statue.
Another stone slab blocks the ways here; play the Earth God’s Lyric with Medli
again to dissolve it. Go through the door behind the slab to the next room.
Set Medli down on the raised entrance area, as usual. There two Redead to the
sides in this room, but unlike last time, you can exploit their weakness:
light. Roll to the beam of light in the middle of the room, where they won’t
attack you. Draw your sword, L-target a Redead, then hold your Mirror Shield up
to temporarily stun them. Quickly move it and slice the Redead apart before it
returns to normal, then get back into the light beam and repeat with the other
fiend. Then reflect light onto the statue sitting on the small block just north
of the light beam to dissolve it. Lastly, reflect some light onto the mirrors
in the northwest and northeast corners of the room to dissolve statues blocking
the east and west doors. Now, feel free to leave Medli as you go through the
west door.
This room is filled with fog and Floormasters. You’ll have to navigate a maze
of pillars as you avoid 6 of the annoying monsters to reach a Small Key on the
other side. Move very slowly so you can tell if a Floormaster inhabits the gap
between pillars you’re about to cross; you can’t see them until you’re just
outside their range. Carefully make your way through the pillar and Floormaster
maze to the Small Key chest on the other side. This also dissolves the fog,
letting you see the Floormasters clearly. Unless you want to do the sidequest
below, go back the way you came.
SIDEQUEST: TREASURE CHART 12
After what those pesky Floormasters put you through, don’t you feel like some
good vengeance? Thought so. Carefully defeat all 6 Floormasters in the room to
make a chest containing Treasure Chart 12 appear near the south end. Remember,
L-target and stun them as soon as they extend, then alternate between stunning
and slashing until they’re defeated. You should have some experience dealing
with Floormasters by now.
Back in this room, go through the east door.
There are two Floormasters in a fog-filled corridor in this room. You can’t
defeat them with your Sword this time, so L-target the nearest one and hit it
with a barrage of 6 arrows or 3 Fire Arrows. Then jump into the fog and keep to
the left or right side of the corridor to run and roll past the other
Floormaster and onto the ledge. When the fog wears off, defeat this Floormaster
the same way. Next, push the giant, scorpion-shaped mirror through the lowered
groove to the matching tile. Lastly look west for a grate blocking you off from
another room. Use the Skull Hammer to pound a stake next to the grate down and
make light from a skylight shine through the grate, then return to the other
side of the room and leave.
Push the block on the south side of the room next to the ledge, under the door.
Throw Medli to the top of this ledge, then use the block to climb up yourself.
Pick Medli up and go through.
You’ll have to fight three Poes and three Red Bubbles in here. Simply L-target
the Red Bubbles and vertically slash them to slay them quickly. Now that you
have access to light, you can defeat the Poes the easy way. Shine light onto a
Poe (with L-targeting or manual aiming) for a few seconds or lure it into the
light shining from the next room to make it corporeal. You can now stun it with
the Boomerang and defeat it with two sword slashes like any other enemy. Once
you beat all the enemies, you can shine light onto the statues on the south
side to reveal a Yellow Rupee and magic vial. Unfortunately, if you try to
reflect light onto the west statue, it doesn’t work, since you have to be
facing away from the light. Instead, play the Command Melody and have Medli
reflect light roughly southeast. Have Link stand in this beam and use it to
dissolve the statue blocking off the exit. Pick Medli up and go through.
This room is lined with coffins that open as you pass. Defeat all the nearby
Keese with the Boomerang.
SIDEQUEST: RED RUPEE
Quickly run and roll straight ahead to hopefully avoid the falling coffins. If
this is too hard, inch forward and open one coffin at a time. Remember to stick
to the middle of the corridor. You’ll have to slay two Redead after opening all
the coffins; remember to keep your distance when the scream. Open the chest at
the end of this corridor to get a Red Rupee.
After you’ve suitably taken care of that sidequest, make your way down the
other hallway in the same manner. Besides more refills, the only other thing of
note here is a Stalfos. Defeat it like you did before, then go back and get
Medli. Carry her to the stone slab at the end of this hallway and get rid of it
with the Earth God’s Lyric. Carry Medli through to the next room.
Climb down some winding stairs to arrive in a huge, circular room. The Boss
Door is visible across a huge chasm, but you still don’t have the Boss Key.
You’ll have to descend some stairs that wind around the edge of the room to get
it. First, climb some short stairs to the right and use a Bomb to uncover the
dungeon’s final Warping Jar. Then carry Medli back down the other stairs. The
stairs soon stop as you get to a vine-covered section of the wall. Rather then
climb down, simply jump with Medli to the lower part of the stairs. Keep going
to the door at the bottom of the stairs. If you fall into the central pit, be
very careful! A layer of fog floats above the floor, so you can’t immediately
use items on the Floormasters around the room. Try to avoid them and make your
way to the vines that cover the south side of the room to get back up.
The next room is the biggest in the dungeon, both in size and puzzle-ness.
You’ll have to solve one of the longest puzzles in the game to open the way to
the Boss Key room. To start with, take control of Medli and have her fly to the
room’s central pillar. Press the switch on it to open a skylight and let in a
light beam. Now switch back to Link and jump down to the lowered part of the
room. Push the large scorpion mirrors in the southwest and southeast corners of
the room in their respective indentations to the matching scorpion tiles. The
southeast one reflects the light beam. Control Medli again and have her stand
on the pedestal north of the reflecting mirror. Face towards the mirror and
reflect light on the translucent chest to the right of it. Once the chest
appears, look west and shine light on the large statue sitting against the
central pillar to dissolve it and reveal another mirror underneath. Finally,
look southeast to a large alcove with a pedestal in it. Shine light directly at
this pedestal, then switch back to Link. Have him first open the chest to get a
Purple Rupee, then get onto the pedestal and use the reflected light to
dissolve four wall panels just north of him; another mirror is behind it. Pull
this mirror and the one behind the statue into their scorpion spaces. When you
move those two mirrors into place, you should briefly see a screenshot of the
light reflecting in a W shape and through an opening in the central pillar.
Now, for the second part of the puzzle. Have Medli stand on a pedestal in the
northwest part of the room, in the light reflected by the southwest mirror.
First, shine light on the chest just left of the mirror; it contains a Joy
Pendant when Link later opens it. Then look farther left for another statue;
when you dissolve it another mirror is behind. Third, look to the right of the
mirror for a yellow emblem on part of the wall. Shine light on this to reveal a
secret passage and door behind. Last, shine light down onto a small pedestal to
the southeast of the large one Medli is on. While holding this position, switch
back to Link. As Link, get onto the small pedestal Medli reflects light on,
then reflect it again, onto the four yellow emblems on the northwest wall. Then
go over to them and pull the statue that was behind along the indent to the
scorpion tile. Finally, move the mirror that was behind the statue into its
scorpion tile. This should trigger another screenshot, this time of two beams
of light reflecting over two pedestals near the face on the north side of the
room.
Now, look behind where the statues were in the northwest and east alcoves for
some jars containing Rupees. Next, take control of Medli and move her onto
either of the pedestals from the last screenshot. Like before, reflect light
onto the nearest eye of the face to turn that side into a sun. Release control
of Medli while doing this and do the same thing with Link on the other
pedestal. When both sides of the face are a sun, the room lights up and some
panels in the north end of the room slide aside to reveal a door. Don’t bother
bringing Medli as you go through.
In this room, you’ll have to fight two Blue Bubbles and a Darknut for the Boss
Key. Try to focus on the Blue Bubbles first before taking on the Darknut, which
you should avoid. Since you already know how to defeat all these enemies, you
shouldn’t need much help. When they are all defeated, the gate in front of the
Boss Key chest opens. Get it, then return to the mirror puzzle room.
SIDEQUEST: TREASURE CHART 20
Before returning to the Boss Door room, consider going through the secret
passage you opened and through the west door.
The three coffins in here all contain Stalfos, and only open when light from
the beam on the ledge is shone on them. Jump down to the pit with the coffins
and have Medli do it for you. It’s recommended you open one at a time, but if
you feel ready you can fight two or even all three at once. Once all three
Stalfos are defeated, a chest appears just east of the light beam. Pull the
block on the south side of the room out from the wall, then use it to get back
up. Open the chest to get Treasure Chart 20, then return with Medli to the
previous room.
After you’ve hopefully done the aforementioned sidequest, return with Medli to
the Boss Door room. Control her and have her fly back up to the ledge where you
first entered, then have Link take the long way by climbing the vines. Pick
Medli up and jump across the chasm to the Boss Door on the west side. You can
get refills and Fairies in the pots near the Boss Door. When you’re ready, go
through it.
When Link enters the brightened Boss Room, he sees a small army of Poes dancing
around. They all notice him, then turn ghostly and run towards the center of
the room. They then create a large mask and merge behind it to form a
tremendously fat, gigantic Poe. The monstrosity laughs and summons a huge
lantern, then attacks!
+--------+
|JALHALLA|
+--------+
Difficulty: **
Like many Bosses, Jalhalla is a giant version of one of his minions, in this
case Poes. He’s been left by Ganondorf to guard the seal on the Master Sword’s
power in the deepest room of the Earth Temple.
-Defensive Strategy-
Jalhalla has four attacks to speak of. In his first, he sucks up air around him
to drag you closer, then fires a blast of fire from his lantern. Run and roll
away from him when he does this to hopefully avoid the attack. He also uses an
outward wind gust to blow you towards the spikes lining the room; run and roll
towards him in this case. At close range, he can also shoot fireballs from the
lantern. This attack can be tough to avoid; your best bet is to run away.
Finally, he can jinx you like any other Poe if you get too close to him.
(unfortunately, he doesn’t sacrifice himself to do this) In general, always
keep a good distance away from Jalhalla and the spikes around the room.
-Offensive Strategy-
Like with normal Poes, the secret to defeating Jalhalla is in the light beams
the periodically appear and disappear around the room. When you see one,
quickly run into it, face Jalhalla, and start reflecting light onto him. The
beam won’t disappear once you start shining it on Jalhalla, so don’t worry. As
usual, this makes him physical. Run over and pick him up with the Power
Bracelets, then turn and throw him at one of the spiked pillars around the
room. When he hits it, he briefly splits up into 15-20 regular Poes, who start
running around and can be killed like any other Poes. You can attack them
normally with the Boomerang and Master Sword, but this will take much too long.
Instead, charge up a Hurricane Spin (you DID get it from Orca by now, didn’t
you?) as Jalhalla helplessly rolls towards a pillar and inch after him. Once he
splits into regular Poes, let the Hurricane Spin fly! If you control Link well
during this, you should be able to take out a good portion of the Poes over a
few seconds this way. Once they reform, find a beam of light and repeat the
process until you’ve destroyed all of Jalhalla’s Poes.
Once the last Poe composing Jalhalla is defeated, the mask reappears in the
center of the room. It tries to run away and climb a wall, but a light beam
suddenly shines down on the mask, making it fall to the ground and shatter,
leaving behind a Heart Container. The center of the room’s Triforce emblem also
glows blue. Get the Heart Container, then enter the light.
Once you do, Medli runs into the room. Wordlessly, Link places the Master Sword
in the center of the Triforce emblem and starts to conduct Medli as she plays
the Earth God’s Lyric. Laruto appears beside you to accompany her. Eventually,
the Triforce emblem starts shining gold. After they finish, blue light shines
into the Master Sword. Link picks it up, and its hilt morphs into the familiar
one from Ocarina of Time. (I liked the old hilt better...) The Master Sword’s
power has been restored...partially. Medli tells you that you need to go to the
Wind Temple for one more prayer to fully restore the Master Sword. Medli will
continue to pray here, but asks you to look out for Prince Komali for her
before you leave. Link then steps into the Triforce to be transported back to
the surface.
+------------------------------------+
|THINGS TO GET AFTER THE EARTH TEMPLE|
+------------------------------------+
Piece of Heart: Outset Island (G2), Savage Labyrinth
Piece of Heart: Outset Island (G2), All-Purpose Bait required
Piece of Heart: Bomb Island (E6), Treasure Chart 20 required
h. Blade of Evil’s Bane (Wndtm)
You emerge outside on Headstone Island. Get back onto the KoRL; it’s time to
head to the Wind Temple! First, you’ll need the Iron boots. If you followed my
walkthrough, you’ll already have them; if not, look at the beginning of the
previous chapter for a walkthrough on Ice Ring Isle. Also, make sure you have
the Magic Upgrade from the Big Octo at G4; you’ll need it. Once you are ready,
warp to Windfall and sail north to Gale Isle in quadrant A4.
GALE ISLE
Like Headstone Island, Gale Isle lives up to its name. A ridiculously strong
wind shoots from the mouth of a strange statue on the north side of the Isle’s
shore. With the Iron Boots, however, strong winds are no problem. Slip them on
and walk straight into the wind. When you reach the statue, smash it with the
Skull Hammer and walk through.
Inside the Isle, everything looks virtually identical to Headstone Island. The
only differences are the instrument, a violin, and song painted on the stone
slab. Get out your Wind Waker and play the song in 6/4 time to learn the Wind
God’s Aria! You should be expecting what happens next; like with the Earth
Temple, a ghostly figure appears next to you after you learn the song. This
time, it’s a Kokiri holding a violin. He introduces himself as Fado. He may
look young, but players of Ocarina of Time should know that Kokiris always look
like children. He was the Wind Sage, but when Ganon returned he met the same
fate as Laruto. Once again, you must find the one holding the same instrument
as Fado and play the Wind God’s Aria to awaken this person as the new Wind
Sage. He also tells you that the King of Hyrule long ago used the Wind Waker to
conduct the sages. He asks you to tell the King that he will still play, even
in the next world, and then vanishes. Now, who do you remember having a violin?
This should be much more obvious than Medli.
.
.
.
.
.
.
.
.
.
.
.
.
Can’t remember? Here’s a hint: like with Zoras and Rito, the new Earth Sage is
a descendent of the Kokiris.
.
.
.
.
.
.
.
.
.
.
.
.
.
Still in the dark? You have my pity. Just think back to the Forest Haven’s New
Year Ceremony; it’s Makar! Get back on the KoRL and warp to Forest Haven.
FOREST HAVEN
As you start climbing the path to Forest Haven, you can hear (and see) music
coming from the right-hand waterfall! Makar must somehow be behind it. Proceed
back up the path to Forest Haven until you Grapple onto the post above the
waterfall. Instead of swinging across, lower yourself as far as possible and
turn to face the middle of the waterfall the music is coming from. Start
swinging towards it, but don’t let yourself get up to full speed. On your
second swing towards the waterfall, let go to hopefully fly into it.
You find yourself in a cave underneath the waterfall. Water drips from the
roots of aquatic plants above, while Makar practices his violin on some land in
the far end of the cave. He’s secretly coming up with a song for the next New
Year Ceremony, and is surprised that you can hear him outside. When you pull
out the Wind Waker, Makar is amazed and asks you to conduct him like Medli.
Play the Wind God’s Aria to him. Makar strangely feels like he knows the song,
and starts playing it flawlessly. As Link conducts, Fado materializes and
replaces Makar. When they finish, a crowd bizarrely applauds and they both bow.
Makar comes back and says that the Wind god’s Aria has awakened him to his fate
as the Wind Sage, just like Medli. He then asks you to take him to the Wind
Temple.
You appear on the KoRL, with Makar sitting on his head. (how cute!) Warp back
to Windfall Island and sail to Gale Isle. The KoRL tells you to cooperate in
order to master this temple, then lets you go inside. Once you’re in the cavern
with the stone, take Makar to it and break it open with the Wind God’s Aria, as
with Medli. Once it dissolves, you automatically walk through to a pedestal
just like the Earth Temple’s. Makar jumps in, and you follow him.
WIND TEMPLE
The KoRL was telling the truth when he said you’ll have to cooperate with
Makar, and for the most part he can help you like Medli. You can pick Makar up
and throw him, or have him follow you like Medli did. Because he’s so small, he
can’t carry Link across gaps, though. When controlled using the Command Melody,
Makar runs much slower than Medli owing to his smaller size. Also while Medli
was good at flying horizontally, Makar’s leaf propeller lets him quickly rocket
vertically, with not much potential for horizontal movement. Finally, instead
of reflecting light, Makar can plant seeds to instantly grow giant trees on
piles of light brown soil. These trees can trigger things, and are also
essential for this Temple’s dungeon item. Anyway, pick Makar up and carry him
to the next room.
You need to glide to the opposite side of the room with the Deku Leaf to reach
the exit, but two powerful downdrafts in a narrow part of the room keep you
from doing this. First, set Makar down and jump down off the ledge to the lower
part of the room. A Wizzrobe will attack you; defeat it with a Fire Arrow or
the standard stun and slash. Then run under the downdrafts to the north part of
the room to make a Stalfos attack you. Fighting it is hard in close quarters,
since you can’t use sword combos against the head while it’s against a wall,
for some reason. Lure it out of the narrow part, then defeat it. After both
enemies are vanquished, look to the left, beyond where the Stalfos emerged, for
a Warping Jar you can Bomb open. Now play the Command Melody to switch to
Makar. First, drop off the ledge. In the middle of the lowered part of the room
are two small mounds of light-colored soil. Have Makar move onto each of these
and press A to grow a large tree in them. When you plant trees in both spots, a
chest appears between them. Now go past the narrow part of the room to where
the Stalfos emerged and fly up to the top of the ledge, near the door. Step on
a switch to the right to shut down the downdrafts and switch back to Link.
First, open the chest to get a valuable Orange Rupee. Next, you have to use the
nearby springboard to get up. To do this, put on your Iron Boots while standing
on the springboard to compress it, then take them off while facing the south
ledge to go flying into the air. Hold forward on the control stick to fly back
up onto the ledge. Repeat this with the springboard on this ledge, but deploy
your Deku Leaf when you’re in the air and glide to the ledge where Makar is.
Pick him up and go to the next room.
This room is separated by a large screen. There are two Armos and a wind switch
on your side of it. Defeat the Armos, with out without arrows, and then use the
Deku Leaf to his the wind switch. This rotates the screen up into the ceiling,
allowing you to pass. Don’t hit either of the two switches here; they let you
move the screen from the other side. Instead, roll past the moving blade here
with timing and stand by the sealed north door, then control Makar. Have him
cross the room and fly over the moving blade, then plant trees in the two
mounds of soil to unseal the door. Switch back to Link, pick Makar up, and go
through.
There is a high ledge north of you in the next room, with two tall ledges in
between. Since Link can’t go anywhere at the moment, switch to Makar and fly up
to the lowest ledge. Plant a tree in the soil there and repeat at the next
ledge, then again at the highest, north ledge. When Makar plants the third
tree, 4 Floormasters surround the poor little guy and drag him down
automatically! Luckily, the southeast door also unseals with the final tree, so
go through it.
!!!!!!!!!!!!!!!!!!!!!
!TINGLE STATUE ALERT!
!!!!!!!!!!!!!!!!!!!!!
If you want the final Tingle Statue, you’ll have to face your fears and jump
into the Grabbing Hand-infested pit below the ledges. Between the two circular
ones, the Tingle Tuner should detect the Statue. Set a Bomb there from a safe
distance and get the Statue, then quickly leave.
Except for the Tower of the Gods, ever dungeon you’ve been in so far has had a
multilevel, circular room. You’re entering the Wind Temple’s. This room spans
all three of the Temple’s floors, but another screen covers the center of it on
the first floor, where you enter. There are 4 alcoves on the side of the main
circular room; look in the north one to find Makar imprisoned! He says that the
stone head blocking the exit to the jail is very heavy, and to move it you’d
have to be as heavy as the Great Deku Tree himself. However, even if you slip
on the Iron Boots, you still can’t move it. You’ll need this dungeon’s item to
free Makar. For now, go to the room’s east alcove. Either defeat or run past
the Armos Knights in it and go to the next room.
This next room has another wind-operated screen, but the switch is nowhere in
sight. Get past the moving blade and look down over the ledge. The switch is
below, along with a Floormaster. This one is downright cheap, and if you simply
jump down anywhere near it, it will grab you and instantly drag you down before
you can do anything. Make sure you’re nowhere near the Floormaster when you
jump down by watching it for a while as it moves, then inch towards it, ready
to L-target and stun it. Once you beat the Floormaster (it will probably take
several tries), trigger the wind switch it was circling around to rotate the
screen. There’s another Floormaster on the other side of the pit, but you don’t
have to bother fighting it. Use the nearby springboard to reach the upper
level, but don’t aim west as you fly off it or you’ll get hit by the moving
blade. Run across the screen; open a chest in a northern alcove for a Joy
Pendant. Use the Boomerang to defeat the two Peahats in the east side of the
room, but stay out of the moving blade’s path. A stone slab with the Wind God’s
Aria on it blocks the east exit, so take the southeast one instead.
I hope you got the Magic Upgrade, because you’ll sure need it for this room.
The lowest part of this room is filled with Grabbing Hands and the only way
back up is the ledge you’re on. You’ll be gliding over them most of the way.
Unfortunately, a large screen stops your progress. Jump off the ledge and use
your Deku Leaf to fly into the updraft, then to a high ledge. Hit the switch on
this ledge to open part of the screen. Glide to the horizontal part of the
opened gate. Run to the other side of the screen while still of the gate. A
Wizzrobe will attack you; defeat it with Fire Arrows as usual. Try to L-target
it if you aren’t a good marksman. Get some magic refills on the platforms near
the gate if you want, then glide into this area’s updraft and over through the
gate to the south. Land on the ledge in the southeastern side of the room and
open the chest to get the Dungeon Map. Chop some grass here for more magic and
fly back through the screen, into the updraft. Search some ledges around this
clearing for more magic, then get to the east ledge, so that the updraft is
between you and the screen to the west. When you have full magic, jump off it
and hit the updraft, then keep going and head through the opening in the
screen. Hit another updraft beyond that and land on an opened gate. There is
another Wizzrobe and some Peahats in the final clearing; defeat them all with
manually aimed arrows. Refill your magic with the skulls on this gate, then
glide to the ledge the Wizzrobe was on. Refill your magic one last time ad go
through the northwestern door.
There are two things to do in the ledge overlooking the tall, circular room you
arrive in. First, Bomb the Warping Jar to the right to open a handy shortcut.
Next, step on the circular switch and put the Iron Boots on to press it. This
causes the screen acting as a floor below you to open up. Since you have no
other place to go, jump down to the basement. Remember to get your Deku Leaf
out just before hitting the floor to break your fall. (and most likely your
arms) The basement is dominated by a giant grate with an inactive fan
underneath. There are two doors in the basement (although the map says there
are three-more on that later), and the north one is locked, so go through the
south.
A raised part on the northern side of this room is surrounded by sharp spikes.
Before it are 5 holes covered by cracked rocks. To break through them, step on
top of one and put the Iron Boots on. Also, something different happens
depending on which hole you break through. Counting from your left, the first
engages you in a battle with four Red Chuchus, the second does nothing, the
middle one makes you fight two Floormasters, the fourth three Armos, and the
right-hand one 4 Green Chuchus. Obviously, the second one from the left is the
most desirable. Once you drop into the basement, look to the south for two
moveable blocks, one with a springboard on top. In the extreme southern side of
the room is a special black-colored tile. Push the springboard block onto this,
and the other block anywhere around it. Use the first block to climb onto the
springboard, and use the Iron Boots on it to spring up to the high ledge that
was surrounded by spikes. (they recede when you get up to the ledge) Open the
chest up here to get a Small Key.
SIDEQUEST: TREASURE CHART 35
After getting the small key, continue to break through all the cracked floors
and beat all the enemies in the basement. When all 5 floors are broken and you
spring to the high ledge, a treasure chest containing Treasure Chart 35
appears.
Anyway, once you’re ready, leave to the basement of the main room.
Now that you have a Small Key, open and go through the north door directly
across from where you come in.
This large, circular room seems empty at first, but when you approach the
middle, an elite, orange-robed Wizzrobe appears. Laughing insanely, it summons
a yellow-robed Wizzrobe and a Darknut and disappears; it’s miniboss time!
ONE-TIME PICTOGRAPH ALERT!
If the warning below isn’t enough, don’t forgot to take the miniboss Wizzrobe’s
picture! Try to eliminate all the summoned enemies first to make things easier.
+--------+
|WIZZROBE|
+--------+
Difficulty: *
Unlike the other levels, the Wind Temple has an actual miniboss instead of a
normal enemy. (or three) He’s basically a stronger version of the Summoning
Wizzrobes you’ll start seeing after you beat him, and is recognizable by his
orange robes and golden headdress. Before you start finding out how to beat
him, TAKE HIS PICTOGRAPH! You only get one shot to take it per game. Try to
kill off all his summoned enemies first. After you’ve taken three good
Pictographs of him, save and quit to return to the Dungeon entrance, leave and
go to your boat, warp to Forest Haven, and pay Carlov a quick visit to see if
he accepts it. If not, try again; if he does, keep reading.
-Defensive Strategy-
The Wizzrobe’s first attack is a triple fireball attack, just like any other
Wizzrobe’s. Your Mirror Shield can block it, but it’s easy to dodge from a
distance. What really makes this battle hard is the enemies the Wizzrobe
summons. Unlike Summoning Wizzrobes, it can summon anything, from Chuchus to
Kargarocs to Darknuts! (he always begins by summoning a Summoning Wizzrobe and
a Darknut) This can make finding and attacking the Wizzrobe tough, but you
should ignore the Summoned enemies unless they’re starting to keep you from the
miniboss.
-Offensive Strategy-
Beating the Wizzrobe is simple; just get out your Fire Arrows and shoot it
three times. The only hard part is getting locked onto it with all the other
enemies out to kill you. Always keep running to hopefully avoid them, and
switch targets until you can lock onto him and shot a Fire Arrow. Like I said
before, completely concentrate on the Wizzrobe unless it’s becoming impossible
to get to him. If you have to, quickly exterminate all his summoned minions so
you can keep him from summoning any more by interrupting the process with Fire
Arrows. Also, remember that after you defeat the Wizzrobe, you’ll still have to
take on all its protege.
After you beat the Wizzrobe, a chest appears in the middle of the room, as
usual. Open it to receive the Hookshot! This useful item can latch onto certain
objects and either pull them to you or you to them, depending on their relative
weight. You can use it on trees, treasure chests, or even enemies. As usual,
you’ll have to use your new toy to escape the room. Look to the north side of
the room for a ledge with a stake on it. Use your Hookshot to hit the
concentric circle target above the stake to reel yourself up to the ledge. Slam
the stake down with the Skull Hammer to open the exit door.
Back in the main room, you’ll have to use the Hookshot to ascend the platforms
around the side. Look for a Hookshot target above each you can reel yourself up
to. You should eventually reach a high ledge on the east side of the room in
this way. Look across the chasm to an alcove containing a treasure chest. Glide
to it with the Deku Leaf and open the chest to get the dungeon’s Compass. After
you’ve plundered the pots near the chest, get onto the springboard on the ledge
and look south. Compress it and spring to another ledge; you may need to use
the Deku Leaf to make it. Use the Hookshot to climb more platforms, and then
another springboard to reach a long ledge just below the first floor. Run along
this ledge to the north side of it, then use the Hookshot on one of the targets
on either side of the north alcove above you. Now that you have your new tool,
it’s time to rescue Makar. Put on the Iron Boots, and while stand on one of the
outer corner of the alcove, shoot the target on the forehead of the statue
blocking the exit to Makar’s prison. This drags the statue down, freeing Makar!
Run into his cell and open the chest to get a Joy Pendant, then leave. Jump
back down to the ledge and go to its west end, using the Hookshot to reach the
west alcove. Once you’re up, control Makar and have him fly to where you are.
Pick him up and go through the door.
SIDEQUEST: JOY PENDANT
When you enter the room where Makar was kidnapped, go south to the room with
the revolving screen. If the screen isn’t vertical, press the raised switch
just beyond the moving blade. Then stand next to the screen and look up. On the
high wall near the screen, there are two Hookshot targets. Latch onto either
one to reach a room above the main one. Hit the wind switch here, then run
across the screen. Use the Hookshot-Iron Boots combination to pull two stone
heads off the wall (from a safe distance to avoid damage). One contains some
Green Rupees, the other a Joy Pendant. You can drop back the way you can after
rotating the screen, or through a cracked floor on the side with the stone
heads.
You’ll have to defeat a Summoning Wizzrobe in the room where Makar was
kidnapped. They can summon weak enemies just like the miniboss you fought. Kill
them with 4 arrows or 2 Fire Arrows, and make sure to hit it before it can
summon anything. After that, control Makar and have him fly back to the highest
ledge, this time Floormaster-free. Switch back to Link and get there by using
your Hookshot to reach each of the trees Makar planted earlier. Once you’re
both up, pick Makar up and enter the next room.
There are more ledges here, with quite a few Blue Bubbles guarding them. Now
that you have the Hookshot, you can shoot them with it to not only remove their
flames, but also reel them towards you. Try to defeat the two nearest Blue
Bubbles for now. (you’ll have to manually hit the second with the Hookshot; be
sure to fire where the Bubble will be in about half a second) Then control
Makar and fly to the lowest ledge. Plant a tree there, switch to Link, and
Hookshot to the tree. Defeat any nearby Blue Bubbles in the same way, then have
Makar fly to the next ledge and plant another tree. Repeat this process to
reach the top, then pick Makar up and go through the door.
You are now on the highest part of the main room. There are two switches in
front of you here; set Makar on one and stand on the other. This does two
things: first, the gate in front of you opens, giving you access to the main
room. Also, it causes the grate above the fan down in the basement to open!
Now, control Makar and have him drop down to the basement, but not under the
fan just yet. Try to line up the fall to avoid Peahats. Once you’re on the ring
of land above the inactive fan, look in an alcove in the west side of the
basement. There are two patches of soil here; plant trees in both to activate
the fan and create the mother of all updrafts! Feel free to fly into the
updraft and ride it back up to the second floor, where Link is. Then switch
back to Link. While the updraft is going, get out your Deku Leaf and fly to the
left, to the east side of the second floor. The updraft lifts you high into the
air, so move the camera to look straight down. Glide over the east alcove and
drop. Open the chest here to get a Joy Pendant and refill your magic with the
bushes. Then ride the updraft to the raised south alcove and go through the
door.
You’ll have to fight 6 Armos in here. Try to run around the room to get the
Armos into a tight group. Keep your shield up and L-target an Armos at all
times to avoid damage. With this herd of Armos, it’s almost impossible to pick
them off by stunning them with arrows. Sidestep their charge, then hit them
backs with the Master Sword as they pass. It may take some practice to get the
timing down, but it’s hard to take damage this way, and you can take out
several Armos at once. Once all the Armos are destroyed, a grate in the south
side of the room opens. Open the chest behind it to get a Small Key, then
leave.
In the main room, look right and down from the ledge, to the east alcove on the
first floor. Jump down when the fan isn’t blowing, and glide to the ledge when
you’re almost level with it. Rotate the camera so you can see the right time to
drop: when you’re just starting to pass over solid ground and at the center of
the ledge. This maximizes the distance between you and the Armos Knights,
keeping them from noticing you. Control Makar again and have him land right
next to you. Pick Makar up and run past the Armos Knights to the next room.
You’re back in the Floormaster room. Repeat what you did before carefully, and
run to the east side of the room. Now that Makar is back, you can play the Wind
God’s Aria with him to dissolve the stone slab. Enter the door behind it.
Get ready for fun or pain in this room, depending on how skilled you are.
You’ll have to fight 3 Darknuts for the Boss Key; one has a buckler. Keep
moving at all times, circle around the Darknuts as you did the Armos to herd
them together, and try to stay far enough away from them so only one is in
range to attack you. Parry his attack; you’ll hopefully do a jumping parry and
knock several helmets off. Try to slice some armor off soon after, then get out
of the group of Darknuts and keep removing armor. You’re trying to remove all
their helmets; once you do; it’s easy to quickly stun all 3 and get to work
attacking them. It also obviously becomes easier when you kill one. Anyway,
when all 3 are defeated, a grate opens and you can get the Boss Key from the
chest behind. Now leave the room and head back through the Floormaster room
with Makar.
In the main room, have you and Makar descend to the basement as usual, one
after the other. Try to do it when the fan isn’t blowing. When you both get
there, wait for it to stop and jump through the opening in the grate, under the
fan. You will now see the seemingly nonexistent east door from the map. If you
want to get out of the lower basement, look around the edge for a square pillar
and switch. While holding Makar, step on the switch to lower the pillar
briefly. Quickly run onto it and let it raise you to the regular basement.
Anyway, go through the east exit to the next room.
You have a tough battle ahead of you in this circular room: two Stalfos and a
Summoning Wizzrobe. Get out your Fire Arrows as soon as you enter, and quickly,
manually hit the Wizzrobe as it appears, before it can summon anything. Don’t
worry about the Stalfos; they should be too slow to reach you, and if they do,
run past the to the other side of the room and finish the Wizzrobe off. Then
focus on the Stalfos. Try to demolish both of them at once with a well-placed
Bomb; use two Bombs with necessary. When it’s safe, L-target one head and
concentrate on it until it dies. The last Stalfos is much easier. After they’re
all defeated, the east exit still doesn’t open. Use the Hookshot to make your
way up the ledges around the sides of the room; the highest one has a stake to
whack in order to open the exit. (either that or an Iron Boots switch; I can’t
remember, but you can easily trigger either) Make sure to take Makar.
SIDEQUEST: TREASURE CHART 5
Notice that some of the ledges in this room have Hookshot targets, while a few
have stone heads like the one Makar was imprisoned behind. Drag these heads
down as you did before, preferably from another platform. Each contains a
hiding Bokoblin. Defeat them by jumping to their ledges or with arrows. When
all the Bokoblin are defeated (there should be 2 or 3), a chest containing
Treasure Chart 5 appears in the center of the room.
The next room is very long, and the second to last before the boss room. An
imposing gauntlet of enemies stands before you; about 5 Shield Bokoblin and 2
Armos Knights behind them. Try to stay as far away from the Armos Knights as
possible as you lure the Shield Bokoblin to the west side of the room and
defeat them. You can also use arrows. After they’re all beaten. Defeat the
Armos Knights. As usual, quickly back away from their short-lived charges, then
toss a Bomb into their gaping mouths as they stop. Once all the enemies are
beaten, play the Command Melody to switch to Makar. As Makar, run east to the
circular ledge. Two horizontal whirlwinds here keep Link from cross the gap to
the other side, but Makar can simply fly right over them. On the other side’s
circular ledge, plant a tree in the soil. This stops the whirlwinds, but when
you switch back to Link you can simply Hookshot to the tree. Keep going east
from the tree and defeat the Floormaster. (inch off the ledge so you don’t jump
onto it; the Iron Boots can help you do this) Use the Boomerang to slay several
more Peahats after that, then grab Makar and run into the next room.
This last room has three moving blades in it, and three massive whirlwinds to
continually push you back to the north. You’ll have to wear the Iron Boots all
the time to keep your footing, but they make you too slow to cross the path of
the moving blades. The key is in the three blocks in front of you as you enter.
With the Iron Boots on, push one of them forward until it gets in the way of
the first moving blade. Push the block towards the blade, to completely trap it
between the block and wall. Get another block and repeat this process with the
faster-moving second blade. Then get the third block and push it into the gap
just before the third moving blade, preferably somewhere in the middle. Now, go
back to the entry door and get Makar. Set him on the south side of the block
trapping the second moving blade, so that the wind pushes him towards it. Then
pull the first block towards the middle of the room, and then south. This frees
up the moving blade, so be careful to keep your Iron Boots on. Pull this block
across the third one in the pit; switch to pushing it sometime so you don’t get
hurt as you trap the third moving blade. Go back and get Makar, then walk
across the block in the gap and past the trapped blade. Proceed through the
doorway between the giant fans. After you get completely through, feel free to
remove the Iron Boots, then go to the stone slab. Have Makar help you dissolve
it as before to reach the final part of the room. This chamber contains a
Warping Jar you can Bomb open, jars containing refills and lots of Rupees, and
the Boss Door! When you’re ready, go through it to face the Boss of the Wind
Temple.
You emerge on a high ledge in the boss room. A stone platform with a Triforce
emblem is below you in the center of the room, surrounded by sand. When you
jump down and approach the platform, the room brightens and sand pours down
around its edges. The Triforce emblem is buried under the rising sand, and a
giant, ugly worm creature emerges from it! It somehow flies around the room for
a while, then crashes back into the sand. This is the boss of the Wind Temple,
Molgera!
+-------+
|MOLGERA|
+-------+
Difficulty: ***
The Boss of the Wind Temple, Molgera is a giant sand worm reminiscent of
Twinmold from Majora’s Mask. (luckily, there is only one worm) Like Jalhalla,
it was assigned to guard the seal on the Master Sword’s power.
-Defensive Strategy-
Molgera begins by burrowing underneath the sand that fills your arena. He’s
then rise out of the sand beneath you. You can tell where Molgera will appear
because the sand over it darkens and starts to sink down. If it appears under
you (as usual) run away and roll to escape. When it rises from the sand, its
only attack is to eat you if you get close. Stay completely out of the sand
hole except when you’re about to attack, or it will eat you, doing an entire
two Hearts of damage! Molgera also sometimes rises out of the sand and somehow
flies around roaring and showing off its ugliness, then tries to burrow down on
top of you. The attack is easy to dodge if you keep track of Molgera. The
biggest threat in this battle are the several worm larvae Molgera summons after
you take away a quarter of its health. (most likely by reeling its tongue in
once) These worms burrow in and out of the sand, trying to ram into you. They
don’t attack often; their main purpose is to keep you from L-targeting Molgera.
L-target them, drag them next to you, and attack them with your sword. Two
sword hits defeats a Molgera larvae until Molgera dives under the sand and
resurfaces.
-Offensive Strategy-
The secret to beating Molgera is much like that of Gohma, only more
complicated. Like with Gohma, you have to drag its vulnerable part next to you
(this time its tongue, with the Hookshot) and attack it with your sword. The
only complication is that there are now extra targets to draw your fire. You’ll
probably have to quickly slay a few larvae before you can target Molgera. They
can drop hearts when you beat them. Stay well away from its sand hole as you do
so, or you’ll turn into worm food. Molgera won’t move (I think) unless it gets
a good bite out of you first. Once you can L-target it, repeatedly fire the
Hookshot at Molgera’s tongue so you don’t get any closer than you have to be.
Once you hit the tongue and drag it to you, attack it with your sword. You’ll
have to drag its tongue to you and attack 4 times to defeat Molgera.
When you defeat Molgera, it sends green blood flying everywhere and sinks into
the sand. It then shoots back out and flies around in pain, but soon freezes,
turns to sand, and explodes from the back to the front. As usual, it drops a
Heart Container for your trouble. The sand then recedes and the Triforce
platform once again comes into view. Like before, step into the blue light in
the middle of it.
Makar runs into the room. Like before, Link places the Master Sword in the
middle of the Triforce emblem, and then conducts Makar in playing the Wind
God’s Aria. Fado appears and accompanies him, then vanishes when the song is
done. Link picks up the Master Sword, and it starts buzzing again. The black
gem on the hilt glows yellow, and the blade shines brightly with the power to
repel evil; it is now the true Master Sword! Makar says he will keep praying
here, says goodbye, and wishes you luck. Link then steps into the light and
returns to the surface.
As he approaches the KoRL, the figurehead is talking with Gale Isle’s Merman.
They seem to be saying that the Forsaken Fortress has been completely deserted
ever since Valoo torched Ganondorf’s tower. Could the villain really be gone
forever? The KoRL doesn’t seem to think so. He is worried about Zelda, and
urges you to collect the pieces of the Triforce and return to Hyrule.
+-----------------------------------+
|THINGS TO GET AFTER THE WIND TEMPLE|
+-----------------------------------+
Ghost Ship Chart: Diamond Steppe Island (F1)
Piece of Heart: Thorned Fairy Island (D7), Treasure Chart 5 required
Treasure Chart 27: Private Oasis (E5)
Treasure Chart 36: Ice Ring Isle (F5), Secret-Secret Cave
i. Gathering the Triforce (Gttri)
Now that you’ve restored the Master Sword, you must gather the Triforce of
Courage to prove yourself to the gods and be able to reenter Hyrule. Contrary
to what you might think, getting the Triforce Shards themselves isn’t very
hard; they are scattered around Hyrule and found like any other sunken
treasure. Getting the charts that lead you to the Triforce is the hard part.
Before you even get started, you’ll want to make sure you have at least 1
Wallet Upgrade, preferably two. You’ll need a LOT of Rupees by the time you’ve
finished getting the Triforce Charts, 3184 to be exact.
Now, to start this much-hated gather quest, check out any postbox. When you
beat the Forsaken Fortress, you should have received a letter with a postage
fee of 201 Rupees, forcing you to get the first wallet upgrade. This letter is
from Tingle; he has actually done something right for a change by giving you
the IN-credible Chart, which shows the quadrant locations of the Triforce
Charts, and later the Triforce Shards. Very convenient indeed. Also, don’t feel
obligated to get the Triforce Charts in numerical order. I like to get all the
ones in the E row, preferably the Ghost Ship one at Diamond Steppe Island or
Bomb Island as well, in one go. Now, without further ado, let’s get to
gathering!
TRIFORCE CHART 1: ISLET OF STEEL
This chart is pretty simple to get, but hard nonetheless. When you sail to the
Islet of Steel at E2, you’ll find that it’s guarded by several Kargarocs, 4
Cannon Boats, and two wall-mounted cannons. Normally this wouldn’t stop you
from sailing right in, but one Cannon Boat blocks the island’s entrance. The
best way is probably to stay away from the Islet itself as you sink the two
far-away Cannon Boats. Next, sail up to the Islet, but not to the entrance.
Sail around to the backside and sink the Cannon Boat that circles the Islet.
Then cruise around it, and destroy the remaining Cannon Boat and wall-mounted
cannons as they enter your line of fire. You may also have to take some
Kargarocs out, but they won’t be much of a threat to the Boomerang. Feel free
to plunder the treasure orbs left by the Cannon Boats with your boomerang
before entering the Islet.
Inside, simply cruise up to the stone platform. You can break open the jars
around the red and blue circular emblems for some refills and lots of Rupees,
but then stand on the blue wind emblem. You should know what to do with the
Tower of the Gods; play the Wind’s Requiem while standing on this emblem to
summon an ornate treasure chest on the red plinth. This chest contains Triforce
Chart 1.
TRIFORCE CHART 2: PRIVATE OASIS
WINDFALL ISLAND
If you didn’t prepare beforehand, this Chart will take a while to get. First,
for some odd reason, you must get the Picto Box from Tingle’s Cell. To do this,
push a crate at the back aside and crawl into the tunnel behind it. You must
navigate a claustrophobia-inducing maze to reach the Pictograph Box. In
general, never turn onto passages with wooden flooring, as this returns you to
the cave where you met the KoRL. Here are some more detailed instructions:
right, left, straight, right, straight, right, right, straight, and to the room
with the Picto Box. You’ll know you’re close if you pass through some Blue
Rupees.
After you have this, go to the School of Joy, at the highest part of Windfall
Island. Ignore the gang of Killer Bees outside for now, and enter the school.
(there’s a small chalkboard outside the door) Talk to Mrs. Marie in here, and
she complains about the group of delinquent boys you just saw outside, who are
making teaching a living nightmare for her. Now, leave and talk to the leader
of the Killer Bees, the cap-wearing Ivan. They make an agreement with you-if
you can beat them in a game of hide and seek, they’ll reform and respect Mrs.
Marie. Without further ado, they all run off and hide.
Obviously, the first step in this game is to find the kids. (luckily, it isn’t
timed) Next, they run away and you must catch them by running into them to
truly “find” them. Roll to go faster and gain an advantage, or try to chase
them into a corner. The children’s locations are:
Ivan, the leader, is in the tree outside the entry gate where you found
Maggie’s father before he was rich. To dislodge him, roll into the tree.
Jin is behind the Bomb Shop. Just remember how you got there during the
pirate’s Bomb robbery. He runs into the central field when you find him.
To find Jan, go through the doorway in the wall near the School of Joy, out
onto the entry arch. Don’t go onto the arch; look behind a bush to the left for
the thug.
Jun-Roberto is behind the gravestone where Tott dances, on the long ledge on
the northwest side of the island.
Once you find all 4 children, you earn their respect and they give you a Piece
of Heart! More importantly, you can now proceed in your quest for Triforce
Chart 2. First, reenter the School of Joy. She is so happy the Killer Bees have
started to listen to her, she also rewards you with a valuable Purple Rupee!
Now leave the School again and talk to the Killer bees to learn that Mrs.
Marie’s birthday is approaching, and she loves nothing more than Joy Pendants.
You’ll probably have collected lots of these spoils from dungeons, but you may
need to stock up on more, The most convenient place to do this is in the first
room of Dragon Roost Cavern. Use the Grappling Hook to get two Joy Pendants
from the Bokoblin, enter the next room, go back to the first, and repeat until
you have 41 Joy Pendants. Then return to the School of Joy.
Set your Joy Pendants to X, Y, or Z and press the corresponding button to show
them to Mrs. Marie. She’s overjoyed by the sight of them, and gladly gives you
a Red Rupee for one! She also mentions that she’d really appreciate 20 more Joy
Pendants, for some reason. Give her just that to get the deed to her Private
Cabana at E5, allowing Link to enter it and get the Triforce Chart inside. I
recommend that you stick around and give her 20 more Joy Pendants to get the
Hero’s Charm, a cool-looking mask that lets you see the life of any enemy you
L-target! Once that’s done, set sail for the Private Oasis at E5.
PRIVATE OASIS
Upon landing, feel free to check out the pool, but eventually head to the
wooden porch of the luxurious cabana. The door, painted with the image of a
butler, seems to be able to talk to you, and steadfastly denies you entrance.
Show it the Cabana Deed with X, Y, or Z to prove that you own the cabana and
gain entry.
Once you’re inside and finished checking out the cool stuff, look up, to the
center of the pointed ceiling. There is a fancy grapple post up there, much
like the one in Dragon Roost Cavern. When you swing from it, it gets pulled
down and the fire in the fireplace goes out to reveal a secret cave behind it.
It turns out your cabana has its own private dungeon, complete with Triforce
Chart 2! I’ll provide an ASCII map in a moment, but take note of a few things.
There are several gates in the dungeon that are operated by Skull Hammer
stakes, and can thus only be opened from one side. Also many rats dart around
the dungeon’s tunnels, so keep your Boomerang ready. Finally, at one point you
must drop into an earthy cavern with two Redead. Luckily, they don’t notice you
for several seconds, giving you time to quickly defeat one and stay out of the
way of the other. Remember to plunder all the Rupees from the maze!
PRIVATE DUNGEON FIRST FLOOR
_____
/ \
| LB | KEY
| | L# = Ladder
\ / G = Gate
\ / S = Stake
| | LB = Light Beam to Cabana
| | H = Hole
____| | _______ R = Redead
_____ | | | | T = Triforce Chart and Wind Crest
| L2 | | __ | | L1 | V = Vases with Rupees
| __| | || | | | C = Chest containing Orange Rupee
| |_____| || |__| |
| || G S S |
| _________||___________ |
| |__________ ____| G|
| G S | | |
|___ |_____ | L4 |
___| ||_______|
| H |
|_____ |____
| G___________ |
| S |___ | L3 |
| | | |
| L5 T| |_______|
|________|
PRIVATE DUNGEON BASEMENT
___ _____ ____
| V | _____| L1 | | |
| | | |_____| _| |
|___| | | | |
| | ___| | _|_ ________
|________| | C | | | | ___|_
| |______| | |___ | | |
| ____ |L4 |___| | L3 |
|______ | | |_______| |_____|
| | | | ___
| | | R | |L5 |
______| | |____| | |
_|_ |______| | |___|
| | | | | |
| | |L2 | | |
| V | |___| |__________|
|___|
TRIFORCE CHART 3: BIRD’S PEAK ROCK
This Chart is found at Bird’s Peak Rock (E7); make sure to bring several Hyoi
Pears before coming. You may also want some arrow expansions. (they are found
on Western and Thorned Fairy Isles) Don’t land on the side of the rocky peaks,
but instead on the small island to the southeast. Once there, save your game
(just in case) and get your bow out. Except for the tallest spire and the
closest, every peak has a Kargaroc nesting on it. Use regular arrows to snipe
them. Unless you are extremely practiced, you’ll probably need many tries to
hit each. If you run out of arrows, restart and try again.
Once all four of the Kargarocs are defeated, use a Hyoi Pear to control a
seagull. You’ll notice that there’s a crystal switch on each peak; you must fly
towards them and hit each with the seagull’s beak. While hitting the five
lowest switches, be careful to stay away from the central, highest peak, which
has a Kargaroc circling it. Once you’ve hit all 5 of the lowest switches, have
the seagull fly back over the island where Link is and press A to climb to the
same height as the final switch. Fly straight to the switch and hit it to open
a barred doorway on the island near Link. Once again, if you run out of Hyoi
Pears just restart. When you enter the Secret Cave behind the gate, play the
Wind’s Requiem on the wind crest as usual to summon the Triforce Chart chest.
TRIFORCE CHART 4: GHOST SHIP
I know, the Ghost Ship isn’t an island. It’s a spooky apparition that appears
only at night, at different islands depending on the phases of the moon as seen
below:
Crescent Moon (right side)-Five Star Isles (G7)
Half Moon (right side)-Star Belt Archipelago (C7)
Gibbous Moon (right side)-Greatfish Isle (D2)
Full Moon-Crescent Moon Island (A2) (how ironic)
Gibbous Moon (left side)-Diamond Steppe Island (F1)
Half Moon (left side)-Bomb Island (E6)
Crescent Moon (left side)-Spectacle Island (B3)
It’s also the scary object the Mermen at those islands always seem to talk
about. However, even if you manage to find the Ghost Ship (look for blue flames
through your Telescope), it merely disappears when you try to sail through it.
To enter the Ghost Ship, you’ll need the Ghost Ship Chart from Diamond Steppe
Island (F1).
Once at Diamond Steppe Island, you’ll see that it lives up to its name by
consisting of several steps, each with a palm tree on it. Use the Hookshot to
climb from tree to tree (for the first tree, stay as close to the lowest step
as you can) and enter the Secret Cave at the top step.
This cave consists of a maze filled with Warping Jars and Floormasters. You
should know how to defeat them by now. For starters, enter the Warping Jar
right in front of you. In the next area, a Floormaster guards a covered Warping
Jar behind a wooden screen. Defeat is as you always do, then get a Boko Stick
from the jar near it. Light it on one of the nearby torches, then run back to
the jar and burn the covering off. Drop the Boko Stick and go through. You
emerge on a high wooden ledge with a treasure chest. Open it to get a Joy
Pendant and then drop from the gap in the railing next to the wall. There are
two Floormasters; you only need to beat the nearest one but it helps to fight
both. Once again, get a Boko Stick from the jar holding them and light it. This
time you want to burn through and enter the Jar right below the ledge you
dropped from. You may need to look up to refresh your memory, but remember that
it’s next to the rock wall. After that, you emerge in the final Warping Jar
area. Defeat the Floormaster as usual. The last Warping Jar you want is
diagonally across the area from the uncovered one you’ve gone through. Be very
careful when you go through it, as it shoots you out within grabbing distance
of a Floormaster. QUICKLY L-target the Floormaster and stun it, then hit it
with your sword. Repeat as usual to defeat it. Climb some small stairs and open
the chest on the other side of a railing to get the Ghost Ship Chart. Then drop
through another gap in the railing and exit through the light beam.
Now, use the Ghost Ship Chart to seek out the Ghost Ship. At night, it shows
the Ship’s location on your main Sea Chart. You may want to consider warping to
an area where it will appear, then playing the Song of Passing until it does.
Now that you have the Ghost Ship Chart, sail right into the ship to enter it.
Surprisingly, the spooky interior of the Ghost Ship is much like a Submarine’s,
except in disrepair. Part of the deck is missing, and a light beam shines from
a hole. When you jump down into the pit, you’ll have to fight two Poes, a
Stalfos, and a Summoning Wizzrobe. Avoid the Poes for now and try to focus on
the Wizzrobe with Fire Arrows. Then get to the light beam and deal with the
Poes. As usual, a ladder drops when all the enemies are defeated. Climb it to
find the Triforce Chart chest. For once, you don’t need to play the Wind’s
Requiem to get it. Be sure to break open all the jars around the chest before
opening it; after you do, the Ghost Ship disappears forever and you awaken in
the morning on the KoRL.
TRIFORCE CHART 5: NEEDLE ROCK ISLE
This Chart is easy enough to get. From the part of Needle Rock Isle with the
Piece of Heart, look southwest for three Cannon Boats. One should have a
different-looking armored top, and it is also gold when you get close. Sail up
to the boats and sink them all. Remember, to minimize the risk of getting
blasted, sail right up next to a boat (but not too close or you will blow
yourself up) and blast it point-blank with three Bombs. Quickly sail to another
Boat and repeat. Besides the usual treasure orbs, each Cannon Boat also leaves
a light ring. When you use the Grappling Hook to pull them up (leave the
treasure orbs so you can easily locate the rings), you get a Purple Rupee, an
Orange Rupee, and most importantly, Triforce Chart 5.
TRIFORCE CHART 6: OUTSET ISLAND
The sixth Triforce Chart is found on Outset Island (G2). Specifically, it’s
found in the Savage Labyrinth, a mini-dungeon filled with intense battles. It
entrance is found on a high cliff just west of your grandma’s house. There are
two ways to reach this cliff. The first is to glide to it from the high east
mountain as you did to reach the Forest of Fairies. You need the extended magic
meter for this, but if you’ve beaten the Wind Temple (and you will have if
you’ve been following my walkthrough), you will already have this. You will
also have the Hookshot, which opens a much easier means of entry. Stand on the
rocky outcropping behind your Grandma’s house and look up to the top of the
cliff. Hit the tree up there with your Hookshot to drag yourself up. Get rid of
the stone head on the north side of this ledge, then fall into the secret cave.
SAVAGE LABYRINTH
You’ve entered the Savage Labyrinth (obviously), a massive network of secret
caves filled with 51 floors of battles and treasure. You only need to get to
the 31st floor to get the Triforce Chart, but if you have the Mirror Shield
(which you should), you can continue to a Piece of Heart. As usual, play the
Wind’s Requiem on the blue wind crest to summon the Triforce Chart chest. For
more detail on beating floors, check out the Savage Labyrinth section near the
end of the guide.
Floor 1: Pots with Fairies and a light beam to the surface
Floor 2: A heck of a lot of Keese
Floor 3: 6 Miniblin
Floor 4: 4 Bokoblin
Floor 5: 6 Red Chuchus
Floor 6: 4 Magtails
Floor 7: 4 Keese, 4 Miniblin
Floor 8: 4 Fire Keese, 2 Magtails
Floor 9: 2 Fire Keese, 4 Bokoblin
Floor 10: 2 Moblins
Floor 11: Pots with Rupees and refills, and a light beam
Floor 12: 6 Peahats
Floor 13: 4 Green Chuchus
Floor 14: 5 Boko Babas
Floor 15: 4 Shield Bokoblin
Floor 16: 5 Wingless Mothulas
Floor 17: 3 Peahats, 3 Boko Babas
Floor 18: 4 Bokoblin in pots, 4 Green Chuchus
Floor 19: 3 Wingless Mothulas, 2 Bokoblin
Floor 20: 2 Mothulas
Floor 21: Pots with Rupees and refills, and a light beam
Floor 22: 3 Wizzrobes
Floor 23: 4 Armos
Floor 24: 2 Armos Knights
Floor 25: 6 Yellow Chuchus in pots
Floor 26: 4 Red Bubbles
Floor 27: 1 Darknut, 2 Bokoblin
Floor 28: 1 Wizzrobe, 3 Armos
Floor 29: 2 Armos Knights, 2 Red Bubbles
Floor 30: 2 Darknuts
Floor 31: A light beam, Rupee pots, and Triforce Chart 6
Floor 32: 6 Redead
Floor 33: 5 Blue Bubbles
Floor 34: 6 Dark Chuchus
Floor 35: 5 Poes
Floor 36: 3 Mothulas
Floor 37: 3 Redead, 2 Moblins
Floor 38: 5 Dark Chuchus, 1 Mothula
Floor 39: 5 Poes, 2 Moblins
Floor 40: 4 Blue Bubbles, 2 Stalfos
Floor 41: Pots with lots of Rupees and a light beam
Floor 42: An insane amount of Miniblin
Floor 43: 10 Red, Green, and Yellow Chuchus
Floor 44: 5 Wizzrobes
Floor 45: 16 Bokoblin
Floor 46: 4 Redead, 2 Stalfos
Floor 47: 3 Moblins, 2 Darknuts
Floor 48: 3 Wizzrobes, 2 Darknuts
Floor 49: 3 Stalfos
Floor 50: 4 Darknuts and fire-breathing statues
Floor 51: A Piece of Heart and light beam
TRIFORCE CHART 7: STONE WATCHER ISLAND
Once you land on Stone Watcher Island (E3), climb some ledges to the top of the
island. Use the Power Bracelets to remove the “stone watcher” over a Secret
Cave entrance and go in. (you can defeat the Blue Chuchu behind it if you want)
Inside the secret cave, go through the door directly ahead of you. You emerge
in a large, circular chamber with six doors and six pillars. These pillars can
be knocked down with the Skull Hammer for lots of Rupees and refills. The door
directly across from you has an ornate Triforce emblem above it, but is locked.
The other four doors all have enemies behind them. Whenever you enter a room,
it seals shut. Defeat all the enemies to unseal it and light a torch above it
in the central room. Going from the door just to your left clockwise, the doors
contain:
Four Armos: This shouldn’t be hard. L-target an Armos, and keep your shield up
as you circle around the Armos to draw them into a tight group. Then just
sidestep their charge and whack their jewels as they pass. As usual, if you’re
having trouble doing this, stun them with arrows.
Two Moblins: Simple, just quickly stun both with the Boomerang and attack them.
Repeat as necessary.
Three Wizzrobes: This fight is remotely challenging. Get your Fire Arrows ready
to, um, fire before you enter. As soon as you do, L-target a Wizzrobe and blast
him. Then L-target another Wizzrobe and hold the Fire Arrows button until you
ready another one, then fire it at this Wizzrobe. You should take him out just
as he’s getting ready to attack. L-target the last Wizzrobe and try to dodge or
block his attack, then deal with him the same way when he appears.
Five Bokoblin: You have to be kidding. This shouldn’t be hard at all; don’t
even bother stunning them. Just L-target one and mash B, switching targets when
the current one dies.
When you light all four torches and reenter the main room, you find two
Darknuts in it. This shouldn’t be too hard after your battle with three for the
Wind Temple boss key. As usual, just keep moving and stay far enough away so
only one can attack you. Also, the Darknuts’ swords can take down the pillars
in the room, so be careful not to get crushed. When you beat them all, the
Triforce door unseals. Go through it to the same plinth you’ve always gotten
the Triforce Charts on, with Rupees, refills, and a wind crest. Play the Wind’s
Requiem on it to summon the chest with the Chart.
TRIFORCE CHART 8: OVERLOOK ISLAND
When you sail to Overlook Island (A7), you see that it’s a collection of tall
ledges topped by palm trees. You’ll have to use the Hookshot to ascend the
platforms, but you should probably take out the Cannon Boats around the island
first. Then stand on the part of the main island closest to the small, round
ledge with the lowest palm tree and Hookshot up to it. Repeat this process to
get to the second-highest ledge, where there is a Secret Cave entrance. You’ll
probably want to take out the Blue Chuchu after the second palm tree.
Once you’re inside, you’ll discover that this cave is almost exactly like the
one at Stone Watcher Island! The only different things are the enemies, which
are tougher, and the Triforce Chart you’re getting. Once again, from your left
clockwise, the enemies here are:
Three Armos Knights: As usual, keep backing away from an Armos Knight, then
whip out a Bomb and throw it at them when they stop and open their mouths,
Avoid their death charges, and try not to get trapped between them.
Two Stalfos: I’ve always hated Stalfos, and for good reason. Try to herd these
fiends together much as you did the Armos, then blow them both up with a Bomb.
(make sure to let it land slightly in front of them) L-target a Stalfos head,
stun it with the Boomerang, and then mash B to attack it until it dies. The
second Stalfos should be much easier alone.
Two Summoning Wizzrobes: This fight will actually be easier than the one you
had against the three Wizzrobes. As before, keep your Fire Arrows ready and
blast a Wizzrobe with one as soon as you enter. Then L-target the other and
hold the Fire Arrows button, releasing it as soon as you get an arrow ready. If
you’re quick, you can defeat them both without them being able to summon
anything. If they do, you’ll have to defeat it to leave the room.
Five Shield Bokoblin in Jars: These Shield Bokoblin are all hiding in jars,
waiting to jump attack you when you get close. You can easily sidestep or block
this “surprise” attack, then destroy them as you usually do.
This time, you must fight four Darknuts after you light all four torches. Use
mostly the same tactics as before; it becomes much easier once you can remove
their helmets and start stunning them. Never let yourself become trapped
between several! Once you beat them all, go through the now-unsealed door and
get the Triforce Chart exactly as before.
RETURNING TO HYRULE
At one point during your quest to get all the Triforce Charts, you probably
noticed that they can’t be read by you. You’ll have to have them translated
somewhere. But where? Think back to the words of *shudder* Tingle when you
*shudder* freed him from his cell. He said to *shudder* come to him whenever
you need help with maps. Unfortunately, you do need help with maps, so you have
no choice but to *shudder* warp to *shudder* Tingle Island at C3. Be careful of
the Gyorg near the island as you sail up to it. *shudder* Climb onto *shudder*
Tingle Tower and *shudder* talk to *shudder* Tingle. He has apparently missed
you and wants to *shudder* play something, until he smells an ancient chart on
you. He knows that you can’t read it now, and offers to decipher it for
you...for he ridiculous price of 398 Rupees apiece! (*shudder*) If you broke
open all the Rupee jars you found near the Triforce Chart chests and in the
Savage Labyrinth, you should have amassed plenty of money. If you don’t have
the required amount of 3184 Rupees, either try the Savage Labyrinth or the 100-
Rupee jar on Outset island (see the Tingle Tuner section) to get more. Once you
decode all 8 Charts, Tingle is *shudder* kind enough to mark the locations of
the Shards on your Triforce Chart.
Anyway, once you have enough, start translating the Charts. Tingle *shudder*
performs some of his *shudder* magic and makes it readable. Repeat this for all
8 Charts; all that remains now is to use them to find the Triforce Shards just
like any other sunken treasure. In case you can’t recognize the islands by
their shapes, the Triforce Charts lead you to shards in these quadrants:
Triforce Chart 1: Greatfish Isle (D2)
Triforce Chart 2: Gale Isle (A4)
Triforce Chart 3: Stone Watcher Island (E3) (you’ll have to sink the three
Cannon Boats near the island before you can have a chance to pull the Shard up)
Triforce Chart 4: Outset Island (G2)
Triforce Chart 5: Cliff Plateau Isles (F7)
Triforce Chart 6: Southern Triangle Isle (E4) (you’ll have to defeat quite a
few Seahats with the Boomerang before you can pull this Shard up; be careful
not to get surrounded)
Triforce Chart 7: Seven-Star Isles (A6) (you’ll have to sink some Cannon Boats
and defeat some Kargarocs before pulling this Shard up)
Triforce Chart 8: Two-Eye Reef (G4) (since this Shard is found inside the Reef,
you’ll have to clear it out before pulling it up)
Once you find all 8 Triforce Shards, they shine brightly and fuse together into
the Triforce of Courage! The KoRL congratulates you and tells you to return to
Hyrule quickly. Warp to the Tower of the Gods. (D5)
TOWER OF THE GODS
!!!IMPORTANT WARNING!!!
MAKE SURE TO SAVE BEFORE ENTERING OLD HYRULE, BUT AFTER THAT, DO NOT SAVE UNTIL
YOU DEFEAT THE MIGHTY DARKNUTS!!! IF YOU DIE IN THE FIGHT AND HAVE SAVED DURING
IT OR AFTER DYING, YOU’LL HAVE TO FIGHT THE MIGHTY DARKNUTS WITH 3 HEARTS OR
START YOUR GAME OVER!!!
!!!IMPORTANT WARNING!!!
Sail north into the courtyard. As you approach the spot where the warp was, the
KoRL tells you to show your piece of the Triforce to the gods. Link holds up
his piece and the shining warp to Hyrule opens again. Suddenly, the Triforce of
Courage glows on the back of Link’s hand, just as they did on Zelda and
Ganondorf! The KoRL is surprised, and says that the Triforce dwells within you
now, proving that you are the true hero. The power of the gods is shining on
you, making you the Hero of Winds. After the cutscene finishes, the KoRL sails
back into the portal and sinks below the waves to Hyrule...
i. The Final Showdown (Gnstw)
HYRULE
As usual, climb up the stairs and enter the walkway to Hyrule Castle. Inside,
you’ll immediately see that the KoRL’s suspicions were right. The statue of the
Hero of Time statue has been pushed back and smashed apart! Ganondorf has
obviously found Zelda; there’s no time to waste, so enter the basement!
Whew, thankfully, Zelda is standing on the Master Sword’s plinth with her back
to you. Looks like there was nothing to worry about! Or is there...? As you
approach her, Zelda turns around to face Link, then shines blindingly and
disappears in a flash of light! Ganondorf’s voice echoes around you, asking if
you really thought the castle would be safe from him. Now that you have broken
the seal on his power, nowhere is truly safe. He tells you he has taken Zelda,
then says you will fall into eternal slumber. Two elite, black-armored Mighty
Darknuts drop from the ring of statue swords as a ring of fire surrounds the
Master Sword plinth and attack! These powerful enemies are much like regular
Darknuts with bucklers, but have a LOT of HP, and flowing capes protect their
armor straps. The easiest way to get rid of these protective fashion statements
is to blast each Darknut with a Fire Arrow; this doesn’t damage them but burns
the cape off. Once their capes are gone, defeat them like normal Darknuts. You
may want to consider getting a Pictograph of these hard-to-find enemies; try to
do it from across the fiery enclosure.
Once you slay both Mighty Darknuts, the ring of fire vanishes and you can leave
the basement. Link automatically approaches the lower exit; go through it to
the outside world of Hyrule.
On the bridge leading from the castle, approach the shimmering barrier that you
saw after getting the Master Sword. Now that the Master Sword has regained the
power to repel evil, simply attack the barrier with it. It turns dark red and
fully visible, and you can see that it completely surrounds the castle.
Suddenly, it shatters and falls to the ground like a giant piece of glass. Now
that it’s gone, you can run past it to a dirt path leading to Ganon’s Tower,
which you may have seen in the distance earlier. You’ll fight three Peahats,
five Red Chuchus, two Moblins, and a Darknut on the way. None of them should be
very hard, and you won’t need to fight many of them at a time. Just beyond the
Darknut, some of the stone path has fallen away. Luckily, Hookshot targets have
been placed on the middle section and opposite ledge to let you get across.
Before Hookshotting to the middle platform, use the Boomerang to lock onto and
defeat two Keese hanging on the arch. Once you Hookshot to the far ledge, enter
the cave in front of you.
GANON’S TOWER
This is it: you’re in Ganondorf’s stronghold. The entry hall is a gloomy stone
room. Climb the uneven stone steps and go through the far door to the main
hall.
This lava-filled room is slightly similar to the ones you got Triforce Charts 7
and 8 from. If you have any experience with 3-D Zelda games you’ll remember
that the final level is a combination of every other level. (well, almost every
other level) This one is no different. Instead of simple battle rooms, the four
side bridges guarded by Shield Bokoblin lead to condensed versions of the four
main levels recognizable by their entry arches: Dragon Roost Cavern (a stone
arch with dragon claws reaching around it), the Forbidden Woods (a wooden arch
with a thick vine wrapped around it), the Earth Temple (a stone arch with
skulls on it), and the Wind Temple. (an ornate wooden arch with oriental
designs on it) The door right across from you is barred with a bone lock, with
a picture of each level’s boss on a panel of it. You can do the mini-dungeons
in any order, but I’ll cover them in the order you first did them. Remember,
when crossing a bridge to the level entrance, stun the Shield Bokoblin and
defeat it with sword thrusts.
DRAGON ROOST CAVERN MINI-DUNGEON
In my opinion, this dungeon is the hardest, but it still shouldn’t be too
difficult. Anyway, the main part of the room is filled with lava, with some
spikey Grappling arches above and some hardened lava platforms below. Now, for
the easiest way to get past it, sent by JoyfulDayz: simply jump from the ledge
you start on to the opposite end and get the Deku Leaf out. Avoid the lava
geysers as you float towards the other side of the molten pit. Move the camera
directly above you with the C-stick and drop onto the last hardened lava
platform, just below the final Grapple post and surrounded by periodically
erupting lava geysers. You may need to use the Telescope to look for it
beforehand. Anyway, once you get to the platform, quickly look up with the
Grappling Hook (the platforms may melt after a while like in Fire Mountain, but
I’m not sure) and Grapple onto the post above and in front of you. Once again
climb up onto it and then use the Deku Leaf to reach the far ledge. Activate it
as soon as you jump to get the height you need. Once you reach the ledge, slay
the two Red Bubbles. You’ll find a replica of Gohma’s boss door, but like the
rest of the far end of the room it seems to be in black and white... Go through
the door to meet...
Good lord; you’ve reentered 30s Movie Land! And black-and-white Gohma is
staring you in the face! That’s right, you’ll have to re-defeat Gohma to finish
the mini-dungeon. This fight should be extremely easy; not only do you have
much more health than last time and the Master Sword, you should also be able
to remember how to beat the fiend. If not, check out the boss section or the
end of the Dragon Roost Island/Cavern section for an in-depth guide. One other
thing: all your items have kindly been unequipped and you only have the dungeon
items (or rather, item) you had when first fighting Gohma. Luckily, the
Grappling Hook is all you will need. When you strike the final blow on Gohma,
the black-and-white arena dissolves and Link finds himself standing on the
glowing plinth back in the main room. On the bone-barred door, a symbol
representing Gohma glows.
GANON’S TOWER
You can smash the skulls around the edge of the central platform for refills
before heading to the Forbidden Woods mini-dungeon, the same way as before.
FORBIDDEN WOODS MINI-DUNGEON
The Forbidden Woods’ room is a giant cavern mainly composed of a bottomless
pit. The only means of crossing it are the Deku Leaf, and some cable cars and
moving vine platforms. For starters, look to the left and blow some wind at the
switch to move the cable car to you. Jump onto it. Since there is only one
switch for this cable car, blow wind back towards the entry door to move the
right way. Once you get as far as you can, turn around and use the Deku Leaf to
glide a short ways to the moving vine platform when it’s raised. Then when it
lowers, look next to a giant tree trunk for another wind switch. Blow wind on
it, and you should be able to glide to another approaching cable car after the
vine platform raises. Blow air back towards the entry door again to move in the
right direction, towards the boss door. Jump onto another moving platform at
the end, then another when it raises. From the raised position of this
platform, use the Deku Leaf to glide to the ending ledge. Be careful to avoid
the Peahats, or shoot them with arrows ahead of time. You can break the
pinecones here open for refills before entering the black-and-white boss door.
You guessed it: you have to fight Kalle Demos again, in black and white. As
with Gohma, you only have the dungeon items from when you first fought it, but
you also have the Master Sword and more hearts, which should make the battle
easier. If you can’t remember how to beat Kalle Demos, refer to its guide in
the Forbidden Woods walkthrough or enemy guide. Consider hitting Kalle Demos
with a Hurricane Spin when you cut all its vines. When Link defeats Kalle
Demos, you are transported back to the main room and a Kalle Demos symbol on
the door glows.
GANON’S TOWER
After using the skulls for refills, enter the Earth Temple door.
EARTH TEMPLE MINI-DUNGEON
This room is a very long corridor lined by coffins and containing several panel
stairs operated by continuous pressure switches. First, roll past the first
line of coffins to open them. Keep up your timing with A to keep rolling, or
you’ll get crushed! After that, turn around and clear out the two Red Bubbles
and two Redead. They are far enough apart that you won’t have to fight more
than one at a time. After that, you can go up the stairs to the next level of
the corridor.
There is a continuous pressure switch on one side of you, and a light beam on
the other. By rolling past the coffins, you can reveal some Poes and Dark
Chuchus. Normally, you’re supposed to defeat all but one Dark Chuchu and the
Poes, then petrify the remaining one, set it on the switch, and race to the far
stairs before it unfreezes. However, there is an easier way, sent by the
brilliant and observant Brolly98. Defeat all the enemies and run back to the
entry door. On either side of it is a jar. Be careful not to smash it! Pick the
jar up and carry it back to the switch-you now have as much time as you want to
get to the stairs.
In the third area, the light beam is on the opposite side of the corridor as
the switch, but you can still bring a jar from the entrance area to it to get
as much time as you want. Once again, roll through the coffins quickly. You’ll
encounter more Dark Chuchus and a Stalfos right before the finals stairs, but
there’s no need to fight them. Just run past the Stalfos and go through the
black-and-white door.
You should know what coming next: you have to fight black-and-white Jalhalla.
Since you had almost the same number of hearts and the Master Sword, this fight
won’t be much different than last time. Do what you did before to beat Jalhalla
again. When you pick off the last Poe, you’re transported to the main room
again and the Jalhalla symbol on the door lights up.
GANON’S TOWER
Use the skulls for refills again and enter the Wind Temple door.
WIND TEMPLE MINI-DUNGEON
You’ll have to do several things in this room. First, get your Fire Arrows
ready to destroy the Wizzrobe that teleports around. L-target it when it gets
close or manually hit it if you want. When the Wizzrobe is taken care of, get
onto the springboard on the beginning ledge and use the Iron Boots to spring
into the air. Activate the Deku Leaf and fly ahead around the metal pillar.
There are two downdrafts up ahead, but you can fly through the narrow gap
between them. You may also be able to squeeze between one of the downdrafts and
a wall, but I’ve never tried it. After you’ve done that, land on a grassy area
with a moving blade. Two Shield Bokoblin are waiting to ambush you in some jars
ahead, so after you’ve passed the blade, keep your shield and guard up. Defeat
both of them and get refills from the pots, then stand in the middle of the
lowered area. Look up to the walls on either side of the high ledge in front of
you for a Hookshot target. Use the Hookshot (what else?) to get up to the ledge
and proceed through the door.
Thankfully, this is your last time in 30s Movie Land. You’ll have to fight
black-and-white Molgera this time. This fight should go almost exactly as your
last one, (except the better music, in my opinion) and you should be able to
remember how. Defeat Molgera to return to the center of the main room one last
time.
GANON’S TOWER
As the last boss symbol lights up, an evil red face appears on the door and the
dark stone part crumbles into dust. The bone crossbars then explode, revealing
an empty doorway. Refill with the skulls and go through it.
You are now at the foot of a long stairway. The only enemies on it are five
Miniblin. Defeat them as you climb the stairs to the next room.
Whoa, spooky new music! The large far door in this room has an evil looking
face with giant tusks (Ganon, maybe?), so you can only take the two side doors.
Go through the right-hand door first.
In this room, there is a ledge surrounding a seemingly bottomless pit in the
center of the room with four torches above you. Pay close attention to the
order the torches light themselves. If you forgot, it goes like this.
4 1
2 3
As you leave the room, the KoRL contacts you through the Pirate’s Charm and
reminds you to remember the importance of the torches. As if you already
weren’t. Reenter the previous room and go through the doorway right across from
you.
In this, there are four crystal switches corresponding to the torches you saw
above a pool of water. The camera reminds you to the order AGAIN. Now, whip out
your Boomerang and target the switches in the same order the torches lighted,
or according to the diagram above. Release the Boomerang to hit them in that
order. This makes a dark purple portal similar to the one at the Tower of the
Gods appear on the water, and the KoRL cruises out of the darkness. He says
that this is the portal Ganondorf used to gain access to the world above. If
you have anything else you want to take care of, you can use the portal to warp
to the Forsaken Fortress. When you’re done with that, return to the central
room and to the room with the torches.
It may look like there’s nothing left to do in this room, but there is. The pit
here may look like any other bottomless pit, but don’t be fooled and jump into
it.
You emerge in a large, circular room deep under the Tower. It’s part of a
fiendish labyrinth filled with enemies, and it isn’t the Savage Labyrinth! In
the first room, you will have to fight Phantom Ganon again! However, he has
gained several new attacks. First, he will often charge a ball of red, black,
and white energy above his head and split it into many smaller homing balls as
he fires it at you. Luckily, this cool-looking attack is easy to dodge is you
stay L-targeted and perform some defensive acrobatics. He can also summon
copies of himself and surround you to perform a group sword attack. Quickly run
between two of them to escape damage. Also, be aware that after he does the
attack, the clones disappear a fraction of a second before the real Phantom
Ganon, giving you a little time to attack him. It’s best to wait for his
regular energy ball. You’ll be fighting Phantom Ganon like this throughout the
maze, but luckily he only takes two Master Sword hits to defeat this time.
TWO-TIME PICTOGRAPH ALERT!
If you didn’t get Phantom Ganon’s Pictograph in the Forsaken Fortress, this is
your last chance!
After you defeat Phantom Ganon, pay attention to his sword. It falls into the
ground blade-first, then falls so that the hilt points to the right door to
take. Don’t move the sword or you’ll get lost! After taking the right door,
you’ll hear the traditional Zelda discovery noise as you enter the next room.
If you take a wrong turn, you’ll have to start the maze over. Anyway, if the
labyrinth was randomly generated, you would have to keep repeating the process
of fighting Phantom Ganon to find the right way through the maze. Luckily, this
isn’t necessary. After you enter the next room, take these turns to reach the
final room: left, straight, left, right, straight.
When you get to the foggy final room, the doors should seal with viney bars.
You’ll have to battle Phantom Ganon again one last time. Do the same thing as
before to unseal the doors and summon an ornate chest in the middle of the
room. Open it to get your ultimate weapon against Ganondorf and his forces: the
Light Arrows! Switch to these legendary weapons like Fire and Ice Arrows. They
take more magic than the previous varieties, but they have the power to damage
Ganondorf and his creations. More importantly, they have the power to destroy
any normal enemy instantly in a flash of light! Anything from a Stalfos to a
Redead to a fully armored Mighty Darknut falls instantly to a Light Arrow,
making tough battles like those in the Savage Labyrinth and Shark Island
easier. Now, leave the room through any door (hopefully not the one you entered
through) to get back to the main room at the top of the stairs. If you take the
right turn, keep guessing randomly.
Back in this room, Phantom Ganon appears yet again! However, now that you have
the Light Arrows, you can exorcise him permanently. Make sure you have his
figurine first! Anyway, L-target Phantom Ganon and shoot him with a Light
Arrow. Thousands of rays of light shine from him as he turns white, then fades
into nothingness. Pick up his left-behind sword and use it to attack the brick
wall with Ganon’s face on it. The door shines blindingly just like Phantom
Ganon, then crumbles. Go through the now-empty doorway.
You emerge on, surprise, more stairs! These stairs are incredibly long, with
three landings containing a Moblin, a Darknut, and two Moblins, in order.
Defeat them as you ascend the stairs. You need to fight two more Mighty
Darknuts at the very top of the stairs, near a red door barred with a wooden
beam. If you didn’t get a Pictograph of the Mighty Darknuts last time, consider
doing it now. The only other place to get one is the labyrinth. Anyway, defeat
these Mighty Darknuts exactly as you did before. It may have just been my
imagination, but their capes seem to be tougher and will take several Fire
Arrows to burn away. After these final enemies are defeated, the giant door
unbars. Go through it to the final room.
This room is extremely tall and round, covered by a shallow layer of water. In
the raised center is a bed covered by a long curtain. Between the somehow
blowing curtains, Link sees Princess Zelda sleeping in the bed! To the right of
her, a dark shape rises; it’s Ganondorf. He doesn’t fight you, but instead
tells you not to be hasty and says he can read Zelda’s dreams. She’s dreaming
of oceans, oceans, oceans, and oceans as far as the eye can see. They are too
vast to swim across, and yield no fish to catch. This should sound a lot like
the Great Sea to anyone who’s spent enough time sailing them. He laughs at the
King of Hyrule’s story of the final hours of Hyrule. He mocks the scattered
survivors of the flood, scattered across the Great Sea like “fallen leaves on a
forgotten pool.” What a great simile... He asks why you can’t see that the gods
of Hyrule destroyed their people! He says he’s been waiting for you: the Hero
of Winds, and tells you not to betray his expectations. Before your eyes,
Ganondorf grotesquely morphs into a massive puppet monster!
ONE-TIME PICTOGRAPH ALERT!
As anticlimactic as it is, you’ll have to get Puppet Ganon’s Pictograph now or
never. Try to run to the opposite side of the room as the monstrosity and get a
shot of its whole body. Then save, quit, and exit to the Great Sea through the
dark portal.
+------------+
|PUPPET GANON|
+------------+
As you confront Ganondorf for the final time at the top of Ganon’s Tower, he
morphs into a gargantuan puppet! You’ll have to defeat all three of Puppet
Ganon’s forms to continue on to your final showdown. One other thing to
remember: take Puppet Ganon’s Pictograph! If you take one of his first form,
you’ll have to be at the other side of the room to get his entire body. After
you get one, return to the Nintendo Gallery as you did with Wizzrobe.
FIRST FORM-THE MOBLIN
Difficulty: ***
Puppet Ganon’s first form resembles a Moblin, only about 100 times bigger. In
difficulty, he’s the middle of the three forms; you shouldn’t have too much
trouble with it.
-Defensive Strategy-
The first form’s only attack is a long-reaching punch. The attack is very easy
to roll away from if you see it coming, but that can be hard to do when you’re
attacking it. Luckily, Puppet Ganon can’t damage you by touching you. He can
also summon Keese to fight you, but they are easily dispatched with the
Boomerang or the Master Sword, if the ‘Rang’s busy. The Keese also drop refills
sometimes.
-Offensive Strategy-
To damage any of Puppet Ganon’s three forms, you have to shoot the blue orb on
its tail with a Light Arrow. Your battle against the Moblin form is much like
your fight with Kalle Demos. You have to use your Boomerang to cut the strings
Puppet Ganon is hanging from. Puppet Ganon doesn’t have as many strings as
Kalle Demos had vines, but each string takes two Boomerang hits to cut.
Remember, the red string supporting Puppet Ganon’s back can’t be cut, or locked
onto. Also, likes Kalle Demos, Puppet Ganon’s strings come back if you take too
long to cut them. Cutting the strings supporting Puppet Ganon’s head or legs
does nothing except make him go limp. If you cut the strings holding his arms,
he can’t punch you. The string you really want to cut, however, is the one
supporting his tail. As you cut the others, Puppet Ganon’s blue-orbed tail
starts twitching around faster and faster, making it impossible to hit. (you
can’t lock onto his tail in any form, only his head or body) Once his tail
string is cut, he hangs completely limp. Quickly run around to the back and
shoot his tail orb with a Light Arrow before he retracts and reties some of his
strings. Either way, he is raised up to the ceiling and comes back down as good
as new. Repeat this process twice more; three Light Arrows to his tail defeats
this form.
SECOND FORM-THE TARANTULA
Difficulty: *-***
After you defeat the first form of Puppet Ganon, it collapses to the floor and
darkens. The battle appears to be won, but the monster is raised to the ceiling
and morphs into the next form: a giant spider! Luckily, Puppet Ganon’s second
form is very easy. He takes the form of a huge tarantula now, but don’t worry;
this battle won’t last long.
-Defensive Strategy-
The tarantula’s main attack is to lower itself down onto you. You should be
able to avoid the attack by running to the side of the arena. Soon after
lowering, he’ll retract the red thread and raises himself back to the ceiling.
(you never got to say goodbye!) He leaves some Keese behind to keep you busy as
he prepares to lower again.
-Offensive Strategy-
It seems impossible to hit the tarantula’s tail in the short time it lowers,
but there’s a way. Use the C-stick to zoom the camera out as far as it will go.
You can now see Puppet Ganon, reflected in the water! After it finishes
spinning and is about to lower, quickly run so that the orb will be next to you
when it lowers. Get out your Light Arrows, and shoot the tail orb. The only
trouble you might have is getting out from under the Tarantula’s massive form
in time, but this shouldn’t stop you. It couldn’t be simpler; this form won’t
last long against you.
THIRD FORM-THE SNAKE
Difficulty: **-*****
After you defeat the spider, it once again raises to the ceiling and morphs to
the boss’s final form. Making up for the easiness of the previous form, Puppet
Ganon’s snake form is almost every sane Zelda player’s least favorite boss.
(though they may not stay that way for long when trying to beat him)
-Defensive Strategy-
The snake form thunders around the arena quickly and unpredictably, dropping
Morths as it goes. (like with the earlier Keese, these Morths drop refills)
Run, roll, and jump away from the snake as fast as you can to hopefully avoid
its rampage. It mainly starts by going to one side of the room, then turning
around and in on itself to utterly clobber anything near it. It’s hard to
escape this torturous battle without taking heavy damage, but try to avoid its
attacks anyway.
-Offensive Strategy-
Hitting the orb on the snake’s tail is tough, as it almost never pauses.
Hitting the beast’s head with the Master Sword, a Light Arrow, or a Bomb
temporarily stuns it, but you’ll still have an extremely tough time hitting its
tail before Puppet Ganon starts moving again. A slightly less risky strategy is
to keep your distance locked onto Puppet Ganon, keep a light arrow ready, and
shoot as the tail passes in front of you, hoping for the best. In my opinion,
though, you don’t need to L-target. Instead, stand in one place and get ready
to fire a Light Arrow. Keep in mind that wherever the Snake’s head goes, its
tail must follow. If the snake’s head passes by your line of fire, you can be
sure its tail will, too. If you have good enough timing and practice, you can
hit the tail orb as it passes by with ease. I beat the snake easily and quickly
with this method, so I highly recommend it to anyone who wants to escape this
fight with little damage. It may still take some timing and several tries to
hit the tail, and try to do it from as close to the snake as possible. Lastly,
note the wooden platforms around the room. If Puppet Ganon ignores you for a
few seconds, you can Hookshot to the side of one of these platforms and climb
up. You’ll be safe from the snake here, but it’s also extremely hard to snipe
the tail with Light Arrows. Lobbing Bombs down at him from above can stun him
and give you a tiny amount of time. (Switch to and prepare a Light Arrow
immediately after throwing a Bomb so you can shoot quickly if it hits his head)
Either way, this battle is mostly luck and timing; it’s one of the hardest in
the game. (of course, this isn’t saying much) If you have to, now is a good
time to use the Potion glitch. (check out the Tips and Secrets section)
After you hit the snake’s tail for the third time, it once again darkens and
retracts to the ceiling, spinning rapidly. It then explodes in a huge purple
blast, and its red supporting string falls limp. You’ve won! Or have you...?
Ganondorf’s voice comes from high above you, on the rafters of the room. He is
carrying Zelda, and challenges you to follow and face him as he disappears. To
follow him, take the only way up: Puppet Ganon’s red string. Get onto the
central plinth where Zelda’s bed was, then jump to the red string. Hold R and
climb it like any other rope, until you reach the wooden beam it was hanging
from in the rafters. Then look up to the next level of rafters, for another
wooden beam you can Grapple onto. Do just this, then climb up your rope to keep
ascending. On the next level, you can break the small pots for some much-needed
refills. Now, look up and Grapple onto another beam to climb to the top level.
There are some more refill jars and Morths on the top level, surrounding a
Warping Jar you can Bomb open. It leads back down to the floor of the room; a
handy shortcut. After you’re ready, look around the walls for a wooden ledge
and blue doorway. Carefully walk out to the rafters between the center platform
and the ledge and get out your Hookshot. Fire it at the target on the ceiling
of the wooden ledge, to get up on top of it. Prepare yourself, then go through
the doorway to the top of Ganon’s Tower.
Link is ready for anything as he faces Ganondorf down on top of the
tower...except a speech! Ganondorf doesn’t fight him, but stands over an
unconscious Zelda and lectures Link about the deadly winds of his homeland,
Gerudo. By day the harsh wind burned the land, and at night a frigid wind
chilled it. He coveted the wind of Hyrule. He starts talking to himself, saying
it was only his fate that he would gather all three holders of the Triforce to
summon the power to grant anything he desires. He has already stolen the
Triforce of Wisdom from Zelda, and he has always possessed the Triforce of
Power. All he needs now is Link’s Triforce of Courage! NOW Ganondorf attacks
Link! He rushes up to him and punches the stuffing out of Link in a few blows,
sending the Master Sword flying from his hands to lodge itself inches from
Zelda’s head. He reassures Link that he won’t kill him; he only needs the
Triforce of Courage. He lifts Link into the air with one arm, as Link’s hand
glows brightly with his Triforce. Zelda’s Triforce also glows, and Ganondorf
raises his hand up as well. The three pieces fly from them and combine into the
legendary Triforce! Ganondorf extends his arm and calls the gods to hear his
wish. He tells the gods to expose Hyrule to the sun once again, and give it to
him!
As he reaches towards the Triforce to make his terrible wish a reality,
Ganondorf sees a red-sleeved hand already touching the Triforce; it’s the King
of Hyrule! He makes his own wish: he asks the gods to give you and Zelda hope
for the future, and to wash away the land of Hyrule forever. The Triforce glows
brightly and the King tells Ganondorf to drown with Hyrule. The Triforce splits
apart and flies up into the sky-er, sea. As water from above pours down all
around him in a torrential downpour, all Ganondorf can do is laugh more
maniacally than ever, mocking your “future.” Zelda appears next to Link
carrying the Master Sword, and apologizes for “oversleeping.” She says it’s
time to leave this place and return to the world above. With his back to you,
Ganondorf decides to show you just what’s in your future. Drawing two samurai
swords, he turns around and attacks!
+---------+
|GANONDORF|
+---------+
Difficulty: ****
This is it: the final battle with the Great King of Evil. Rather than using
magic like in Ocarina of Time, Ganondorf battles you with his two deadly
swords. As the battle begins, Zelda helps herself to your Hero’s Bow and Light
Arrows to cover you as you duel Ganondorf with the Master Sword.
-Defensive Strategy-
Since Ganondorf assaults you with his sword, simply L-targeting him and keeping
your shield out protects you from most of his skillful attacks. (excepting a
low kick) Unfortunately, you can’t do any damage to him this way. Constantly
backing and jumping away from Ganondorf is the best way to avoid damage.
-Offensive Strategy-
If you try to attack Ganondorf, he blocks your attack and counters it. (you
didn’t expect to get away with actually doing something, did you?) The only way
to do any damage to Ganondorf to parry his sword attacks. Unfortunately, for
some reason only the final attack in his combo can be parried. Try to back away
from Ganondorf and/or sidestep to stay out of his reach, then quickly parry the
final attack. (it doesn’t matter if it misses you) After you parry Ganondorf’s
attack, he’ll be stunned, allowing you to unload a beating on him. Also, Zelda
has taken your Hero’s Bow and Light Arrows for this fight. She circles around
you and Ganondorf, trying to shoot him with Light Arrows. If he’s simply moving
around or attacking, he’ll backflip across the arena to nimbly dodge the Light
Arrow. If she hits him while he’s laughing in conclusion of an attack, however,
he’ll be stunned as if you parried his attack, and you can hit him the same
way. In rare cases, Zelda may miss and hit you, but this almost never happens.
You shouldn’t depend on Zelda’s sporadic support to win, though.
When Zelda blasts Ganondorf for the second or third time, he gets annoyed by
her help and backhands her! You won’t be able to rely on her Light Arrows at
all now, and Ganondorf’s attacks get slightly faster. Keep up your strategy,
parrying his attacks and hitting him with your sword until this phase ends.
Eventually, Zelda wakes up. Ganondorf gets even more skilled now, blocking your
parries and her Light Arrows. Approach and talk to Zelda and she tells you she
has a plan. She’ll reflect a Light Arrow off you Mirror Shield to take
Ganondorf by surprise, letting you attack him again. Quickly shuffle across the
wet arena so that you’re locked onto Ganondorf, with Zelda close to either side
of him. Remember, she’s aiming at you, so keep your shield up or you’ll get
hit! If you have your shield up, you’ll reflect the Light Arrow like any other
light, directly at Ganondorf.
When you successfully reflect the Light Arrow at Ganondorf to stun him, run
towards him. He attacks you one last time; press A to parry this attack. Link
rolls to the side, then with a mighty yell plunges the Master Sword into
Ganondorf’s head! He utters his final words: “Ughnn... Heh Heh... The wind...
It is blowing...“ He then turns to stone with the Master Sword still stuck in
his forehead. The King of Hyrule then speaks to you. He has always regretted
the past, constantly dwelling on his old kingdom just like Ganondorf. He asks
you and Zelda to live with hope for the future, and apologizes for leaving only
the Great Sea for you. Zelda thinks for a moment and gets an idea. She asks the
King to come with them in finding the land that will be the next Hyrule. He
merely smiles, and says that the land won’t be Hyrule; it will be your land!
After this, the King’s wish to drown Hyrule becomes complete and water
completely engulfs the top of the tower. Bizarrely, Link and Zelda find
themselves in air suits, protecting them from the torrent. (the King, being an
apparition, can live without one) Zelda floats upward, but Link reaches out to
the King of Hyrule’s hand. He reaches to Link for a moment, but then draws his
hand back, leaving Link to float up with Zelda. The King of Hyrule slowly fades
from view as Link floats to the surface...
Link surfaces with Zelda, now transformed back into Tetra. Komali flies down
next to them, and they see the pirate ship looming behind them! All the pirates
are waving, along with Aryll in the crow’s nest! They both wave as Medli and
Makar emerge from the hold, their missions complete. The “bubbly” credits roll.
About five and a half minutes later, the credits fade out and you cut to a view
of Outset Island. The pirate ship and the KoRL, now empty-eyed reflecting the
status of the King, as sitting on either side of the dock. All the Island’s
inhabitants are standing on the shore, watching Link and Tetra’s departure for
the next land. A gust of wind catches the sails; it’s time to set off. Aryll
runs to the end of the dock to wave as both ships begin their next journey.
Congratulations: you’ve beaten The Legend of Zelda: the Wind Waker! (see the
Fun and Useful Tricks section for information of starting the second quest)
T H E E N D
-------------------------------------------------------------------------------
5. Game Controls (Gmeco)
If you’re just starting to play, you’ve come to the right place; the basic game
controls are explained here.
-ON LAND-
>Movement: To make Link walk or run, use the control stick, of course! The
farther from the center you hold it, the faster Link moves.
>Jumping: There is no jump button; if you run off a ledge Link will jump
automatically.
>Crouching/Crawling: Hold R with nothing out to crush. Move the control stick
around while holding R to crawl around. Link can sneak up on pigs and enter
crawlspaces when crawling.
>Sidling: Hold A while facing a wall to sidle along it. When sidling, Link can
move over narrow ledges. Just be careful not to get hit while sidling or you’ll
fall.
>Hanging from Ledges: If you don’t completely make a jump or walk off a ledge,
Link will grab onto the ledge you’re trying to reach and hang from it. Move the
control stick back towards the ledge to climb back up, or move it left or right
to make your way along the ledge. You can navigate narrow ledges this way as
well as with sidling.
>Climbing: While facing a ladder or vine directly, press the control stick up
to climb it. Move it up or down to climb up or down, or left and right to move
sideways on vine. Press A to drop off, but only if you’re sure you’ll land on
something.
>Lifting Items: While facing a small item, (like a pot, skull, or rock) press
A to hoist it above your head. Press R to set it back down, or A to throw and
break it. Link can’t lift some heavier items (like giant rocks or large pigs)
until he gets the Power Bracelets.
>Moving Large Objects: Link can push and pull large creates or blocks by
pressing R when standing up next to them. Move the control stick away or
towards the object to push or pull it. Note that most items are set into
grooves and can’t move everywhere.
>Swinging: If Link jumps toward a hanging rope, (or makes one with the
Grappling Hook) he’ll automatically grab on and start swinging in the direction
he jumped. Press A while swinging to release the rope and jump off. Only
release it while you’re moving, or you'll just fall off. To stop swinging, hold
R. To start again, move the control stick back and forth. While stopped, keep
holding R and move the control stick left or right to change the direction Link
will swing. Move it up and down to climb up the rope or slide down.
>The A Button...: ...is the most versatile tool you’ll have! The words over it
change depending on your situation to show what you can do with it. You can
speak to people, read signs, or examine other objects with A.
>Controlling the Camera: Move the C-stick around to move the camera
accordingly. It’s useful for zooming out or in, or viewing things from another
angle. To return the camera to normal, press L. While in normal mode, press C-
up to go into first-person mode and see through Link’s eyes.
>Acrobatics: When running, or L-targeting with your sword put away, press A to
perform a somersault. You can use it to move faster, or knock objects or
enemies down. While L-targeting an enemy, hold left or right and hit A to
sidestep, perfect for dodging line attacks. Hold back and hit A to backflip,
putting some distance between you and the enemy.
>Put Away: While standing still, just press A to put away any items you may
have out.
>View Map: Press up on the D-pad almost anytime to view a map. In the
overworld, you’ll look at the sea chart; in dungeons, it’s the dungeon map.
-COMBAT-
>L-Target Enemies: When you’re facing an enemy, a yellow cursor usually
appears over it. Hit (or hold) L to “lock on” to the targeted enemy, making it
much easier to fight! When L-targeting an enemy, the camera automatically moves
to an over-the-shoulder view so you can always see the enemy. This makes it
much easier to hit them; when using weapons you normally have to aim (like the
Hero’s Bow or Boomerang) Link will aim for you, automatically hitting the
enemy! Also, Link strafes in a circle instead of moving normally when L-
targeting. It’s a good idea to practice quickly switching targets, especially
when you’re in the middle of a combo.
>Horizontal Slice: With your sword drawn, hit B (while pressing nothing else)
to use a horizontal slice. It can hit several enemies at once and is great for
clearing out Miniblin. You can also use it by holding left or right and
pressing B while L-targeted.
>Vertical Slice: While L-targeting an enemy, press B for a vertical slice.
Press it rapidly to do a combo attack.
>Thrust: While holding forward (L-targeted or not) press B to thrust your
sword. Keep hitting it to do a rapid combo.
>Spin Attack: Hold B briefly and release or circle the control stick around
and press it to do a spin attack, hitting all sides at once. If you hold B
longer, you’ll use a more powerful attack at the expense of magic power. If you
give 10 Knight’s Crests to Orca, he’ll teaching the Hurricane Spin, which sends
you spinning around at ridiculous speeds for several seconds.
>Jump Attack: While holding L with your sword out, press A to do a jump
attack. Along with adding distance and force to your attack, jump attacks deal
double damage. Use them often against unguarded enemies.
>Parry: If an L-targeted enemy is about to attack, an audio cue will be heard
and the A button will change to a “splat” icon. If you hit A while it’s like
this, Link will execute a rolling or jumping parry, dodging the attack and
striking the foe from behind or above. Parries are hard to execute, but are
extremely useful when done right. They are also the only easy way to defeat
Darknuts.
>Use Enemy Weapons: Some enemies drop their weapons when defeated. Use A to
pick one up, then B to attack with it or A to throw it. Because of their slow
speed, your sword is recommended for combat.
>Shield: Hold R with an item out to raise your shield. With his shield up,
Link is protected from most attacks, except a few more unusual or powerful
ones. (most boss’s attack can’t be shielded against) Link can still move around
if he shields while L-targeted, but if you aren’t targeted, Link will crouch
and shield. Move the control stick to adjust your shield around. This is an
essential skill when reflecting light.
-AT SEA-
>Swimming: In water, simply move the control stick to swim. Try to move along
a low platform to get onto land. Beware of the water in the lower-right corner;
it shows your air. As it lower, Link sinks and starts coughing. If it runs out,
you’ll reappear on dry land with one less heart.
>Get In/Out of Boat: To get into the King of Red Lions, either jump and land
on him or press A when swimming alongside him. Press A when standing still to
get out.
>Talk with Boat: Talk to the King’s head just like you would talk to anyone
else to get a hint as to where to go next.
>Jumping: When you’re moving fast with your sail out, press R to make your
boat hop. Not only does it look very weird, if you hold left or right as you
jump, you’ll make a sharp turn upon landing.
>Cruising: With your sail down, hold R to cruise. You move slower, but you
have much more control. It’s good for short trips or moving on top of treasure.
>D-Pad Controls: While at sea, press R on the D-pad to display a clock. It
displays a dial with sun and moon halves, and they rotate to reflect the time
of day. In areas where the time doesn't change, the dial becomes a solid sun or
moon. Press D-left to hide it. Pressing D-up displays your sea chart.
-------------------------------------------------------------------------------
6. Objects (Objct)
-ON LAND-
>Grass, Bushes, and Trees: They can all be sliced down to clear paths or test
your swordplay. Bushes occasionally yield items when cut down.
>Holes: These octagonal pits lead to secret caves. Link won’t try to jump over
one of them; entry is simple.
>Postboxes: They can hold or accept mail from you or others. Set a letter to
X, Y, or Z and use it on the Postbox to send it. If a Postbox has a letter for
you, it will somehow wiggle and bounce around. To send letters, you’ll have to
pay postage that increases with your distance from Dragon Roost Island.
>Signs: They contain not-so-important information for you to read. Their main
purpose is to be sliced up with your sword, however.
>Stone Heads: These large stone heads are found in only a few places around
the Great Sea. You’ll need the Power Bracelets to lift and break them.
>Treasure Chests: These ubiquitous chests contain Rupees, spoils, or greater
treasure. Just press A in front of one to open it. There are 4 kinds of chests.
The first level is made of light brown wood and contains small amounts of
Rupees or spoils. Dark brown chests contain large amounts of Rupees, Charts, or
other rare treasures. Ornate red and gold, spiked chests contain key items or
Pieces of Heart. Finally, boxy sea chests are found in shining spots; there’s
no telling what they’ll hold.
>Trees: There are several varieties of trees, and they serve little more
purpose than background objects. They sometimes contain objects; roll into them
or give them a Skull Hammer whack to dislodge them. Trees can also sometimes
serve as Hookshot targets.
-IN DUNGEONS-
>Baba Buds: Appearing similar to Boko Baba buds only more purple, they are
essential elements of the Forbidden Woods. When you approach one, Link jumps
in. After digesting him for several seconds, the buds spit him out high into
the air. If you hold a direction on the control stick, Link will fly out in the
corresponding direction; if not, he’ll fall back in. Once you’re shot out of a
bud, either try to get into another one or use the Deku Leaf to float to the
next. The buds also restore some of your magic power ever time you enter one.
>Boko Sticks: Actually enemy weapons, Boko Sticks are found in Pots or carried
by some Bokoblin. They can be wielded like any other enemy weapon, and can also
be lit to set fire to objects.
>Bomb Flowers: Predominantly found in the Dragon Roost Cavern, these are
basically living Bombs. Pick one up, throw it, and set it down like any other
item. It works just like a Bomb when picked, so get rid of it quickly. Bomb
flowers regrow after a while, making them an excellent source of explosives.
>Blocks/Crates: They can be push or pulled around to create new platforms or
trigger switches.
>Cracked Tiles/Rocks: These can be blown up by bombs to reveal new passages or
other items. Cracked tiles can also be broken by being stepped on with the Iron
Boots.
>Deku Nuts: Found all over the Forbidden Woods, as well as several other
places. They can be picked up and thrown like pots, but don’t break. They are
used to solve puzzles, and deteriorate about 40 seconds after being picked.
>Eye Switches: Found in the Tower of the Gods, these diamond-shaped plaques
trigger various effects when shot with the Hero’s Bow.
>Gondolas: Found in the Forbidden Woods, these platforms are supported by a
cable and run along it with wheels. To move the gondola, hit a nearby wind
switch. There are at least two wind switches to move each gondola.
>Grappling Posts: These recognizable poles are found almost everywhere. They
can obviously be grappled onto.
>Lava: It can be found mainly in Dragon Roost Cavern, but also a few other
places, namely Fire Mountain. Be careful not to fall in, or you’ll lose a
quarter of a Heart and reappear at the room’s entrance.
>Lava Geysers: Found in Dragon Roost Cavern, these miniature volcanoes
periodically send lava flying high into the air. If you cool the lava on top of
a geyser and stand on the rock, it can lift you high up into the air.
>Leaf Piles: Found in a around the Forbidden Woods. Blow them away with the
Deku Leaf or burn them with a Boko Stick to reveal small rewards underneath.
>Light Beams: Another Earth Temple feature. Use Medli’s harp or the Mirror
Shield to reflect light on statues or light-sensitive foes.
>Light Statues/Sun Spots: One last Earth Temple object. Sun Spots are small,
yellow, sun-shaped spots on walls. Light Statues are ancient, helmed statues of
various sizes. Both dissolve when you shine light on them.
>Locked/Sealed Doors: These impassable doors are found in Dungeons everywhere.
Sealed doors are closed with vertical bars, and won’t open until you do
something specific in the room. (usually defeat all enemies) Locked doors are
sealed with a lock and four chains. You have to use a small key to get through.
Boss Doors guard the dungeon boss, and their horned locks need a big key to be
unlocked.
>Mirrors: These mirrors reflect light for you when you shine it on them; they
are used for a few puzzles in the Earth Temple.
>Nasty Evil Fog: Found in the Earth Temple, the Nasty Evil Fog will prevent
you for using items for a while when you enter it. Blue Bubbles are also
surrounded by it.
>Pots: The Dungeon version of grass, these pots come in several different
sizes and hold small rewards when broken. They can also be thrown to damage
enemies.
>Rat Holes: Where there are Rats/Bombchus, there are often rat holes. If you
sprinkle some All-Purpose Bait in front of the holes, the Rats stop attacking,
and one even offers to sell you bait and Potions!
>Rope Bridges: Narrow rope bridges like these are found mainly in Dragon Roost
Cavern. Don’t use horizontal slashes when fighting on one, or you could cut the
supporting ropes and fall!
>Ropes/Lanterns: These can be swung from. Jump directly towards one and Link
starts swinging just like with the Grappling Hook.
>Sage Stones: These large rocks are found in the Earth and Wind Temples. With
your partner next to the stone, play the Temple’s song. (the one displayed on
the stone) Your partner will join in and shatter it to clear the way.
>Soil: When in the Wind Temple, have Makar plant a seed in some Soil with A to
instantly grow a huge tree there. The trees can trigger effects or serve as
Hookshot targets.
>Spikes: Although they are rare, spikes are deadly hazards to Link’s life.
Avoid contact with them.
>Springboard: Found only in the Wind Temple, they serve mainly the same
purpose as Boko Buds: to give you more height. Climb onto one and put on the
Iron Boots to compress it, then remove them to sly into the air.
>Switches: These ubiquitous objects are found almost anywhere and come in
several varieties. The normal, square, yellow ones can be activated by putting
your weight (or something else’s) on top. While some switches stay down, others
must be continuously pressed to keep up their effect. There are also diamond
switches that must be hit with the Boomerang, Hero’s Bow, or Seagull, flat
switches that require the Iron Boots, and stakes that have to be smashed with
the Skull Hammer. Some stakes are spiked; don’t get too close.
>Torches: After lit with a Boko Stick or Fire Arrow, a torch illuminates a
dark room and sometimes does something extra.
>Vined Flower: Found in the Forbidden Woods, these flowers seal off doors or
chests. They close up to become invincible when you get close. When you’re far
away enough to make them open, hit them with the Boomerang, a Deku Nut, or a
Bomb to get rid of them.
>Warp Pots: These large, heavy pots overflow with colored mist. Most are
covered by boards or rocks; burn or blow the coverings off to unseal them. When
Link falls into a Warp Pot, he’ll fly out of the next one he’s activated. Warp
Pots are found in most levels, and make excellent ways to bypass rooms you’ve
already done.
>Water Pots: Found only in Dragon Roost Cavern, Water Pots temporarily cool
lava into rock when thrown. They should be placed on top of lava geysers.
>Wind Crests: Stand on one of these circular and conduct the Wind’s Requiem to
get a nice surprise. (usually a Triforce Chart)
>Wind Switches: These are found in the Forbidden Woods and Wind Temple. When
activated with the Deku Leaf, they move various machinery around the room.
-AT SEA-
>Light Rings: These shining spots hold sunken treasure retrievable with the
Grappling Hook. Smaller rings mainly appear randomly, and big ones are linked
to Treasure Charts. Small rings disappear when you get close; remember where
they are. You’ll hear a sound when you approach a spot. Larger rings disappear
much farther away, so you’ll have to find which Treasure Chart they correspond
to and use it to find the treasure.
>Merman: If you have a sharp eye (or good Telescope) you’ll be able to spot a
Merman jumping in and out of the water near every island. If you sail up to one
and toss out some All-Purpose Bait, he’ll swim to you and draw in a map for the
area you’re in! As if that weren’t enough, he also gives you a general hint
about part of the Great Sea. If you feed him again later, he offers to let you
play an annoying little minigame to earn some Rupees.
>Minefields: The pirates of the Great Sea have placed floating mines around
several islands. These skull-and-crossboned barrels start flashing red like
Bombs when they are counting down to an explosion; steer well clear of them.
>Rafts: These small floating vessels are found all over the Great Sea. They
are crewed by telescope-wielding Bokoblin and hold pots with items or Rupees.
>Reefs: There are six reefs in the Great Sea, each deathtraps to unprepared
explorers. They are all square, with high walls and one to six large pillars
“eyes” arranged like dice spots. They are always filled (and sometimes
surrounded) by Cannon Boats and wall cannons. You’ll need your own cannon to
beat them; let the bombs fly! Try to hide behind eyes of the reef walls and not
get into too many lines of fire at once. Once you defeat all the enemies in a
reef, a Treasure Chart appears. Get up onto the reef wall, set the wind, and
glide to it with the Deku Leaf.
>Rupee Courses: At times when sailing around, you’ll find randomly placed
Rupee courses on the sea. To start one, sail through the two floating barrels
that rise from the water to signal the start of one. Once you’ve started, a
barrel with a Green Rupee floating over it rises. Sail straight to the barrel;
there is a time limit for each barrel and if you miss it the course ends. It
helps to keep the camera in free mode to see the next barrel. As you keep
sailing from barrel to barrel, the Rupee rewards increase, up to giving you a
Yellow Rupee over every barrel. Obviously, Rupee Courses make great ways to get
Rupees.
>Sea Platforms: These tall platforms are centers of seafaring Bokoblin. Rising
dozens of feet out of the water, they can be seen from a long way away. When
you approach one, it will attack you with badly aimed cannonballs. Unless
you’re standing still, they usually won’t hit you. One good hit from your
cannon takes a platform cannon out, but be quick. Taking a leaf out of The Two
Towers, remember that with Sea Platforms, the closer you are to danger, the
farther you are from harm; platform cannons can’t hit you when you’re directly
under them. To get onto the platform itself, climb the tall, tall ladder
leading up to it. Sea Platforms are usually guarded by Bokoblin, but Wizzrobes
attack you on a few. You usually get a treasure chest when you beat all the
enemies on a Sea Platform.
>Wall-Mounted Cannons: These are automated cannon turrets mounted on the walls
of Reefs, Sea Platforms, or other hostile areas. They fire Bombs at you with
somewhat disturbing accuracy, so be careful around them. One Bomb of your own
takes a wall-mounted cannon out, but you need good aim. If possible, try to get
directly under a wall-mounted cannon; it won’t be able to hit you.
>Whirlpools: Created by Big Octos or dark magic, these huge vortexes implore
you to do something before they fully suck you in and spit you out elsewhere.
Be quick!
>Whirlwinds: These turbulent columns of air move around parts of the Great Sea
in patterns. They don’t damage you, but if you sail into one it will mess up
your course. Stay away if possible. If you use the Deku Leaf to glide onto one,
it will lift you up and let you glide longer.
-------------------------------------------------------------------------------
7. Items (Keitm)
-PICK-UP ITEMS-
>Arrows: Conveniently, arrow refills are usually dropped by enemies that
require arrows to defeat. They come in 10, 20, or 30; the number of arrows
tells you how many the refill contains.
>Battle Spoils: Dropped by specific enemies, these items can be given to
certain people to trigger events with them. They can also be grappled off
enemies. If you have already used some for their purpose, you can get rid of
Battle Spoils by selling them to Beedle.
* Boko Baba Seeds: Dropped by Boko Babas, obviously! If you give four to
Hollo, the Forest Haven alchemist, he’ll make a Blue Potion for you! It’s
much easier than getting one from Doc Bandam, especially since you can get
six Seeds on the way to him anyway.
* Chu Jelly: It comes in three varieties: Red, Green, and Blue. They are
dropped by Chuchus of the corresponding color. (Yellow and Dark Chuchus drop
Red or Green Jelly randomly) Giving 15 of any color of Jelly to Doc Bandam
give him what he needs to “invent” that color of potion. After he’s done, he
gives you a free sample! You can then buy that color of potion from him or
get it free by exchanging five more Jellies.
* Golden Feather: Dropped by Kargarocs and Peahats. Once you have 20, give
them to Hoskit. He gives you a cool 100 Rupees, and his girlfriend later
sends you a piece of Heart.
* Joy Pendants: Dropped by Bokoblin. Once you have one of these (try rolling
into the tree outside Cannon’s shop) give it to Mrs. Marie. In return, she
gives you a red Rupee. If you give her 20 more, she gives you the deed to
her private cabana northwest of Forest Haven! 20 more Pendants, and she
gives you the Hero’s Charm, a stylish mask that lets you see enemy HP! If
you continue to give her Joy Pendants, she keeps a running tally of them and
gives you varying amounts of Rupees.
* Knight’s Crest: These belts, dropped by Darknuts, are said to be owned only
by the greatest of swordsmen. If you give Orca ten of them, he teaches you
the powerful Hurricane Spin attack.
* Skull Necklace: These morbid accessories are dropped by Moblins. Give
Maggie’s father 20 of them (after he becomes rich) and he’ll exchange them
for Treasure Chart 2. Also, if you give Dampa three of them, you can play
his piggy-sitting minigame. If you keep giving him Skull Necklaces, he
tosses out various amounts of Red Rupees for you to pick up.
>Bombs: Like arrows, bomb refills are mainly dropped by enemies that require
bombs. Bombs come in 5, 10, or 15 amount. (I think you can tell by the size of
the bomb)
>Enemy Weapons: Many enemies in the game wield weapons, and drop them when
killed. The weapons can be picked up with A and used by you! Press B to attack
with one, and A to throw it, hopefully inflicting great damage from a distance.
The weapons are very slow, so you’ll only want to use one when you lose your
sword in the Forsaken Fortress.
* Boko Stick: Dropped by common Bokoblin and Boko Babas. These sticks can
serve as weak weapons, or be lit as torches.
* Machete: Dropped by Shield Bokoblin, these one-sided swords are more
powerful than Boko sticks, but still weak. Try throwing them at their
owners.
* Darknut Sword: These huge, elaborate swords are wielded expertly by
Darknuts. They are very powerful, but also slow. As usual, they are best
when thrown.
* Moblin Spear: Obviously held by Moblins, these spears are actually quite
good. They are relatively quick and hit a very wide area. Just remember to
wield them in open spaces.
* Stalfos Club: These huge maces are wielded by hulking Stalfos. Don’t try
throwing them at their owners, or they’ll just float into their hands.
* Phantom Sword: This sword is only dropped by the miniboss Phantom Ganon. You
never get a chance to use it on enemies, but it is the only way to break
through a barrier in Ganon’s Tower.
>Fairy: These tiny pixies are found outside Boss rooms and in Fairy Fountains.
If you touch one, it will restore ten of your Hearts. You can also catch one in
a bottle. You can then use it any time; it will also automatically revive you
with ten Hearts when you die!
>Heart: These are the basic health refill. Each one restores one of your
Hearts when picked up.
>Magic Vial: These come in two sizes and restore some of your Magic meter.
They are common in areas where you have to use Magic.
>Rupees: For some reason unknown, the Great Sea shares its currency with
India. Rupees come in varying amounts. Green Rupees give you a single Rupee
each, Blue ones give 5, Yellow 10, Red 20, Purple 50, Orange 100, and Silver
200. The smaller amounts are dropped by enemies; Red Rupees and above are
mainly found in Treasure Chests.
>Treasure Sphere: Tougher and ocean enemies drop these mysterious spheres
instead of single spoils. They don’t disappear like normal spoils, and when
broken with your sword or boomerang release large amount of refills, Rupees, or
spoils.
-DUNGEON-ONLY ITEMS-
>Boss Key: You’ll only find one of these gold, horned Keys in a Dungeon; they
are used to unlock the Boss door.
>Chart: Although not found exclusively in Dungeons, I couldn’t think of where
else to put them. Charts are maps used to navigate the Great Sea. There are
three kinds of Charts. Treasure Charts, when opened, cause a large Light Ring
to appear somewhere on the Sea. Use your Sea Chart to find out which island the
treasure is at, then go to it and use the Treasure Chart to find it! The second
kind is the specialty Chart. These Charts show things like the locations of Big
Octos, Beedle’s Shop Ships, or Great Fairies. The last kinds are Triforce
Charts, which show the locations of the 8 Triforce Shards.
>Compass: With this handy navigational tool, (presumably having no relation to
your overworld compass) you can see where Treasure Chests and the Dungeon Boss
are! It only works for rooms you have on your map, but it makes navigating
Dungeons much easier. It also shows your exact position in a room as well as
where you entered the room from.
>Dungeon Map: Even more useful than the Compass, the Dungeon Map instantly
provides you with a map of the entire Dungeon. The colors give you more
information; black rooms are ones you haven’t been in, dark green rooms are
ones you have explored, and the light green, flashing room is the one you’re
in.
>Heart Container: These huge Hearts are rewards for beating Dungeon Bosses.
Each acts as four Pieces of Heart in one, automatically boosting your health by
one.
>Piece of Heart: Although only one of the game’s 44 Pieces of Heart is found
in a Dungeon, once again I didn’t know where to put them. Piece of Heart are
extremely valuable collectibles. For every four you collect, your health
increases by one Heart. The maximum Hearts you can have are 20, but you’ll have
to collect every Piece of Heart to do so. (see my Piece of Heart guide to find
out how)
>Small Key: These basic, silver keys are used to open locked doors in
Dungeons. For some reason, they break after one use.
-KEY ITEMS-
>Telescope
Acquired: From Aryll at beginning of game
The Telescope is an extremely handy item, loaned to you by your little sister
as the game starts. Like all Telescopes, it’s used to view faraway objects,
like enemies, people or islands. Assign it to X, Y, or Z, then press the
corresponding button to look through it. Move the view around with the control
stick, and use the C-stick to zoom in or out, up to 9x magnification. The
Telescope is one of the most multipurpose items in the game; you’ll probably
find yourself using it often when at sea to spot faraway islands, platforms, or
Submarines.
>Hero’s Sword
Acquired: From Orca after completing his training
Whenever trouble strikes, you’ll probably find yourself reaching for your
sword. As Link’s first line of offense against monsters, it’s the item you’ll
use most through the game. After you complete Orca’s training to practice with
it, he gives you the sword to keep. It’s an almost universal weapon for
damaging enemies; use it often and well.
>Bait Bag
Acquired: Buy from Beedle
This bag can hold up to eight Hyoi Pears or All-Purpose Bait packets in it.
Always keep well-stocked.
All-Purpose Bait
Bought from Beedle for 10 Rupees, this bait actually has only two main
purposes. When you get close to a Merman, toss him some bait and he’ll give you
a map of your current area as well as some information concerning it. All-
Purpose Bait comes with three servings.
Hyoi Pear
These bizarre fruits are also bought from Beedle for 10 Rupees. In a seagull-
infested area, use one of these to take control of seagulls! Use the control
stick to steer them, A to fly higher, and R to return to Link. As a seagull,
you can grab items or hit switches Link can’t reach.
>Hero’s Shield
Acquired: From Grandma after rescuing Tetra
The perfect partner to your sword, the Hero’s Shield provides Link with a
defense against attacks. In combat, keep it up whenever you aren’t attacking.
>Spoils Bag
Acquired: From Niko after passing his rope-swinging test
One of three bags you’ll get through the game, the Spoils Bag holds any spoils
enemies drop. Open it with X, Y, or Z to view its contents. If you want to make
some quick money, assign a spoil to X, Y, or Z and show it to Beedle to sell it
to him.
>Pirate’s Charm
Acquired: From Tetra before being launched into the Forsaken Fortress
This small pendant is a miniature version of the Gossip Stones from Hyrule.
Tetra can talk to you and give you hints through it. Whenever you hear her say
“hey!” and the A button turns into a splat thingy, press A to listen to it.
Strangely enough, your boat also seems to be able to speak through it…
>Sail
Acquired: Buy from Zunari for 80 Rupees
When you first meet up with your boat, the King of Red Lions, he’s missing a
Sail. Since it would take forever to cruise everywhere, find Zunari (AKA
Iceman) and buy the Sail from him. On your boat, press the button the sail is
assigned to deploy it and let the wind blow you along the Great Sea.
>Tingle Tuner
Acquired: From Tingle after freeing him from jail
If you have a Game Boy Advance connected to your Gamecube, you can use this
strange device to call the ever-hated fairy impersonator, Tingle. (not that
you’d ever want to) Check out the Tingle Tuner section to see what he can do.
>Picto Box/Deluxe Picto Box
Acquired: In the crawl maze behind Tingle’s cell, complete Lenzo’s quests,
start a second quest
The Picto Box is a very cool item that lets you take black-and-white pictures
of anything you see over your travels! You can hold up to three Pictographs at
a time. To find it, move aside a crate in Tingle’s Cell on Windfall Island and
enter the crawl maze. To reach the Picto Box, take the following directions at
turns: right, left, straight, right, straight, right, right, straight, and to
the room with the Picto Box. Be careful of turns onto wooden floorboards; these
lead to rat-operated trap doors that drop you down under Tott’s ledge, where
you met the KoRL. To get the Deluxe Picto Box, which takes color Pictographs
and lets you participate in the Nintendo Gallery, do Lenzo’s three Pictograph
quests and bring him a Forest Firefly. The three quests all involve taking
Pictographs of specific events around Windfall Island.
For the first, notice Garrickson nervously walking around the island.
(Garrickson is the man with blue hair and a mustache, and red overalls) He is
actually mailing a love letter to someone, and you need Pictographic proof.
Stay away from Garrickson, as he stops walking when you approach him. The best
place to wait and get the Pictograph from is out on the dock next to Candy.
Zoom in so you can easily see him and the Postbox just outside the city
entrance, then take the Pictograph as he’s putting the letter in. If you mess
up, enter and exit a building; Garrickson will be back to mail another letter.
(though you’ll have to wait for him to reach the mailbox again; don’t mess up!)
The second quest is to take a Pictograph of Gossack, the bald man in the
bar, when he’s trembling with fear. He seems confident at first; scare him by
rolling into a wall or breaking something in the bar, then quickly take his
Pictograph when he’s scared.
The last task is to Pictograph two forlorn lovers on Windfall. The people
in question are Linda, the woman in the orange dress near the School of Joy,
and Anton, the orange-haired man who walks around the island. As Anton walks
past Linda, the two of them glance at each other for a few seconds. Take a good
Pictograph of this happening and give it to Lenzo, then capture a Forest
Firefly from Forest Haven (they are rare, noticeably bigger, flash rainbow
colors, and are found to the Great Deku Tree’s left or at the bottom of the
ramp to Hollo) and give it to him to receive the Deluxe Picto Box! Also, if you
beat your first game and start a second one, you begin with the Deluxe Picto
Box.
>Wind Waker
Acquired: From the King of Red Lions after landing on Dragon Roost Island
This small baton is your new instrument. With it, you can conduct melodies to
alter the wind, change the time of day, or summon tornadoes. Conducting can be
tricky at first. A flashing light on a rhythm bar at the top of the screen
dictates your song. Hold the C-stick in the direction you want to conduct as
the light crosses the middle of the bar, then move it to the next position.
Hold the control stick or D-pad left or right to switch to 4/4 or 6/4 time. (as
opposed to 3/4) There are six songs to be conducted:
Wind’s Requiem
Learned: Taught by Zephos at the shrine through the tunnel at Dragon Roost
Island (B6)
Directions: 3/4 time; up, left, right
The Wind’s Requiem is the most essential song you’ll ever learn. When played,
it allows you to change the direction of the wind. Without it, you’ll likely
get nowhere sailing.
Song of Passing
Learned: From Tott on Windfall Island (B4) while playing the Wind Waker
Directions: 3/4 time; right, left, down
The Song of Passing sounds and works like the Sun’s Song from Ocarina of Time.
When played, it turns day into night or night into day.
Command Melody
Learned: From tablet in Tower of the Gods (D5)
Directions: 4/4 time; left, center, right, center
This song is used to mind control statues in the Tower of the Gods and your
partners in the Earth and Wind Temples. You have to be right next to the
statues, but you can control your partners from anywhere as long as they’re in
the same room. Press R while controlling to break Link’s trance and switch back
to him.
Ballad of Gales
Learned: Taught by Cyclos after shooting him with the Hero’s Bow 3 times,
location varies (Mother & Child Isles or Shark Island are best)
Directions: 4/4 time; down, right, left, up
Aside from the Wind’s Requiem, this time-saving song is your most useful one.
When played, it lets you warp to Mother & Child Isles, Windfall Island, Dragon
Roost Island, Tingle Island, Greatfish Island, Tower of the Gods, Southern
Fairy Island, Forest Haven, or Outset Island instantly. If you’ve grown tired
of sailing, your payers have been answered!
Earth God’s Lyric
Learned: From Laruto in Earth Temple entrance at Headstone Island (G3)
Directions: 6/4 time; down, down, center, right, left, center
This song is only played a few times; to awaken Medli as the Earth Sage and to
dissolve barriers in the Earth Temple.
Wind God’s Aria
Learned: From Fado in Wind Temple entrance at Gale Isle (A4)
Direction: 6/4 time; up, up, down, right, left, right
This song serves the same purposes as the Earth God’s Lyric, but for Makar and
the Wind Temple.
>Delivery Bag
Acquired: From Quill in the Rito’s Cavern
The final bag you’ll likely acquire, the Delivery Bag holds letters, papers,
and decorative items for later use.
>Complimentary ID
Acquired: From a Silver Membership at Beedle’s Shop Ship
Beedle sends you this ID in the mail after you’ve gotten at least 30 points
from buying his wares. What does it do, you ask? Show the ID to Beedle and he
compliments you! ...what, you were expecting something better?
>Fill-Up Coupon
Acquired: From a Gold Membership at Beedle’s Shop Ship
Sent after getting 60 points, the Fill-Up Coupon actually does something
useful. Show it to Beedle and he fully fills your Bombs, Arrows, Hearts, and
Magic!
>Empty Bottle
Acquired: From Medli before entering Dragon Roost Cavern, in a Submarine near
Bomb Island, bought from Beedle at Rock Spire Island for 500 Rupees, given by
Mila on Windfall Island
Empty Bottles are reusable holders that can carry many different things. Some
contents are bought; other found. Link can get a total of four Empty Bottles
over his adventure. To use a Bottle’s contents, assign the Bottle to X, Y, or Z
and press it. It’s always a good idea to fill all your Bottles with Fairies,
Potions, or Elixir before entering a Dungeon; you never know what might happen.
For details on getting the Bottles, look in the Islands Section on the
corresponding islands.
Bottled Water
Found: In any shallow water
Although bottling water is incredibly easy to do, you only do it once in the
game, to water some Bomb Flowers.
Forest Water
Found: In Forest Haven
The magical water running through Forest Haven is bursting with life. You can
use it an infinite number of times, but it becomes normal water in 20 minutes.
It’s used to give the trees planted by the Koroks a much-needed boost.
Forest Firefly
Found: In Forest Haven
You have to catch one of these color-changing fireflies for Lenzo in order to
acquire the Deluxe Picto Box. Don’t mistake the smaller green fireflies for it.
Fairy
Found: In Fairy Fountains, just before Boss Doors
Once you’ve bottled a Fairy, release it at any time to recover 10 Hearts. It
automatically heals you when you die.
Red Potion
Found: Buy from Doc Bandam or Beedle
The Red Potion is the best health restoring item. When drunk, it instantly
restores all your Hearts.
Green Potion
Found: Buy from Doc Bandam
The Green Potion isn’t as widely used as the Red. It restores your Magic Meter
when drunk.
Blue Potion
Found: Buy from Doc Bandam or give Hollo four Boko Baba Seeds
The ultimate potion; when drunk, a Blue Potion restores all your Hearts and
Magic!
Elixir Soup
Found: Given by Grandma after healing her with a Fairy
Elixir Soup is the ultimate healing item; it’s given to you for free by your
Grandma, but you can only have one at a time. It restores all your Hearts and
Magic, and also doubles the power of your sword until you take damage! Even
better, it comes in two helpings!
>Grappling Hook
Found: From Medli in Dragon Roost Cavern after defeating Moblin
The Grappling Hook is your first Dungeon Item. It was used by the Rito before
they evolved wings. Its main use is to grapple onto distinctive branches. When
you’re aiming it in first-person view, a sparkle appears over anything you can
target. Once you’ve hooked it onto something, swing on it just like any other
rope. You can also climb on top of the branch you hooked onto. You can also use
it against enemies (preferably when Z-targeted) to steal any common items or
spoils they’re carrying! Like all Dungeon Items, it’s required to beat the
corresponding Boss, in this case Gohma. The Grappling Hook is also used at sea
as a crane to pull up sunken treasure.
>Deku Leaf
Acquired: In Forest Haven, after jumping from Boko Buds
Another extremely useful item, the Deku Leaf is an essential tool in most
Dungeons, especially the Forbidden Woods and Wind Temple. Its first use is to
shoot out gust of wind. These gusts can stun some enemies, activate wind
switches, and blow away leaves. It’s main use, however, is to let you glide
long distances. As the expense of Magic Power, you can glide for very long
distances, crossing large gaps of other impassable expanses too long to jump.
Glide into updrafts to gain altitude, and watch out for enemies! When gliding
outside, remember to set the wind in the direction you want to go first. If
you’re too high up when gliding to reach your target, quickly press A to free
fall, then get out your Deku Leaf again to resume gliding. If you repeat this
pattern, you can survive long falls without taking damage.
>Boomerang
Acquired: In the Forbidden Woods, after defeating the winged Mothula
Ah, the Boomerang, the best item in the game. With more uses than you can shake
a Boko Stick at, the Boomerang will instantly become a staple for Dungeons.
First: its uses in first-person mode. Simply pressing the button the Boomerang
is assigned to makes Link throw it blindly. At sea, you can press A any time
during its flight to recall it. Link stays in L-targeted mode during the
Boomerang’s flight. Hold the button the Boomerang is on and move the targeting
cursor around. Whenever you find a targetable item, a sparkle will appear
around it. You can target up to five objects this way; when you release the
button the Boomerang homes in to hit them all! In this way, you can trigger
multiple switches at once. The Boomerang can also be used to grab battle spoils
from far away; lock onto them quickly before they disappear and the Boomerang
brings them to you! Neat, huh? When L-targeting, you can only hit one enemy,
but Link aims for you. In combat, the Boomerang can instantly defeat many
weaker enemies in one hit and stuns stronger ones, leaving them open for
attack. Never enter a Dungeon without your trusty ‘Rang; it will be your most
prized possession for most of the rest of the game!
>Bombs
Acquired: From Niko after passing his advanced rope-swinging test
These basic explosives are excellent tools for blasting through cracked walls.
Press the button your Bombs are assigned to take one out. Once you’re holding a
Bomb, set it down or throw it like any other small item; just get rid of it
quickly! Bombs start bulging and flashing red just before they explode. Besides
blowing up virtually any cracked object, Bombs are used to defeat a few
enemies, like Stalfos and Armos Knights. They do twice as much damage as a
Master Sword hit. Bombs can also be used on your boat, but they somehow become
a powerful cannon used for firing Bombs over long distances! When you are
stopped, aim the cannon with the control stick and his the Bomb button to fire
one. Bombs are the only way to conquer reefs, so practice your aim and upgrade
your Bomb capacity as soon as possible.
>Hero’s Bow
Acquired: In Tower of the Gods, after defeating the Darknut
The Hero’s Bow is another staple for conquering Dungeons. It provides you with
most of the ranged firepower you need for the game. (its shots deal twice as
much damage as the Hero’s Sword) In first-person mode, aim the bow with the
control stick, ready an arrow with the button the Bow is assigned to, and
release to fire! The Bow can hit objects from extremely far away, letting you
destroy enemies long before they notice you. Be careful not to waste arrows.
When L-targeted, the Bow’s range is limited, but you’re almost guaranteed to
hit your target. If you hold the button the Hero’s Bow is assigned to, you can
get it out and ready an arrow at the same time. Once you get Fire and Ice
Arrows, use R to switch the type of arrow you’ll fire.
>Decorative Items
Acquired: Zunari’s shop, trading quest
As you participate in the Trading Quest for Zunari, every new item you trade
for will go up for sale at his stall. If you buy these items from him, they go
into your Delivery bag. Set one to X, Y, or Z, then use it on the strange metal
holders you see around Windfall Island and your Oasis. Link will place the item
in the holder, and spruce up the general area’s appearance in the process.
Town Flower
Cost: 10 Rupees
Zunari's Description: A flower from the town of bright smiles. Use it to
decorate the town with joy.
Item Description: This little flower is reminiscent of the town. If you find a
place to put it, set it to and place it with X, Y, or Z.
Sea Flower
Cost: 20 Rupees
Zunari's Description: The aroma of the sea wafts out of this flower that hails
from a faraway land. Use it to adorn the town with a sea breeze.
Item Description: The scent of the sea wafts from the delicate petals of this
flower from a distant, exotic land. If you find a place to put it, set it to
and place it with X, Y, or Z.
Exotic Flower
Cost: 25 Rupees
Zunari's Description: An exotic flower from a tropical island. Trim the town
with a summer breeze.
Item Description: This refreshing flower blossoms in the tropical regions to
the south. If you find a place to put it, set it to and place it with X, Y, or
Z.
Hero's Flag
Cost: 75 Rupees
Zunari's Description: A flag with a bold feel to it. Use it to cover the town
in courage.
Item Description: This flag has a rather courageous feel to it. If you find a
place to put it, set it to and place it with X, Y, or Z.
Big Catch Flag
Cost: 85 Rupees
Zunari's Description: A flag from a festival in which fishermen hope for a good
catch. Use it to decorate the town with fish!
Item Description: This flag was made by a fisherman from a foreign land and
designed to encourage a big haul of fish! If you find a place to put it, set it
to and place it with X, Y, or Z.
Big Sale Flag
Cost: 35 Rupees
Zunari's Description: You won't find a flag cheaper than those. Decorate the
town in a theme of a big bargain sale.
Item Description: This flag looks like it would definitely be good for
business. If you find a place to put it, set it to and place it with X, Y, or
Z.
Pinwheel
Cost: 55 Rupees
Zunari's Description: A tiny windmill that catches the wind then spins and
spins. Use it to send gentle breezes through the town.
Item Description: The wheel on this spins when it catches puffs of air - kind
of fun, huh? If you find a place to put it, set it to and place it with X, Y,
or Z.
Sickle Moon Flag
Cost: 40 Rupees
Zunari's Description: A showy flag in the shape of a crescent moon. Use it to
decorate the town with a salute to the night sky.
Item Description: This flag of a bright-red crescent moon is quite fancy. If
you find a place to put it, set it to and place it with X, Y, or Z.
Skull Tower Idol
Cost: 60 Rupees
Zunari's Description: The fossilized skulls of weird creatures. Use it to give
the town a mysterious feel.
Item Description: This thing is made from...the fossilized skulls of some
strange creatures. It's pretty weird. If you find a place to put it, set it to
and place it with X, Y, or Z.
Fountain Idol
Cost: 60 Rupees
Zunari's Description: A sculpture of mysteriously bubbling water. Use it to
cover the town in ocean blue.
Item Description: This is a strange, bubbling statue in the shape of a girl
carrying a jar. If you find a place to put it, set it to and place it with X,
Y, or Z.
Postman Statue
Cost: 100 Rupees
Zunari's Description: A wooden carving of the postman from Dragon Roost Isle.
Use it to populate the town with Ritos.
Item Description: This is a carving of the Rito postman, hero of all Ritos and
a symbol of laborers the world over. If you find a place to put it, set it to
and place it with X, Y, or Z.
Shop Guru Statue
Cost: 200 Rupees
Zunari's Description: The pride and joy of all merchants. Decorate the town
with ME!
Item Description: This little statue is the apple of every businessman's eye.
If you find a place to put it, set it to and place it with X, Y, or Z.
>Master Sword
Acquired: In basement of Hyrule Castle
After proving himself worthy to the gods, Link travels to the sunken land of
Hyrule and find the weapon used by the legendary Hero of Time: the Master
Sword. Twice as powerful as the old Hero’s Sword, the Master Sword lets you
make quick work of tough enemies. As he beats the next two Temples, Link slowly
powers up the Master Sword to return its former strength…
>Skull Hammer
Acquired: In Forsaken Fortress, after defeating Phantom Ganon
This barbaric weapon packs incredible brute force, and is used to squash just
about anything, including enemies. It’s too slow to be used effectively as a
weapon, but slamming the ground with it stuns all nearby enemies with
shockwaves. It’s main purpose is to hammer large stake switches down.
>Cabana Deed
Acquired: Give Mrs. Marie 21 Joy Pendants
Once you show this to the butler/door at the Private Oasis, he recognizes you
as the new owner and lets you in.
>Hero’s Charm
Acquired: Give Mrs. Marie 41 Joy Pendants
This ever-grinning mask not only looks cool, it lets you see enemy life totals!
Equip it on your quest status screen, then try locking onto an enemy. Their
life total will appear above their head. When fighting bosses, their life is
shown in a meter at the bottom of the screen.
>Fire Arrows
Acquired: Warp to Mother & Child Isles after beating Forsaken Fortress
By expending a small amount of Magic power, Link can power up his arrows with
fire! Fire Arrows deal twice the damage of normal arrows, making them great for
damaging tough enemies, especially Wizzrobes. They can also be used to light
torches from a distance or when Boko sticks aren’t available, or to melt any
ice.
>Ice Arrows
Acquired: Warp to Mother & Child Isles after beating Forsaken Fortress
The Fairy Queen grants you the power of ice along with fire. Ice Arrows deal
the same damage as Fire Arrows, and also freeze their target solid briefly.
They can also create platforms on lava when water jars aren’t available.
>Power Bracelets
Acquired: Fire Mountain
Once Link acquires these seemingly mundane bracelets, he gains the power to
lift huge rocks. (or pigs) You’ll only use them a few times throughout the
game, but they are essential for uncovering the Earth Temple and Savage
Labyrinth. They can also be used to lift and break some cracked rocks.
>Iron Boots
Acquired: Ice Ring Isle
The Iron Boots, now a standard item instead of equipment, have changed since
Ocarina of Time. Instead of letting you sink in water, they now make you much
heavier. (where does Link store them?) Although he walks much more slowly, Link
can now walk directly into powerful wind gusts and activate springboards. They
are essential tools for the Wind Temple.
>Mirror Shield
Acquired: Earth Temple, after defeating the 3 Stalfos
The Mirror Shield replaces your old Hero’s Shield. It has all the same
abilities as its predecessor, but it can also reflect beams of light. You’ll
need it to solve puzzles and defeat enemies in the Earth Temple.
>Hookshot
Acquired: Wind Temple, after defeating Wizzrobe
The Hookshot is similar to the Grappling Hook in function. When fired at
distinctive targets, Treasure Chests, or trees, it will pull you to where it
latched on. Like the Grappling Hook, it’s used to cross gaps and ascend
platforms. In combat, Link can use it to either pull enemies to him or pull
himself to enemies, depending on their size. It can also be used to make some
enemies, like Peahats and Blue Bubbles, vulnerable to attack.
>Light Arrows
Acquired: Ganon’s Tower, after passing through basement maze
Without a doubt Link’s most powerful weapon, these sacred arrows will likely be
the last item you get in the game. They are the only weapon that can defeat
Ganon/Ganondorf, but this isn’t their only use. Get this: Light Arrows can
defeat ANY non-boss enemy (with the strange exception of Cannon Boats) with one
shot. That’s right, everything from a Stalfos to Phantom Ganon to fully armored
Darknuts will dissolve into light with just one shot. Because they consume
twice the magic of Fire and Ice Arrows, save them for the toughest enemies. The
Light Arrows can make many tough challenges, like the Savage Labyrinth or Shark
Island’s Secret Cave, much easier.
>Magic Armor
Acquired: For completing first few steps of Zunari’s trading quest
Although you don’t need the Magic Armor to complete the game, it might be
useful to some. When used, it protects your HP at the constant expense of Magic
power. Use it sparingly in tough battles if you need it. To do the trading
quest to get this item, speak to Zunari at his large counter after beating the
Forsaken Fortress. Answer a few question right, and he gives you a Town Flower
to barter with. By giving the right items to the right Goron traders, you can
buy new items from them, which then appear in Zunari’s shop. You only need to
get 3 or so new items before Zunari gives you the Magic Armor. Use this chart
to help your trading:
+--------------+--------------+--------------+--------------+--------------+
| ITEM | RUPEE VALUE |GREATFISH ISLE| M & C ISLES | BOMB ISLAND |
+--------------+--------------+--------------+--------------+--------------+
|Town Flower |10 Rupees |Sea Flower |Sea Flower |Sea Flower |
+--------------+--------------+--------------+--------------+--------------+
|Sea Flower |20 Rupees |Exotic Flower |Town Flower |Town Flower |
+--------------+--------------+--------------+--------------+--------------+
|Exotic Flower |25 Rupees |Sea Flower |Pinwheel |Sickle Moon |
| | | | |Flag |
+--------------+--------------+--------------+--------------+--------------+
|Pinwheel |55 Rupees |Exotic Flower |Exotic Flower |Sickle Moon |
| | | | |Flag |
+--------------+--------------+--------------+--------------+--------------+
|Big Catch Flag|85 Rupees |Fountain Idol |Sickle Moon |Fountain Idol |
| | | |Flag | |
+--------------+--------------+--------------+--------------+--------------+
|Big Sale Flag |35 Rupees |Hero’s Flag |Big Catch Flag|Hero’s Flag |
+--------------+--------------+--------------+--------------+--------------+
|Hero’s Flag |75 Rupees |Postman Idol |Big Sale Flag |Big Catch Flag|
+--------------+--------------+--------------+--------------+--------------+
|Sickle Moon |40 Rupees |Fountain Idol |Big Catch Flag|Fountain Idol |
|Flag | | | | |
+--------------+--------------+--------------+--------------+--------------+
|Skull Tower |60 Rupees |Fountain Idol |Big Sale Flag |Fountain Idol |
|Idol | | | | |
+--------------+--------------+--------------+--------------+--------------+
|Fountain Idol |60 Rupees |Skull Tower |Big Sale Flag |Sickle Moon |
| | |Idol | |Flag |
+--------------+--------------+--------------+--------------+--------------+
|Postman Idol |100 Rupees |Fountain Idol |Shop Guru |Fountain Idol |
| | | |Statue | |
+--------------+--------------+--------------+--------------+--------------+
|Shop Guru |200 Rupees |Piece of Heart|Postman Idol |Postman Idol |
|Statue | |or Shop Guru | | |
| | |Statue | | |
+--------------+--------------+--------------+--------------+--------------+
-------------------------------------------------------------------------------
8. Pieces of Heart (Piohe)
There are a total of 44 Pieces of Heart hidden around the Great Sea. Once you
collect four, your Heart total goes up by one. (you can view your Pieces of
Heart on the Quest Status Menu) Combined with your starting three Hearts and
the 6 from Dungeons, you can have a total of 20 Heart. Gotta find’em all!
-FORSAKEN FORTRESS PIECE OF HEART-
Requirements: None
This is the first Piece of Heart you can get. It’s found in a chest in a jail
cell in Forsaken Fortress. (A1) From the cell you get thrown in when captured,
run down the hallway and jump down to the first floor. Behind some barrels here
is the switch to open the cell containing the Piece of Heart.
-STAR ISLAND PIECE OF HEART-
Requirements: Bombs
This one isn’t too hard to get. Set sail for Star Island. (A2) Once you land
there, Bomb the large, cracked rock on the island’s southwest “point.” Drop
down the revealed secret cavern. Inside, defeat 3 Magtails, 2 Bokoblin, 2
Shield Bokoblin, and 2 Moblins, in that order. It shouldn’t be too hard. After
you’ve defeated them all, a chest containing the Piece of Heart appears.
-CRESCENT MOON ISLAND PIECE OF HEART-
Requirements: Treasure Chart 11, Grappling Hook
Sail to Crescent Moon Island (A5) and pull up the treasure from Chart 11, which
is found near the beginning of Dragon Roost Cavern.
-SEVEN-STAR ISLES PIECE OF HEART-
Requirements: Boomerang, Grappling Hook
Sail to Seven-Star Isles (A6) and sail around the quadrant, using your
telescope to spot the seagulls warning of a Big Octo in the waters. Defeat the
12-eyed beast as usual, then pull up the Piece of Heart that appears where it
rose.
-SPECTACLE ISLAND PIECE OF HEART-
Requirements: 50 Rupees
Win Salvatore’s fun cannon minigame here at Spectacle Island. (B3) When you do,
“Tetra” hands over the pirate’s “treasure,” a Piece of Heart. Check out the
minigame section for the game specifics.
-WINDFALL ISLAND PIECE OF HEART #1-
Requirements: 10 Rupees
This is the first of many Pieces of Heart you’ll find on Windfall Island, at
A4. To get it, simply win Salvatore’s not-so-fun Squid-Hunt Minigame. Once
again, look at the minigame section.
-WINDFALL ISLAND PIECE OF HEART #2-
Requirements: Lots of Rupees
To get this Piece, win the nighttime auction held at the auction house’s ground
floor by Zunari. The Heart Piece if one of the random prizes; quit and reenter
the auction until it appears. Check out the minigame section for tips on how to
win.
-WINDFALL ISLAND PIECE OF HEART #3-
Requirements: Delivery Bag, must have beaten Forsaken Fortress
When you talk to Maggie, (after she’s rescued from the Forsaken Fortress and
filthy rich) she tells you that she fell in love with Moe, one of her Moblin
captors...0_o Anyway, she gives you a letter to send to her sweetheart. Use
your Delivery Bag to deposit it in the Windfall Postbox, then wait for
tomorrow. (or play the Song of Passing twice) After that, the letter still
hasn’t arrived; Ilari is delivering it personally. Enter the top floor of the
auction house to see him storm out after an argument with Maggie’s postman-
hating father. Follow Ilari to the bar, talk to him, and agree to deliver the
latter for him. You may also want to get his Pictograph now, when it’s easiest.
After that, return to the auction house and give Maggie the letter. She gives
you the Piece of Heart in return.
-WINDFALL ISLAND PIECE OF HEART #4-
Requirements: Must have gotten Picto Box
Speak with Mrs. Marie, owner of the School of Joy. She’s worried about four
delinquent students of hers, who form a gang calling itself the Killer Bees. Go
outside and speak with the little pukes. After bad-mouthing their teacher, they
challenge you to a game of hide and seek, then go run and hide. It’s up to you
to find and catch them all.
* Ivan, the leader, shows off his tree-climbing skills by hiding on top of the
one outside the entry arch. Roll into it, or hit it with the Skull Hammer,
to dislodge him. After miraculously landing unharmed, re runs away. You
can’t sneak up on the Killer Bees like you can with pigs, so roll after them
and try to anticipate where they’re going. After you bump into Ivan, he
admits defeat.
* The second in command Jin is hiding behind Cannon’s shop. Shimmy or across
the ledge you took to witness the robbery to find him. He jumps down and
runs into the field; catch him just like Ivan.
* The thug, Jan, is hiding cleverly. Take the small exit near the stairs to
the auction house’s second floor, but don’t go out onto the arch. Jan is
hiding behind a bush to the left as you exit the square/circle thing. Catch
him, then search for the last one.
* The fourth member, Jun-Roberto, is hiding behind the gravestone Tott dances
in front of.
After you catch all four, they hand over a Piece of Heart to salute your
superior seeking skill. (say that four times fast)
-WINDFALL ISLAND PIECE OF HEART #5-
Requirements: Deluxe Picto Box
To get this Heart Piece, you have to get two residents of Windfall, Anton and
Linda, together. Linda is the blue-haired woman in the orange dress outside the
windmill lobby, and Anton is the orange-haired man found walking around the
island. (not Garrickson) After talking to both of them, take a good color
Pictograph of Linda and show it to Anton. Seeing her helps him make a decision:
he’ll ask Linda out for coffee tomorrow. Use the Song of Passing to go through
a few days, then check out the bar in the daytime. Sure enough, Linda and Anton
are there together, and Linda gives you a Piece of Heart for getting them
together.
-WINDFALL ISLAND PIECE OF HEART #6-
Requirements: 14 Decorative Items
Speak with Sam (the man sitting on the bench near Zunari’s shop) to learn he’s
a member of the Joyous Volunteers. They want to fill Windfall Island with joy,
(or at least glee) but as usual they’re completely incapable of doing anything
themselves. Help Sam out by putting decorative items in each of the 14 holders
outdoors. 3 are near Sam, 2 near Zunari’s counter, 1 between Doc Bandam’s shop
and the auction house, 2 on the path leading from near Pompie and Vera to the
auction house stairs, and 6 on the arch above the Windfall Island main
entrance. Once a decorative item is in every holder, talk to Sam to get a Heart
Piece.
-WINDFALL ISLAND PIECE OF HEART #7-
Requirements: Fire Arrows, Wind Waker
To get this Piece of Heart, you’ll need to get the windmill up and running. At
night, seek out a small ledge leading around the north edge of the windmill, to
the left of the entry door. Walk along this ledge until you reach a hidden
ladder in an alcove. At the top of the ladder, you’ll see a switch. Stand on
it, then use the Wind’s Requiem to change the wind to the northeast. This
should start the windmill turning; if not, experiment with more directions.
Next, go through Salvatore’s Squid-Hunt room, up the stairs to the left, and
out the door. You’ll be on a wooden walkway above the street. Kreeb is here,
watching the night and talking endlessly about the Windmill. Since the windmill
is now turning, continue on past Kreeb and jump onto one of the platforms
attached it. Ride this platform to the top, and as the large unlit lamp faces
you there, shoot a Fire Arrow into it. If you hit the basket of wood in the
middle, the lamp shines again, lighting up the ocean around the Island and
revealing a translucent chest off Cannon’s shop. Ride the Windmill back down
and jump off onto the walkway. Talk to Kreeb, who’s overjoyed that the
lighthouse is working again and hands over a Piece of Heart.
-WINDFALL ISLAND PIECE OF HEART #8-
Requirements: Must have lit lighthouse, Deku Leaf or Hookshot
Another Piece of Heart is contained in the chest you revealed when you lit the
lighthouse. At night, you have two ways of getting it. If you have the
Hookshot, sail out to the small island the chest is on and pull yourself up to
it to claim the Piece of Heart. If you don’t have it, change the wind to south
or southwest and use the Deku Leaf to reach it from Cannon’s shop. Be careful
not to miss the island!
-PAWPRINT ISLE PIECE OF HEART #1-
Requirements: None
At Pawprint Isle (B5) land on the large isle and you’ll notice a strange dome.
Cut aside the grass around it to reveal a tiny entrance you can crawl through,
and then enter the Secret Cave through the hole inside. This cave is filled
with Red Chuchus and grass containing huge amounts of Green Rupees. Though
there are cracked rocks in here, you don’t need Bombs to get this Piece of
Heart. Defeat all the Chuchus in the two rooms you can access and the chest
containing the Heart Piece appears.
-PAWPRINT ISLE PIECE OF HEART #2-
Requirements: Treasure Chart 30, Grappling Hook
Pull up the treasure shown on Chart 30 here to find another Piece of Heart.
-DRAGON ROOST ISLAND PIECE OF HEART #1-
Requirements: Must have sorted over 25 letters for Baito
If you sort 25 letters in the mail sorting minigame a second time for Baito,
his mother will soon send you a letter containing a Piece of Heart. Check out
the postboxes on the following days to claim it.
-DRAGON ROOST ISLAND PIECE OF HEART #2-
Requirements: 20 Golden Feathers
If you give 20 Golden Feather to Hoskit, (the Rito guarding the Chieftain’s
room) he’ll give you an Orange Rupee! Wait, an Orange Rupee!? Don’t worry, he
sends the feathers to his girlfriend, who then sends you a Piece of Heart back.
-DRAGON ROOST ISLAND PIECE OF HEART #3-
Requirements: Must have beaten Forbidden Woods
After getting your second Pearl, you get a letter from the Rito Chieftain from
the next postbox you visit. It contains thanks for helping his son and a Piece
of Heart.
-FLIGHT CONTROL PLATFORM PIECE OF HEART-
Requirements: Deku Leaf, expanded Magic Meter, Wind Waker
If you beat Obli’s record of about 256 yards at the Flight Control Platform,
(B7) you’ll be awarded a Piece of Heart.
-ROCK SPIRE ISLE PIECE OF HEART #1-
Requirements: 950 Rupees, Wallet Expansion, Beedle’s Chart
This Piece of Heart can be bought from Beedle at his special shop ship at Rock
Spire Island (C2) for 950 Rupees. Even though Beedle says he’ll be closing here
in a matter of days, don’t listen; he’s just trying to attract more customers.
-ROCK SPIRE ISLE PIECE OF HEART #2-
Requirements: Bombs, Grappling Hook
If you look around the island with your Telescope, you’ll see two Cannon Boats
somewhere near it. Sink both of them and they should leave Light Rings behind.
Pull up both treasures; one is a Piece of Heart.
-ROCK SPIRE ISLE PIECE OF HEART #3-
Requirements: Treasure Chart 2, Grappling Hook
This Piece is the treasure from Chart 2, attained by giving Maggie’s father 20
Skull Necklaces after he becomes rich. Find it like any other treasure.
-TINGLE ISLAND PIECE OF HEART-
Requirements: Boomerang, Grappling Hook
Seek out the customary circling seagulls and defeat the Big Octo off Tingle
Island (C3) to uncover a Light Ring containing a Piece of Heart.
-THREE-EYE REEF PIECE OF HEART-
Requirements: Treasure Chart 38, Grappling Hook
After getting Treasure Chart 38 in the Windfall Island auction, seek its
treasure, a Piece of Heart, around Three-Eye Reef. (D1)
-GREATFISH ISLE PIECE OF HEART #1-
Requirements: Deku Leaf, Wind Waker
Climb up the spiral path around the larger, circular island to the southeast of
the Greatfish Isle (D2) mainland. (mainlands?) You’ll be at the right place if
there is a Withered Deku Tree on top. Set the wind to the northwest and look to
the central isle. In a small nook/cave about halfway up this isle is a ledge.
On it is a chest containing a Piece of Heart. Use the Deku Leaf to glide to it.
-GREATFISH ISLE PIECE OF HEART #2-
Requirements: Shop Guru Statue
Tot get this Piece of Heart, you have to continue Zunari’s trading quest. If
you give the Wandering Merchant on Greatfish Isle his heart’s desire, (a Shop
Guru Statue from the trading quest) he gives you a Piece of Heart in thanks. To
do the trading quest to get this item, speak to Zunari at his large counter
after beating the Forsaken Fortress. Answer a few question right, and he gives
you a Town Flower to barter with. By giving the right items to the right Goron
traders, you can buy new items from them, which then appear in Zunari’s shop.
Here is a table showing the vital info on the trading quest:
+--------------+--------------+--------------+--------------+--------------+
| ITEM | RUPEE VALUE |GREATFISH ISLE| M & C ISLES | BOMB ISLAND |
+--------------+--------------+--------------+--------------+--------------+
|Town Flower |10 Rupees |Sea Flower |Sea Flower |Sea Flower |
+--------------+--------------+--------------+--------------+--------------+
|Sea Flower |20 Rupees |Exotic Flower |Town Flower |Town Flower |
+--------------+--------------+--------------+--------------+--------------+
|Exotic Flower |25 Rupees |Sea Flower |Pinwheel |Sickle Moon |
| | | | |Flag |
+--------------+--------------+--------------+--------------+--------------+
|Pinwheel |55 Rupees |Exotic Flower |Exotic Flower |Sickle Moon |
| | | | |Flag |
+--------------+--------------+--------------+--------------+--------------+
|Big Catch Flag|85 Rupees |Fountain Idol |Sickle Moon |Fountain Idol |
| | | |Flag | |
+--------------+--------------+--------------+--------------+--------------+
|Big Sale Flag |35 Rupees |Hero’s Flag |Big Catch Flag|Hero’s Flag |
+--------------+--------------+--------------+--------------+--------------+
|Hero’s Flag |75 Rupees |Postman Idol |Big Sale Flag |Big Catch Flag|
+--------------+--------------+--------------+--------------+--------------+
|Sickle Moon |40 Rupees |Fountain Idol |Big Catch Flag|Fountain Idol |
|Flag | | | | |
+--------------+--------------+--------------+--------------+--------------+
|Skull Tower |60 Rupees |Fountain Idol |Big Sale Flag |Fountain Idol |
|Idol | | | | |
+--------------+--------------+--------------+--------------+--------------+
|Fountain Idol |60 Rupees |Skull Tower |Big Sale Flag |Sickle Moon |
| | |Idol | |Flag |
+--------------+--------------+--------------+--------------+--------------+
|Postman Idol |100 Rupees |Fountain Idol |Shop Guru |Fountain Idol |
| | | |Statue | |
+--------------+--------------+--------------+--------------+--------------+
|Shop Guru |200 Rupees |Piece of Heart|Postman Idol |Postman Idol |
|Statue | |or Shop Guru | | |
| | |Statue | | |
+--------------+--------------+--------------+--------------+--------------+
-SIX-EYE REEF PIECE OF HEART-
Requirements: None
Look for a Submarine surrounded by 3 rafts, directly southwest of Six-Eye Reef.
(D4) Sail up and enter it. Inside, you’ll fight a total of 3 Moblin guards, one
by one. There are also some Morths and Chuchus inside the barrels and pots in
the Submarine. After the Moblins are defeated, a ladder drops down. Climb it
and enter the adjacent room to find a chest containing a Piece of Heart.
-THORNED FAIRY ISLAND PIECE OF HEART-
Requirements: Treasure Chart 5, Grappling Hook
After getting Treasure Chart 5 from the basement of the Wind Temple, sail to
Thorned Fairy Island (D7) and pull up the treasure: a Piece of Heart.
-NEEDLE ROCK ISLAND PIECE OF HEART-
Requirements: Hero’s Bow, Hyoi Pear
This Piece is in a chest on Needle Rock Island. (E1) Unfortunately, it’s
surrounded by flames. The switch to get rid of the flames is in a Kargaroc nest
on top of Needle Rock, but obviously you can’t get there. Use a Hyoi Pear to
take control of a seagull and hit the switch to get rid of the flames. You’ll
probably want to shoot some of the Kargarocs with the Hero’s Bow before
attempting this.
-STONE WATCHER ISLAND PIECE OF HEART-
Requirements: Bombs
Sail over to the Sea Platform in this quadrant. (E3) Destroy all 8 of its
cannons to make a chest containing a Piece of Heart appear on the Platform.
Remember to stay underneath the platform so the cannons can’t hit you.
-BOMB ISLAND PIECE OF HEART #1-
Requirements: Bombs
Bomb the large boulder on top of Bomb Island (E6) to uncover a Secret Cave.
Drop down into it to find a lava-filled secret cavern. In the first room, stun
a Magtail with the Grappling Hook as it rears up to attack you, then pick it up
and place it on the switch to open the door. Run through to the next room. In
here, walk along the short, narrow pathway to the left. Be careful not to fall
into the lava! Hit the switch at the end of the path to extinguish two rings of
fire on a nearby path, then carefully walk back and head along the longer path
to a large, open area. More Magtails attack you here. Stun them as before, but
make sure there is plenty of room behind them so they don’t roll into the lava
when you do. Once one is stunned, pick it up and throw it between either pair
of torches on the edges of the area, into the rock of fire beyond. If you threw
the Magtail right, it depresses a switch inside the ring and stays stunned for
the rest of your time here. If you miss, try again. Once both switches are
pressed, one more ring of fire goes out. Run along the narrow path to it and
open the chest to claim a Piece of Heart.
-BOMB ISLAND PIECE OF HEART #2-
Requirements: Treasure Chart 20, Grappling Hook
After getting Treasure Chart 20 from a hidden door in the basement of the Earth
Temple, seek out the Piece of Heart treasure at Bomb Island.
-DIAMOND STEPPE ISLAND PIECE OF HEART-
Requirements: Treasure Chart 23, Grappling Hook
Use under 20 shots in Salvatore’s Squid-Hunt minigame in Windfall Island, then
get a Piece of Heart from it at Diamond Steppe Island. (F1)
-SOUTHERN FAIRY ISLAND PIECE OF HEART-
Requirements: Treasure Chart 4, Grappling Hook
Buy Treasure Chart 4 from Beedle for 900 Rupees at Rock Spire Island, then go
to Southern Fairy Island (F4) and pull up the treasure: a Piece of Heart.
-FOREST HAVEN PIECE OF HEART #1-
Requirements: Treasure Chart 31, Grappling Hook
Kamo gives this Chart to you after you show him a good Pictograph of the full
moon. After you get it, pull up a Piece of Heart at Forest Haven. (F6)
-FOREST HAVEN PIECE OF HEART #2-
Requirements: Empty Bottle, Ballad of Gales
After the Korok’s annual ceremony, you’ll see 8 of them fly off to plant seeds
of new Deku trees on faraway islands. As you continue exploring (or talk to the
Deku Tree), you’ll find these trees aren’t doing so well. The only thing that
can help them grow is the water flowing through Forest Haven. Water from the
same filling, to be precise. Forest Water can be used as many times as
necessary, but it becomes ordinary water in only 20 minutes. You’ll have to
plan out the route to take in order to take to water all 8 trees in 20 minutes.
If you spoke with the Deku Tree, he marks all 8 trees on your Sea Chart. Here
is the route I took to finish with over 7 minutes left. (beating the Prima crew
by 2 minutes)
1. Cliff Plateau Isles (F7)
After filling your Bottle with Forest Water, exit the Haven and left the river
carry you down near your boat. Jump in, change the wind, and sail directly east
to Cliff Plateau Isles. Climb onto the smallest isle, jump across a few more
rocks, and fall down into the Secret Cave. Check out the Secret Cave section to
see how to clear it. After exiting the Cave, the first withered Deku tree is
nearby. Water it and jump back down to your boat.
2. Shark Island (F3)
Warp to Southern Fairy Island next, then sail west to Shark Island. This
withered Deku tree is much easier to reach; I think it’s around the island’s
“tail,” near the Iron Boots switch.
3. Greatfish Isle (D2)
Warp directly to Greatfish Isle for this one. The tree is on top of the
corkscrew island you glided from to reach a Piece of Heart, one of the closer
islands to you when you arrive.
4. Needle Rock Isle (E1)
After that, sail southwest to Needle Rock Isle. This tree is near the chest
containing a Piece of Heart.
1. Private Oasis (E5)
Warp to the Tower of the Gods and sail south. This tree is to the right of your
pool.
2. Eastern Fairy Island (C5)
Warp back to the Tower of the Gods and sail north next. This tree should be
easy to find.
3. Mother & Child Isles (B2)
Since warping directly to Mother & Child Isles takes you inside them, warp to
Tingle Island and sail northwest. The tree is on Child Isle.
4. Star Island (A2)
Next, sail directly north to Star Island. Water the final tree here to complete
the quest.
Regardless of which tree you water last, it grows to be huge, and a Piece of
Heart appears in its branches and drops down for you.
-OUTSET ISLAND PIECE OF HEART #1-
Requirements: Hero’s Sword and Shield
After beating the Forbidden Woods, return to Outset Island (G2) and visit Orca.
He’ll challenge you to a combat training exercise. Obviously, you have to take
him up to get anything. Check out the minigame section for tips on how to score
at least 500 points and get a Piece of Heart from him.
-OUTSET ISLAND PIECE OF HEART #2-
Requirements: Power Bracelets, All-Purpose Bait
If you talk to Abe, (or read the Wild Pig figurine) you’ll learn that his giant
black porcine loves to dig. “Borrow” it by picking it up with your Power
Bracelets and walk it over to the other side of the island, near Mesa’s house.
You’ll notice a black patch of dirt in the corner between the short ledge below
his weed garden and the sheer cliff. Put the pig down near it (maybe in the
corner?) and while it’s near the patch, face the center of it and sprinkle some
All-Purpose Bait on it. If everything worked, the pig digs up a Piece of Heart.
-OUTSET ISLAND PIECE OF HEART #3-
Requirements: Deku Leaf, Power Bracelets, Mirror Shield
Without a doubt, this Heart Piece will be the hardest-earned (and most fun to
get) in the game. To get it, you’ll have to gain entry to the Savage Labyrinth,
the entrance to which is on a high plateau behind your Grandma’s house on
Outset Island. There are two ways to reach the cliff. The first is to climb to
the top of Outset’s eastern island. The Old Man Ho-Ho on top is looking
directly at the cliff. Set the wind to the west and jump off the rock on top,
that you use to reach the other side of the broken bridge. Instead, use the
Deku Leaf to float around the right side of the mountain, ending up on the
ledge. The other way is more direct, but can’t be used until later. Climb up to
the rock behind your Grandma’s house and use the Hookshot on the palm tree high
above on the ledge to get up. Either way, use the Power Bracelets to remove the
nearby stone head and drop down the now-exposed hole into the Savage Labyrinth.
This Secret Cave is big (and hard) enough to merit its own section; check it
out for more info. You’ll have to reach the 51st and final floor to find this
Piece of Heart.
-HEADSTONE ISLAND PIECE OF HEART #2-
Requirements: Hyoi Pear
Stand on the rocky beach at Headstone Island (G3) and use a Hyoi Pear to
control a seagull. In case you didn’t know, anything a seagull picks up
automatically goes to you. Fly the seagull over the very top of Headstone
Island, where a Piece of Heart waits.
-ANGULAR ISLES PIECE OF HEART #1-
Requirements: None
Sail to the bizarre Angular Isles at C5 to find an easy to get Piece of Heart.
Sail around the larger isle and climb onto the small part of it. Climb up a few
blocks and walk around until you find a movable block and matching groove. Pull
it out halfway, then use it to climb up to another floor of blocks above it.
Push the next movable block you find off a ledge, onto the first floor. Jump
down and move it around here so it falls into a square recess. Climb up it and
to a higher level. You’ll soon find two blocks stacked on each other. Pull the
bottom one of halfway and climb up both of them. Keep climbing, and at the top
of the isle is a Piece of heart.
-ANGULAR ISLES PIECE OF HEART #2-
Requirements: Treasure Chart 15, Grappling Hook
Pull this Piece up at Angular Isles using the Treasure Chart found on the third
floor of the Forbidden Woods.
-FIVE-STAR ISLES PIECE OF HEART #1-
Requirements: None
In the extreme southeast of the Great Sea, south of Five-Star Isles, (G7)
you’ll find a submarine. Enter it and jump down to fight some Keese and
Bokoblin. After they’re defeated, climb the ladder that lowers and get the
Piece of Heart.
-FIVE-STAR ISLES PIECE OF HEART #2-
Requirements: Treasure Chart 33, Grappling Hook
This Piece is the treasure of Chart 33, which you get by showing Minenco a good
color Pictograph of herself.
------------------------------------------------------------------------------
9. Charts (Chrts)
There are three types of Charts to be found in The Wind Waker. To access your
charts, press Y on the Sea Chart screen. Treasure Charts, when opened, cause a
large ring of light to appear near an island pictured on the chart. If you have
the island mapped, use the miniaturized Sea Chart to match the shape if the
island. Once you know which island the treasure is near, go to it and use the
Treasure Chart to navigate you to the precise spot. The treasure can be a
Silver Rupee, Piece of Heart, or Specialty Chart. Triforce Charts work just
like normal charts, but they must be decoded by Tingle for the downright silly
price of 398 Rupees. There are 8, and each one leads to a piece of the Triforce
of Courage. Specialty Charts show the locations of miscellanious objects like
Great Fairies, Beedle’s Shop Ships, or Secret Caves.
>TREASURE CHARTS
-TREASURE CHART 1-
Requirements: Boomerang, Deku Leaf
Chart Location: Forbidden Woods (F6)
Treasure Location: Private Oasis (E5)
Treasure: Silver Rupee
This chart is found in a large room in the basement of the Forbidden Woods. The
Dungeon Map and Compass greatly help in locating it. Once you’re in, use the
Boomerang to clear the way across some platforms. Fight and jump to the
opposite side of the room, where one of the Boko Babas leaves a Baba Bud
behind. Use it to launch yourself up to a ledge and jump onto a gondola. Use
the Deku Leaf to blow the wind switches and go back to the south side of the
room. On a ledge above where you came in is a bomb flower. Pick a bomb, (any
bomb) jump onto the gondola, and throw the bomb from there into the funnel-like
tree stump on the center of the room. It should slide down in and blow up a
vined flower on top of a chest inside the stump. Jump onto the funnel from the
gondola; you’ll slide down on top of the chest. Inside is Treasure Chart 1.
Escape the stump by crawling through a small opening on the northwest side of
it.
-TREASURE CHART 2-
Requirements: 20 Skull Necklaces, must have beaten Forsaken Fortress
Chart Location: Windfall Island (B4)
Treasure Location: Rock Spire Isle (C2)
Treasure: Piece of Heart
This Chart isn’t very hard to get. After Maggie’s father becomes rich, give him
at least 20 Skull Necklaces. (by “using” them in front of him) In return, he’ll
give you Treasure Chart 2.
-TREASURE CHARTS 3-
Requirements: Deku Leaf
Chart Location: Forest Haven (F6)
Treasure Location: Eastern Fairy Island (C5)
Treasure: Silver Rupee
This chart is found on the small, tall, circular and inaccessible island
southeast of Forest Haven. There are two places to glide to it; make sure the
wind is set accordingly. The first is the hanging ledge you started your
journey to the Forbidden Woods from. The other is the top of the second Grapple
point along the river leading into Forest Haven, just before the second River
Octorok. Stop swinging, climb the rope, and glide to the island. These chest is
on it. You’ll want to glide back to your boat after that, or you risk drowning.
-TREASURE CHART 4-
Requirements: 900 Rupees, Beedle’s Chart, first Wallet Expansion.
Chart Location: Rock Spire Isle (C2)
Treasure Location: Southern Fairy Island (F4)
Reward: Piece of Heart
This Chart is bought from the helmet-wearing Beedle at Rock Spire Isle for 900
Rupees. Don’t worry about the time limit on his shop; he’s only trying to
attract publicity.
-TREASURE CHART 5-
Requirements: Hookshot, Iron Boots
Chart Location: Wind Temple (A4)
Treasure Location: Thorned Fairy Island (D7)
Treasure: Piece of Heart
This Chart is found in a circular room in the lower basement of the Wind
Temple, under the fan in the central room. Once you’re there, go into the room
east of it and you’ll be there. After defeating the Stalfos and Wizzrobe in
this room, get to work pulling down the stone heads scattered around the walls
from the top of the room down. To do it, try to Hookshot onto them while
wearing the Iron Boots, and don’t stand in front of them! Two of the heads hide
Bokoblin. Defeat both Bokoblin (you may need the Hero’s Bow) and a chest
containing Treasure Chart 5 materializes.
-TREASURE CHART 6-
Requirements: Hero’s Bow
Chart Location: Tower of the Gods (D5)
Treasure Location: Six-Eye Reef (D4)
Treasure: Silver Rupee
This Chart is in a hidden alcove in the room found the Tower of the Gods
Compass in. In case you forgot, it’s the room through the northwest exit of the
water-filled dungeon lobby. When you enter it and after beating the Red Bubble,
look above the far wall to see an eye switch. Shoot it with an arrow and the
secret alcove is revealed. Open the chest to get Treasure Chart 6. You’ll have
to defeat a few Armos after that, however.
-TREASURE CHART 7-
Requirements: None
Chart Location: Windfall Island
Treasure Location: Star Island (A2)
Treasure: Silver Rupee
To get Treasure Chart 7, simply win the Squid-Hunt minigame on Windfall Island
a second time.
-TREASURE CHART 8-
Requirements: Deku Leaf; Bombs recommended
Chart Location: Horseshoe Island (G1)
Treasure Location: Western Fairy Island (C1)
Treasure: Silver Rupee
Before sailing directly to Horseshoe Island to claim this Chart, it’s HIGHLY
recommended you defeat the nearby Cannon Boat first to prevent anything bad
from happening. After that’s taken care of, land on Horseshoe’s southeastern
shore. To get to the top cliff of Horseshoe Island, you’ll have to play a game
of golf. Yes, golf. Deku golf, that is. As you try to walk along the island’s
ramping surface, vines periodically rise out of the ground to block your way.
To get rid of them, you’ll have to get a Deku Nut into the hole under the flag
up ahead. Grab a Deku Nut and throw it at the flag. Hopefully it will go in. If
not, try again or reposition it with the Deku Leaf. Once it falls into the
hole, it hits a switch to drop the vines. Repeat this again on a narrower part
of the walkway, and only one Deku Nut. The last Nut starts out beyond the
vines, and the ledge is narrow. You’ll have to rely solely on your Deku Leaf to
get it in; line up a good shot. It might take many tries, and you only have
until the Deku Nut dries out, rots, and falls apart. Once you beat all three
holes, continue up to the top of the island and drop into a Secret Cave behind
Old Man Ho-Ho. Inside, defeat a Mothula and 2 Wingless Mothulas to create a
chest containing Treasure Chart 8. When you exit the cave, you’ll probably want
to get Treasure Chart 28 while you’re here.
-TREASURE CHART 9-
Requirements: None
Chart Location: Crescent Moon Island (A5)
Treasure Location: Horseshoe Island (G1)
Treasure: Silver Rupee
This Chart is in a Submarine off Crescent Moon Island. If you can’t locate it,
the island’s Old Man Ho-Ho is staring intently at it. When you board the
Submarine, you’re assaulted by 4 waves of Miniblin. After you defeat each, a
torch above the far end of the Submarine lights up. Once all four waves are
defeated, climb the ladder to the Treasure Chart.
-TREASURE CHART 10-
Requirements: None
Chart Location: Crescent Moon Island (A5)
Treasure Location: Tingle Island (C3)
Treasure: Silver Rupee
This Treasure Chart is a cinch to get. Land on rocky Crescent Moon Island; the
chest containing the Chart is sitting out in the open, waiting to be opened.
-TREASURE CHART 11-
Requirements: None
Chart Location: Dragon Roost Cavern (B6)
Treasure Location: Crescent Moon Island (A5)
Treasure: Piece of Heart
This Chart is in an off-circular room in the southern part of the second floor
of Dragon Roost Cavern. You’ll notice a plinth with two torches on the room’s
west side. Use a Boko stick from one of the Bokoblin in the room to light the
unlit one, and a chest containing this Chart appears in between.
-TREASURE CHART 12-
Requirements: Boomerang highly recommended
Chart Location: Earth Temple (G3)
Treasure Location: Five-Eye Reef (F2)
Treasure: Silver Rupee
This Treasure Chart is in the basement of the Earth Temple, in the Floormaster-
filled room west of the basement’s “hub” room. After navigating through the fog
and Floormasters to get the Small Key and disable the fog, defeat all 6 of them
to make the chest with this Chart appear. Remember to lock onto and stun the
Floormasters as soon as they extend to keep them from grabbing you; be very
cautious!
-TREASURE CHART 13-
Requirements: Cannon, Deku Leaf, Wind Waker, must have beaten Forsaken Fortress
Chart Location: Two-Eye Reef (G4)
Treasure Location: Overlook Island (A7)
Treasure: Secret Cave Chart
To get this Chart, use your cannon to clear out the Cannon Boats and wall-
mounted cannons in Two-Eye Reef. Once they’re all blasted away, a chest
containing the Chart appears on one of the Reef’s “eyes.” Get to the highest
part of the reef’s square edge, set the wind accordingly, and use the Deku Leaf
to glide to the chest.
-TREASURE CHART 14-
Requirements: Boomerang highly recommended
Chart Location: Headstone Island (G3)
Treasure Location: Tower of the Gods (D5)
Treasure: Silver Rupee
Use your Telescope to seek out a Submarine north of Headstone Island. When you
find and enter it, you somehow appear directly above the battle pit, giving you
no time to prepare. You’re thrust directly into a Bombchu-infested bomb field.
Obviously, this fight will be filled with explosions galore. Keep moving around
and quickly lock onto Bombchus as you destroy them with the Boomerang. Don’t
try to use your sword, or you’ll likely strike some Bomb Flowers. After you
defeat all the Bombchus, the flames blocking the entry ladder go out, and a
second ladder to the exit drops. In the next room is the Chart.
-TREASURE CHART 15-
Requirements: Boomerang, Deku Leaf
Chart Location: Forbidden Woods (F6)
Treasure Location: Angular Isles (G5)
Treasure: Piece of Heart
This Treasure Chart, like Chart 1, is found in the Forbidden Woods. You’ll need
the Boomerang to get it. It’s on the highest floor of the tall room just after
the Dungeon’s entry room. The best way to reach it is take a Warp Jar to the
first room. Continue to the second room, then use the Deku Leaf and Boko Buds
to ascend to the heights of the room. Try to reach the northeast side of the
highest floor. Once there, use the Baba Bud to float to the room’s southwest
side. On this ledge, use the Boomerang to cut off the flower on top of the
chest containing Treasure Chart 15.
-TREASURE CHART 16-
Requirements: Hero’s Bow
Chart Location: Seven-Star Isles (A6)
Treasure Location: Shark Island (F3)
Treasure: Silver Rupee
This chest is attained on the triple Sea Platform near Seven-Star Isles. When
you climb to the top, some special, white-robed Wizzrobes attack. You’ll need
your Bow to defeat them; they often appear floating on air. You’ll fight two
one at a time, then 2 at a time. (I think) Once you defeat all three waves, the
chest containing the Chart appears. Two chests containing Red Rupees also
appear.
-TREASURE CHART 17-
Requirements: None
Chart Location: Spectacle Island (B3)
Treasure Location: Ice Ring Isle (F5)
Treasure: Silver Rupee
This Chart is won from Salvatore by winning the Cannon Minigame a second time.
Check out the Minigames section for some tips.
-TREASURE CHART 18-
Requirements: Rupees
Chart Location: Windfall Island (B4)
Treasure Location: Windfall Island (B4)
Treasure: Green Rupee
This chart is one of the two you can purchase in the nightly Windfall Auction.
(check out the Minigame Section) Conveniently enough, both the Chart and the
Treasure are found at Windfall Island. Wait, the Treasure is... *reads Prima
Guide* A GREEN RUPEE!?!? Those tight-fisted Hylians! Curse them to the bottom
of the Great Sea! Wait...
-TREASURE CHART 19-
Requirements: Bombs, Deku Leaf, Wind Waker, must have beaten Forsaken Fortress
Chart Location: Four-Eye Reef (B1)
Treasure Location: Flight Control Platform (B7)
Treasure: Island Hearts Chart
To get this Chart, conquer Four-Eye Reef with your cannon as you did Two-Eye
Reef (see my Objects section) to make the chest appear. Climb to the highest
part of the Reef’s edge, set the wind, and glide to the chest as before.
-TREASURE CHART 20-
Requirements: Bombs or Boomerang
Chart Location: Earth Temple (G3)
Treasure Location: Bomb Island (E6)
Treasure: Piece of Heart
This Chart is found in a hidden chamber in the deepest reaches of the Earth
Temple. Spooky, huh? To find it, look for some Sun Spots in the giant light
puzzle room in the Dungeon’s second basement. Sometime during the puzzle, shine
light on these spots to dissolve the wall around them and reveal a short
passage to a hidden door. I think the passage may also dissolve automatically
when you solve the light puzzle to illuminate the room. Either way, you’ll find
a ledge and a pit lined by 3 stone coffins in this room. Each contains a
Stalfos. Shine light on them (either by standing Medli in the light and using
the Command Melody, or doing it with the Mirror Shield and jumping down if
you’ve beaten the Dungeon) to open the crypts. You probably won’t want to fight
them all at once, unless you want a good challenge. Defeat them however you
want; regardless, after all 3 Stalfos are dead (again) a chest containing
Treasure Chart 20 appears.
-TREASURE CHART 21-
Requirements: Bombs, Deku Leaf, Wind Waker, must have beaten Forsaken Fortress
Chart Location: Cyclops Reef (D3)
Treasure Location: Cyclops Reef (D3)
Treasure: Light Ring Chart
As usual with reefs, use your cannon to destroy the wall-mounted cannons and
Cannon Boats to make them chest appear, then float to it with the Deku Leaf
after setting the wind. Conveniently enough, the treasure of this Chart, the
Light Ring Chart, is also at Cyclops Reef.
-TREASURE CHART 22-
Requirements: Boomerang recommended
Chart Location: Northern Fairy Island (A3)
Treasure Location: Spectacle Island (B3)
Treasure: Silver Rupee
Use the Telescope to look around Northern Fairy Island for a Submarine and
enter it. As usual, this Submarine’s challenge is unique. You actually don’t
have to fight to beat this Submarine, just navigate over some torches to swing
to the other end. If you mess up and fall, you’ll have to fight a total of 5
patrolling Moblins; you may want to dispatch them before trying to swing
across. As usual, Treasure Chart 22 is in the far room.
-TREASURE CHART 23-
Requirements: None
Chart Location: Windfall Island
Treasure Location: Diamond Steppe Island
Treasure: Piece of Heart
To get this chest, set a new high score at Salvatore’s Squid-Hunt minigame (you
have to beat 20 shots). This isn’t easy; check out my minigame guide. I was
only able to win using 17 shots because the 4 and 2-square squids were lined
up; this game is all about luck and a small amount of practice; it’ll take you
many, many tries to beat the record. Once you FINALLY manage to beat the
record, Salvatore hands over the Chart.
-TREASURE CHART 24-
Requirements: Deku Leaf, Wind Waker, Deluxe Picto Box
Chart Location: Windfall Island
Treasure Location: Northern Fairy Island (A3)
Treasure: Silver Rupee
To get this chart, you’ll need to address Pompie and Vera’s gossiping problem.
Start by standing on the wooden railing on top of the stairs leading to the
auction house’s upper floor. Set the wind to the northeast and glide over to a
wooden balcony above Lenzo’s shop. Enter the door, and you’ll be in the back
room of Lenzo’s gallery. The two chests on the far side of the hall contain
Treasure Chart 29 and a Purple Rupee. After getting both treasures, enter the
crawlspace between the chests. After a long, long crawl, you’ll emerge from a
picture frame above the bottom of his stairs. Clever... Very clever... Anyway,
drop down and look to the left. Near Lenzo’s door, he seems to be having a
conversation with Minenco about Pictography. Take a good color Pictograph of
them talking, but don’t approach them or you’ll get caught. Once you manage
this, show the Pictograph to Pompie or Vera. From the Pictograph, they somehow
realize the rumors they’ve been spreading about the two were false. For setting
them straight, they hand over Treasure Chart 24.
-TREASURE CHART 25-
Requirements: Fire Arrows, Deku Leaf, Boomerang recommended
Chart Location: Cliff Plateau Isles (F7)
Treasure Location: Forsaken Fortress (A1)
Treasure: Silver Rupee
This Treasure Chart is in a chest on the highest cliff-plateau of Cliff Plateau
Isles. After landing on the smallest rock, jump over some more rocks, passing a
Postbox, until you reach a Secret Cave. Drop down to enter into one of the more
unusual Secret Caves. The first part of the cave is a large series or ponds
with large, floating platforms on them. Jump from the hanging ramps on these
platforms to get from one of the next; use the Deku Leaf if necessary. You can
also use it to blow blasts of air at the leaves attached to the platforms to
rotate them. Lastly, there are Rupees on the platforms of Green, Blue, or
Yellow. What you want to do is reach the solid ground above the highest tier of
floating platforms. (and maybe gather some Rupees) Once here, explore the lower
area if you want to find some Boko Babas, but then go to the bottom of the ramp
to the right. Some thorned vines spring up around you, but you can squeeze
through them unharmed by keeping to the left side of the nearby tree trunk.
There should be a Boko Baba just beyond this; defeat it and a Baba Bud pops
out. It can pop you up to the tops of the two tree trunks dominating this part
of the Cave. Fly up to the one to the left. (when approaching them from the
floating platforms) Once there, get out to the edge of the walkway on it and
drop off. You should be able to land next to a small chest containing a Joy
Pendant, surrounded by vines. After you get it some vines disappear; go back
and return to the tree trunks. On the one you dropped off of, shoot the
boarded-up opening ahead with a Fire Arrow and float to it with the Deku Leaf.
Once you get there, exit the Cave through the light beam to get to the highest
plateau, where the Treasure Chart waits.
-TREASURE CHART 26-
Requirements: Bombs, Deku Leaf, Wind Waker, must have beaten Forsaken Fortress
Chart Location: Six-Eye Reef (D4)
Treasure Location: Northern Triangle Island (C4)
Treasure: Octo Chart
This chest/Chart is found at Six-Eye Reef the same as at any other Reef.
-TREASURE CHART 27-
Requirements: Hookshot
Chart Location: Private Oasis (E5)
Treasure Location: Star Belt Archipelago (C7)
Treasure: Silver Rupee
At your Oasis, walk around the porch of your private cabana to the back. You
should see a plateau/spring the water is coming from with a palm tree above it.
Hookshot up to the tree. Carefully walk along the edge of the spring; the chest
containing Chart 27 is on the far end.
-TREASURE CHART 28-
Requirements: Deku Leaf, Wind Waker, Bombs recommended
Chart Location: Horseshoe Island (G1)
Treasure Location: Needle Rock Isle (E1)
Treasure: Silver Rupee
This Chart is best attained directly before or after getting Treasure Chart 8.
After getting past all three holes of Deku golf, set the wind east or northeast
and float out to the tall rock in the middle of the horseshoe. The chest
containing Chart 28 is here.
-TREASURE CHART 29-
Requirements: Deku Leaf, Wind Waker
Chart Location: Windfall Island (B4)
Treasure Location: Mother & Child Isles (B2)
Treasure: Silver Rupee
This Chart is found in a chest in Lenzo’s back room, midway through your quest
for Treasure Chart 24. Start by standing on the wooden railing on top of the
stairs leading to the auction house’s upper floor. Set the wind to the
northeast and glide over to a wooden balcony above Lenzo’s shop. Enter the
door, and you’ll be in the back room of Lenzo’s gallery. The two chests on the
far side of the hall contain Treasure Chart 29 and a Purple Rupee.
-TREASURE CHART 30-
Requirements: Bombs, Wind Waker
Chart Location: Tower of the Gods (D5)
Treasure Location: Pawprint Isle (B5)
Treasure: Piece of Heart
To get this Chart, head to the giant scale room north of the “hub” room for the
Tower of the Gods’ second floor. There should be a cracked wall on the west
side of this room, above the pool. Stand on a scale (without and Armos to
balance you so it lowers) and throw Bombs at the wall. If you throw them too
early, they’ll splash harmlessly into the water; too late and they’ll blow up
in your hands. You’ll need precise timing to pull it off. For a start, throw
the Bomb as it starts expanding and flashing rapidly, and adjust your timing
from there. Jump down and enter the door behind. In room, you’ll notice two
massive Armos statues. Ignore them for now and play the Wind’s Requiem on the
Win Crest ahead. This summons the chest containing Treasure Chart 30, and
brings the two Armos Knights to life! As soon as they start charging, lock onto
one and keep moving to stay a short distance away from it. Once the Armos
Knight opens its mouth, throw a Bomb into it from relatively close up. It
explodes and kills the Armos. Strafe out of the way from its suicide charge,
then repeat for the other Knight. After they’re both done for, take the Chart.
-TREASURE CHART 31-
Requirements: Deluxe Picto Box, Wind Waker recommended
Chart Location: Windfall Island (B4)
Treasure Location: Forest Haven (F6)
Treasure: Piece of Heart
Talk to Kamo on Windfall Island (the brown-haired young man sitting on the
stairs near the Auction House) to learn that he’s emotionally distraught and
unstable. Cool, huh? He says that you can only help him if you understand him
(he fails to mention you need years of psychiatric training) and asks you to
bring a picture of something “perfectly round and pale.” (no, it’s not a
Beamos’ eye) Play the Song of Passing on a high-up area on Windfall until the
full moon is in the sky, then get a color Pictograph of it. Show it to Kamo and
he hands over Chart 31.
-TREASURE CHART 32-
Requirements: Bombs, Deku Leaf, Wind Waker, must have beaten Forsaken Fortress
Chart Location: Three-Eye Reef (D1)
Treasure Location: Boating Course (G6)
Treasure: Sea Hearts Chart
AS with all the Reef Charts, blow up all the cannons in Three-Eye Reef to make
the chest appear, then set the wind and glide to it from the Reef’s square
wall.
-TREASURE CHART 33-
Requirements: Deluxe Picto Box
Chart Location: Windfall Island (B4)
Treasure Location: Five-Star Isles (G7)
Treasure: Piece of Heart
In case you didn’t know, Minenco (the middle-aged woman standing outside Doc
Bandam’s Shop) was named Miss Windfall Island... 40 years ago. She’s still
concerned about her looks, though. Take a good Color Pictograph of Minenco and
show it to her; she rewards you with Treasure Chart 33 for making her feel so
good about herself.
-TREASURE CHART 34-
Requirements: None
Chart Location: Varies
Treasure Location: Eastern Triangle Island (D6)
Treasure: Silver Rupee
This Chart is given to you by the peculiar Salvage Corp. when you first talk to
them. They are found in many places around the Great Sea, but Pawprint Isle
(B5) and Eastern Triangle Isle (D6) are two of the easiest places to look.
-TREASURE CHART 35-
Requirements: Iron Boots
Chart Location: Wind Temple (A4)
Treasure Location: Islet of Steel (E2)
Treasure: Silver Rupee
To get this Chart, head for the room in the Wind Temple just south of the giant
fan room, in the basement. (the one with the 5 cracked tiles) Although you only
have to go through one of the holes (preferably the second from the right) to
get the Small Key here, you can fall down all 5 holes and defeat all 5 sets of
enemies to make Treasure Chart 35 appear on the raised area of the room. From
left to right, the enemies are:
1st Tile: 4 Green Chuchus
2nd Tile: 4 Armos
3rd Tile: 2 Floormasters
4th Tile: Nothing
5th Tile: 4 Red Chuchus
-TREASURE CHART 36-
Requirements: Fire Arrows
Chart Location: Ice Ring Isle (F5)
Treasure Location: Bird’s Peak Rock (E7)
Treasure: Silver Rupee
After defrosting Ice Ring Isle by shooting the dragon head’s mouth with a Fire
Arrow and getting the Iron Boots, look on the Isle’s south coast for a treasure
chest encased in ice. Shoot this ice with a Fire Arrow and open the chest;
Treasure Chart 36 is inside.
-TREASURE CHART 37-
Requirements: Bombs, Boomerang recommended
Chart Location: Rock Spire Isle (C2)
Treasure Location: Fire Mountain (C6)
Treasure: Silver Rupee
This Chart is a reward for beating Rock Spire Isle’s Secret Cave. The Cave’s
entrance is on the highest spire on the Isle’s southwest side. Unfortunately,
you’ll have to get to it by hopping across some other spires, which
conveniently happen to be covered by cracked boulders. It seems like you have
to start at the northeast and use proper timing to Bomb your way across, but
don’t be fooled. Pull up on the KoRL on either side of the Isle, get out your
cannon, and blow up each of the rocks. Once they’re all gone, come ashore and
jump across to the Cave entrance. (by the way, don’t bother with the small,
shorter spire on the southeast side of the Isle; nothing is under it)
Once you get inside, check out the darkened cave. Oh, it’s one of those “light
the torches to get something” deals! Grab a Boko Stick from the pot, light it
on one of the torches near the light beam, and light the two unlit ones with
it. Get ready for a shock; you’re rewarded by being assaulted by a ridiculously
insane amount of Keese! Rapidly L-target a Keese and tap the ‘Rang button; keep
up this cycle at a feverish pace until the Keese are dead. Expect to take some
damage from the flying horde. After all the Keese are dead, the chest
containing Treasure Chart 37 appears.
-TREASURE CHART 38-
Requirements: Rupees
Chart Location: Windfall Island (B4)
Treasure Location: Three-Eye Reef (D1)
Treasure: Piece of Heart
Like Treasure Chart 18, Chart 38 can be bought in the Windfall Auction. It
provides a much better reward than its counterpart, though. Remember, if you
can’t find what you want, press B to quit the Auction and then reenter.
-TREASURE CHART 39-
Requirements: Grappling Hook
Chart Location: Dragon Roost Cavern (B6)
Treasure Location: Dragon Roost Island (B6)
Treasure: Silver Rupee
The room with this Chest is found early in the Dragon Roost Cavern, but it
can’t be claimed the first time you pass through. After passing through the
Dungeon’s first room, go through the small atrium with the skulls, into the
giant magma cavern. Turn left and go through the door up ahead. In here, look
for a lava-filled passage branching out to the right early in the room. Face it
and look up to see a Grappling point. Use the Grappling Hook to cross it and
get Treasure Chart 39 on the other side. Conveniently enough, the treasure from
this chart is located in the waters just outside the Dungeon.
-TREASURE CHART 40-
Requirements: Bombs, Deku Leaf, Wind Waker
Chart Location: Southern Fairy Island (F4)
Treasure Location: Headstone Island (G3)
Treasure: Silver Rupee
Search out three Sea Platforms in a triangle formation southeast of Southern
Fairy Island. Sail underneath one of the two with a ladder and take out its
cannons, then repeat with the other one. This causes two Treasure Chests to
appear on the third ladder-free Platform. Climb up onto either of the first
two. After clearing out their pots and Bokoblin Pirates, set the wind towards
the last platform and glide to it with the Deku Leaf. The chests you created
here contain Treasure Chart 40 and a small reward.
-TREASURE CHART 41-
Requirements: Bombs, Deku Leaf, Wind Waker, must have beaten Forsaken Fortress
Chart Location: Five-Eye Reef (F2)
Treasure Location: Four-Eye Reef (B1)
Treasure: Great Fairy Chart
This Chart is found in Five-Eye Reef. Painstakingly conquer it as you did the
other Reefs, set the wind, and glide to the treasure chest from the Reef’s
edge. Unlike with other Reefs, you’ll first have to glide to an empty “eye”
from the edge before resetting the wind and actually getting the Chart.
>TRIFORCE CHARTS
-TRIFORCE CHART 1-
Requirements: Bombs, Wind Waker
Chart Location: Islet of Steel (E2)
Shard Location: Greatfish Isle (D2)
The first Triforce Chart is inside the metallic Islet of Steel. When you near
it, you’ll see that the construction is heavily guarded. Two wall-mounted
cannons are on either side of the Islet’s entrance, several Cannon Boats patrol
in front of it, and Kargarocs circle the inaccessible upper area. Start out far
from the Islet and cruise inward as you take out Cannon Boats. Sail up to the
Cannon Boats so they can’t hit you as you approach. Don’t get too close or your
own shots will hurt you, though. The only Cannon Boat you need to destroy is
the one directly inside the entrance; one it’s gone you can sail right in. Once
inside, cruise up to the shore and play the Wind’s Requiem on the Wind Crest to
make the Triforce Chart chest appear. Get the Rupees in the nearby pots while
you’re here, too.
-TRIFORCE CHART 2-
Requirements: Grappling Hook, Cabana Deed, Skull Hammer, Wind Waker, Boomerang
recommended
Chart Location: Private Oasis (E5)
Shard Location: Gale Isle (A4)
After you’ve attained the deed to your Private Cabana, sail to it and enter.
One inside, look up and you’ll see a Grapple switch like the one in Dragon
Roost Cavern. When you Grapple onto it, a secret passage in the fireplace is
revealed! Drop down the hole to enter your private dungeon. This place is
basically a large maze filled with gates you have to open by pounding stakes.
You’ll often find yourself crawling around the crawlspaces in the dungeon’s
basement to get from room to room. Besides getting lost, your only concerns are
some wandering Rats (keep your Boomerang ready) and two Redead you’ll encounter
after dropping down an earthy hole. Luckily, they take a while to scream at
you, so if you locate them quickly you should be able to take them out with a
Master Sword combo. Rather than provide a walkthrough for the dungeon, I’ll
provide a map:
PRIVATE DUNGEON FIRST FLOOR
_____
/ \
| LB | KEY
| | L#: Ladder
\ / G: Gate
\ / S: Stake
| | LB: Light Beam to Cabana
| | H: Hole
____| | _______ R: Redead
_____ | | | | T: Triforce Chart and Wind Crest
| L2 | | __ | | L1 | V: Vases with Rupees
| __| | || | | | C: Chest containing Orange Rupee
| |_____| || |__| |
| || G S S |
| _________||___________ |
| |__________ ____| G|
| G S | | |
|___ |_____ | L4 |
___| ||_______|
| H |
|_____ |____
| G___________ |
| S |___ | L3 |
| | | |
| L5 T| |_______|
|________|
PRIVATE DUNGEON BASEMENT
___ _____ ____
| V | _____| L1 | | |
| | | |_____| _| |
|___| | | | |
| | ___| | _|_ ________
|________| | C | | | | ___|_
| |______| | |___ | | |
| ____ |L4 |___| | L3 |
|______ | | |_______| |_____|
| | | | ___
| | | R | |L5 |
______| | |____| | |
_|_ |______| | |___|
| | | | | |
| | |L2 | | |
| V | |___| |__________|
|___|
-TRIFORCE CHART 3-
Requirements: Hero’s Bow, Hyoi Pear, Wind Waker
Chart Location: Bird’s Peak Rock (E7)
Shard Location: Stone Watcher Island (E3)
For the next Triforce Chart, stock up on Hyoi Pears and set sail for the
imposing Bird’s Peak Rock. Land on the small island southeast of the rock, and
look to the bottom of a small plateau. The hole leading down to the cavern with
the Triforce Chart is there, but it’s blocked off by a gate. To get there,
you’ll have to hit crystal switches on top of each of the 6 rocks. Since this
is obviously impossible by yourself, you’ll need to control a Seagull with a
Hyoi Pear. Before you do, get out your Hero’s Bow and use it to snipe the 4
Kargarocs nesting on 4 of the peaks. (you may need your telescope to spot them)
The highest peak and the nearest one don’t have Kargarocs. You’ll probably have
to move around the island to get in position to hit all 4, and you might even
have to Grapple onto the plateau by climbing up from the sideways post on its
right side. After all the peaks are clear, (except a lone Kargaroc circling the
highest peak) get onto the lower part of the island and use a Hyoi Pear. If you
took out the 4 Kargarocs, the first 4 switches will be easy. After that, have
the Seagull fly back over the island you’re on and flap to gain altitude until
it’s level with the highest peak. Fly straight towards the crystal switch and
try not to hit the Kargaroc. If you’re having trouble with this, try luring the
Kargaroc near you with a seagull so you can kill it. After you hit all 5
switches, the gate blocking off the cave opens. Drop down inside it and walk up
to the pedestal. Grab the Rupees in the vases and play the Wind’s Requiem on
the Wind Crest to make the chest appear.
-TRIFORCE CHART 4-
Requirements: Ghost Ship Chart, Hookshot, Mirror Shield, Wind Waker, Boomerang
recommended
Chart Location: Varies
Shard Location: Outset Island (G2)
You’re probably heard about the mysterious and terrifying Ghost Ship from the
Mermen, and possibly even seen it. To get the next Triforce Chart, you’ll have
to go inside it. However, even if you find the Ship you can’t enter it without
the Ghost Ship Chart. To get this, sail to Diamond Steppe Island (F1) and sail
up next to the lowest “step” on the raised island. Fire the Hookshot at the
palm tree on this step from your boat to get up onto it. Repeat this process to
climb the scenic island (be careful not to fall into the water) until you reach
the highest step, where you’ll see a Secret Cave. Drop down into it. You’ll
have to endure an ancient ship graveyard/Warp Jar maze filled with Floormasters
to reach the Chart. If you enter a bad jar, you’ll return to the entrance and
have to start over. (even worse, the Floormasters return) Here are the
directions to reach the Chart:
-Enter the lone Warp Jar ahead of you from the entrance.
-In the next area, go around the wooden barrier ahead of you. There should be a
Floormaster behind it; defeat it. Pick up and break the jar with a Boko Stick
in it, then light it on a nearby torch, run back, and burn off the covering
from the jar the Floormaster was guarding.
-You’ll emerge near a small chest containing a Joy Pendant. After claiming it,
drop off through a gap in the railing next to the wall.
-Defeat the nearby Floormaster here, (and the other one if you want) break the
Boko Stick jar, and use a lit stick to burn off the covering of the jar closest
to where you dropped into the area and go in.
-Defeat the nearby Floormaster on this platform and burn off the covering of
the jar diagonally across from the one you entered in as you’ve done before.
Then enter it. (what else?)
-Finally, defeat the Floormaster here, (be careful as you are within its reach
as you exit the Warping Jar) climb the stairs, and circle around the railing
ahead of you. Get the Ghost Ship Chart in the chest, then drop down through the
gap and enter the light beam to return.
Okay now that you have the Ghost Ship Chart, what do you do with it? Use it to
find the Ghost Ship, of course! At night, if the ancient Chart is open the
current location of the Ghost Ship appears on your main map. (it changes
depending on the phase of the moon) You can also check the Ghost Ship Chart
itself to see the other islands it’ll appear at. If you don’t feel like doing
either, refer to this chart:
Crescent Moon (right side)-Five Star Isles (G7)
Half Moon (right side)-Star Belt Archipelago (C7)
Gibbous Moon (right side)-Greatfish Isle (D2)
Full Moon-Crescent Moon Island (A2) (how ironic)
Gibbous Moon (left side)-Diamond Steppe Island (F1) (how convenient)
Half Moon (left side)-Bomb Island (E6)
Crescent Moon (left side)-Spectacle Island (B3)
Once you find the Ghost Ship, sail directly at it; instead of colliding, you’ll
enter the ship! The interior works just like that of a Submarine. Defeat the
two Poes, Stalfos, summoning Wizzrobe, and any enemies it summons, and a ladder
drops down. Climb up the ladder and you’ll see the chest the Chart is in.
Unless your wallet is maxed out, don’t open it yet! Break open the pots for
lots of Rupees, then play the Wind’s Requiem and get the Chart. Once you do,
the Ghost Ship banishes you from its haunted depths and disappears, never to
return.
-TRIFORCE CHART 5-
Requirements: Bombs, Grappling Hook
Chart Location: Needle Rock Isle (E1)
Shard Location: Cliff Plateau Isles (F7)
On or near Needle Rock Isle, use the Telescope to peer to the northwest. You
should see 3 Cannon Boats in the northwest part of the quadrant. Sail up to and
sink each boat one by one; you’ll notice that one of the boats is plated with
gold. Besides the usual treasure spheres, each boat leaves behind a Light Ring.
The two normal Boats leave behind Purple and Orange Rupees, and the golden one
leaves a chest containing Triforce Chart 5.
-TRIFORCE CHART 6-
Requirements: Deku Leaf and Wind Waker or Hookshot, Boomerang and Fire Arrows
highly recommended
Chart Location: Outset Island (G2)
Shard Location: Southern Triangle Island (E4)
This Chart is a reward of the massive Savage Labyrinth, a mini-dungeon whose
entrance is on Outset Island. It’s so big, it merits its own section; check out
the Savage Labyrinth section near the end of the FAQ for plenty of details.
-TRIFORCE CHART 7-
Requirements: Power Bracelets, Wind Waker, Boomerang and Fire Arrows highly
recommended
Chart Location: Stone Watcher Island (E3)
Shard Location: Seven-Star Isles (A6)
To start on this Triforce Chart, set sail to Stone Watcher Island. Once there,
you’ll find the island’s namesake-a giant stone head. Use the Power Bracelets
to lift and shatter the statue, then drop down into the Secret Cave. In here,
you’ll encounter a mini-dungeon. There are 6 doors ringing the pillared central
chamber. The one directly across where you entered from leads to the Chart, but
it’s sealed at the start. The 2 doors on either side of it contain battles; the
enemies appear as soon as you enter. Clockwise starting from the entry door,
the rooms are:
-4 Armos: This shouldn’t be hard. Draw your sword as they approach or before
entering the room, lock onto one, and keep your shield up. Step (don’t jump) to
the side as they charge, then quickly drop your shield and attack as they pass.
If you timed your attack right, you’ll strike a crystalline posterior or two.
If you’re having trouble pulling this off, stun the Armos from the front with
an arrow first. Once all 4 are dead, collect the spoils and head to the next
room.
-2 Moblins: Also an easy fight. Since there are only two, rapidly stun one with
the Boomerang, release and hit L, and stun the other. Then unload a sword combo
on one or both of them. Keep your shield up when not attacking and repeat until
both die.
-3 Wizzrobes: This can get slightly annoying. As soon as you enter, lock onto a
Wizzrobe and blast it with a Fire Arrow, quickly repeat, then dodge the fire
blast of the final Wizzrobe. Stun this one with the Boomerang and finish it
with the Master Sword.
-5 Bokoblin: You might take a little damage here. Stun a Bokoblin, then kill it
with a sword combo and repeat. Keep moving to avoid attack.
After you beat each room, a flame above its door light in the main room. Once
you beat all 4 rooms, you’ll return to the main room to find 2 Darknuts waiting
for you. NOW things get fun. Use standard techniques on the Darknuts to beat
them; keep close to your target so you’ll do a jumping parry. Once you’ve
removed the helmets of each, stun them and remove their armor, then repeat and
attack until they die. Also, take note that the pillars ringing the room and be
destroyed by Darknut swords. (it doesn’t matter whether you or they wield them)
After defeating both Darknuts, enter the now-unsealed door. Play the Wind’s
Requiem on the Wind Crest and claim the Triforce Chart.
-TRIFORCE CHART 8-
Requirements: Hookshot, Bombs, Wind Waker, Boomerang and Fire Arrows highly
recommended
Chart Location: Overlook Island (A7)
Shard Location: Two-Eye Reef (G4)
Set sail for Overlook Island to find the last chart. Get up onto the island
much as you did Diamond Steppe Island; Hookshot onto the lowest palm tree from
the rocky ground or your boat, then repeat this to climb the island to the top.
(you’ll have to avoid some fired Bombs unless you sink the nearby Cannon Boats)
Once you reach the highest part of the Island, the Secret Cave you drop into
has the exact same layout and process as the one at Stone Watcher Island,
except the enemies are tougher. Once again, clockwise from the entry door:
-3 Armos Knights: This room seems intimidating, but it doesn’t need to be hard.
Keep moving away from the Armos Knights, but keep close enough to throw a Bomb
into their mouths when they open. When you do, quickly sidestep to avoid being
mowed down and repeat twice. If possible, try to use the bomb flowers near the
corners of the room.
-2 Stalfos: This can be a little tough. Either Bomb a Stalfos or stun it with
the Boomerang and unload a sword combo to break it apart, then stun the roving
head and attack it until it dies. Repeat with the other Stalfos. Be very
careful not to get within clubbing range of one Stalfos as you attack another!
-2 Summoning Wizzrobes: This can get ugly. As with all Summoning Wizzrobes,
focus on them first and their spawn second. Quickly lock onto and attack both
of the Wizzrobes with Fire Arrows as they appear. When they reappear, quickly
repeat for both of them to kill them. If you were fast enough, they won’t get a
chance to summon anything. After you’ve killed both the Wizzrobes and their
summons, you can continue on.
-5 Shield Bokoblin: This room seems empty at first; the Shield Bokoblin are
hiding in pots. L-target before you approach a pot and to a jump attack to get
closer. If you did it right, the Bokoblin will try to assault you from the pot,
but get intercepted in midair by your attack. You won’t be able to do this for
every pot; use the standard Boomerang-sword combo to finish them off.
Once you beat all 4 rooms, 4 Darknuts instead of 2 await in the central room.
This is going to be lots of fun... Take these Darknuts out as you did the 2
before. Focus on getting their armor off quickly and abuse your shield; they
may knock each other apart and open up to attack if they hit each other. This
battle really shouldn’t be too hard, and makes great practice for the final
room of the Savage Labyrinth. Once you beat all 4, check out the pillars that
remain and then enter the final room and get the Triforce Chart as you did at
Stone Watcher Island.
>SPECIALTY CHARTS
-BEEDLE’S CHART-
Requirements: Must have beaten Tower of the Gods
Chart Location: Varies
To get Beedle’s Chart, beat the Tower of the Gods, then visit any of his Shop
Ships. He sends you the Chart in the mail the next day. Beedle’s Chart is a
very helpful one that shows you every quadrant that contains a Shop Ship,
including the newly appeared special one.
-GHOST SHIP CHART-
Requirements: Hookshot, Boomerang recommended
Chart Location: Diamond Steppe Island (F1)
To get this Chart, sail to Diamond Steppe Island and sail up next to the lowest
“step” on the raised island. Fire the Hookshot at the palm tree on this step
from your boat to get up onto it. Repeat this process to climb the scenic
island (be careful not to fall into the water) until you reach the highest
step, where you’ll see a Secret Cave. Drop down into it. You’ll have to endure
an ancient ship graveyard/Warp Jar maze filled with Floormasters to reach the
Chart. If you enter a bad jar, you’ll return to the entrance and have to start
over. (even worse, the Floormasters return) Here are the directions to reach
the Chart:
-Enter the lone Warp Jar ahead of you from the entrance.
-In the next area, go around the wooden barrier ahead of you. There should be a
Floormaster behind it; defeat it. Pick up and break the jar with a Boko Stick
in it, then light it on a nearby torch, run back, and burn off the covering
from the jar the Floormaster was guarding.
-You’ll emerge near a small chest containing a Joy Pendant. After claiming it,
drop off through a gap in the railing next to the wall.
-Defeat the nearby Floormaster here, (and the other one if you want) break the
Boko Stick jar, and use a lit stick to burn off the covering of the jar closest
to where you dropped into the area and go in.
-Defeat the nearby Floormaster on this platform and burn off the covering of
the jar diagonally across from the one you entered in as you’ve done before.
Then enter it. (what else?)
-Finally, defeat the Floormaster here, climb the stairs, and circle around the
railing ahead of you. Get the Ghost Ship Chart in the chest, then drop down
through the gap and enter the light beam to return.
Anyway, once you have the Ghost Ship Chart, you can open it at night to find
out which island the Ghost Ship is currently haunting.
-GREAT FAIRY CHART-
Requirements: Treasure Chart 41, Grappling Hook
Chart Location: Four-Eye Reef (B1)
The Great Fairy Chart is the reward of Treasure Chart 41. It shows you the
locations of every Great Fairy on the Great Sea. The Magic Meter Fairy and
Fairy Queen have special blue wands on the map.
-IN-CREDIBLE CHART-
Requirements: Must have beaten Wind Temple, Wallet Upgrade
Chart Location: Varies
Tingle actually does something good by mailing you this Chart after you beat
the Forsaken Fortress the second time. Unfortunately, the greedy fairy has
attached a charge of 201 Rupees to the Chart, so you’ll need the first Wallet
Upgrade to take it. (you should have the second one by now too) Once you have
it, the IN-credible Chart will be your best friend in finding the Triforce
Charts and Shards. (along with Mr. Grappling Hook, Mrs. KoRL, and the Triforce
Chart octuplets) It shows you the quadrant locations of every Triforce Chart,
making it easy to find them all. After you start decoding the Charts, Tingle
adds the locations of the Triforce Shards to the Chart.
-ISLAND HEARTS CHART-
Requirements: Treasure Chart 19, Grappling Hook
Chart Location: Flight Control Platform (B7)
As you probably guessed, the Island Hearts Chart is the reward of Treasure
Chart 19. It’s a useful guide for getting all the Pieces of Heart; it shows you
all the islands that contain Heart Pieces, (not counting sunken Treasure) and
the number of Pieces on the Island.
-LIGHT RING CHART-
Requirements: Treasure Chart 21, Grappling Hook
Chart Location: Cyclops Reef (D3)
This Chart is the treasure of Chart 21. No, it doesn’t tell you the location of
every Light Ring; just the recurring ones that appear at certain islands under
the full moon.
-OCTO CHART-
Requirements: Treasure Chart 26, Grappling Hook
Chart Location: Northern Triangle Island (C4)
This Chart is also sunken treasure. After you pull it up with Treasure Chart
26, it can show you the locations and number of eyes of all 6 Big Octos in the
Great Sea.
-PLATFORM CHART-
Requirements: Boomerang and Fire Arrows highly recommended
Chart Location: Flight Control Platform (B7)
To get this Chart, you’ll have to endure a slightly tough battle in a Submarine
southeast of the Flight Control Platform. When you drop down to the darkened
battle floor, press the switch in the center to light two skull torches and
trigger an assault by a Wizzrobe. Defeat it either with a Fire Arrow or by
quickly stunning and slashing it. After the Wizzrobe gets taken out, another
one, accompanied by an assortment of Red and Green Chuchus, attacks. Try to
take out the Wizzrobe first, or keep the camera centered on it as you defeat
the Chuchus to avoid its attacks. Defeat this wave of enemies as you wish to
trigger a final attack. This time, two Wizzrobes and an endless swarm of
Miniblin go after you. Since stunning and slashing the Wizzrobes is next to
impossible thanks to the Miniblin, try to pick them off with Fire Arrows. Try
not to focus on the Miniblin; only take them out if they keep you from locking
onto the Wizzrobe. After both Wizzrobes fall, a ladder drops down. Climb it and
enter the next room, which contains two more torches that light up. The chest
here contains the Platform Chart, which shows which quadrants contain Sea
Platforms and how many there are.
-SEA HEARTS CHART-
Requirements: Treasure Chart 32, Grappling Hook
Chart Location: Boating Course (G6)
This Chart is obviously the treasure of Chart 32. It’s the counterpart to the
Island Heart Chart, and shows the location of every Treasure Chart whose reward
is a Piece of Heart.
-SECRET CAVE CHART
Requirements: Treasure Chart 13, Grappling Hook
Chart Location: Overlook Island (A7)
Pull up the treasure of Chart 13 to get the Secret Cave Chart. It shows exactly
which islands contain a Secret Cave. (Secret Caves in Pawprint Isle’s case)
-SUBMARINE CHART-
Requirements: Boomerang, Deku Leaf, Wind Waker
Chart Location: Boating Course (G6)
Land on the Boating Course, set the wind to blow north, then jump off the
Course’s accessible islands and use the Deku Leaf to glide under the banner to
the smaller island. Chop down some foliage here, then drop into the island’s
Secret Cave. In this cave, you’ll have to hit 3 Crystal Switches on 3 ledges to
trigger the chest’s appearance. Sounds easy, right? There’s one catch: you’ll
constantly be under attack from swarms of Miniblin while trying to trigger it.
Try to stay around the center of the arena as you wipe out all nearby Miniblin
with sword strikes. Then face in a switch’s general direction, quickly get out
your Boomerang, and aim. Hopefully you’ll be able to target a switch and throw
the Boomerang before a Miniblin pokes you. It may take some practice, but after
you hit all 3 switches, the chest containing the Submarine Chart appears. As
its name suggests, it shows what quadrants to find Submarines in.
-TINGLE’S CHART-
Requirements: Must have freed Tingle
Chart Location: Varies
After you *shudder* free Tingle from Windfall Jail, he sends to this Chart in
the mail the next day. Because it’s so easy to get, this Chart is fairly
worthless. It only contains a rough (and I mean very rough) drawing of Tingle
Island’s location relative to Windfall Island, and the locations of the two
Rupee upgrade Great Fairies.
-------------------------------------------------------------------------------
10. The Nintendo Gallery (Tniga)
The Secret Cave underneath Forest Haven is home to the longest sidequest you’ll
face in the Wind Waker. Also known as the Nintendo Gallery, it’s the home of
the renowned sculptor Carlov. If you present him with a color Pictograph of
just about anything you find in the game, he’ll have it turned into a figurine
within a day. You’ll definitely want the Song of Passing to make this process
quicker. If you feel you’re up to the challenge, try to get all 134 figurines
to complete the Nintendo Gallery! Some tips for taking good Pictographs: always
include as much of your subject as possible, try not to include any other
subjects, and also get a Pictograph of from the front. If necessary, “Picto-
snipe” by taking the Pictograph from far away and zooming in. Lastly, always,
always, ALWAYS keep missable Pictographs in mind!! If you don’t get them at a
certain time, you’ll never be able to fill the Nintendo Gallery! I’ll list them
here for quick reference:
Tetra and Pirates: Great Sea Room
Big Octo: Forsaken Fortress Room
Wizzrobe (Miniboss): Forsaken Fortress Room
Cyclos and Zephos: Dragon Roost Island Room
Helmaroc King: Forsaken Fortress Room
Kogoli: Dragon Roost Island Room
Phantom Ganon: Forsaken Fortress Room
Knuckle: Great Sea Room
Puppet Ganon: Forsaken Fortress Room
One other thing: there are several figurines whose subjects can’t be
Pictographed by any means. To get these figurines, buy legendary Pictographs of
their subjects from Lenzo for 50 Rupees. (ever noticed that Carlov always
accepts legendary Pictographs, even though they’re black and white?) The
Pictograph he sells depends on the phase of the moon. Here’s a list of what
Pictographs he sells under which phases of the moon:
Full Moon: Ganondorf
Left gibbous Moon: Great Fairy
Left half Moon: Jabun
Left crescent Moon: Fairy Queen
Right crescent Moon: Fado
Right half Moon: Laruto
Right gibbous Moon: King of Hyrule
Before you can even start collecting figurines, you’ll have to gain entry to
the Nintendo Gallery first. Because it’s tall and impassable at first, you
can’t just land on the island where it is and enter. To enter the Gallery,
first progress through Forest Haven as you did to enter the Forbidden Woods.
When you go out onto the ledge high up on the Haven, look to the north (or
northwest). You’ll see the tall, tree-covered island the entry to the Gallery
is on. Set the wind to the north or northwest and use the Deku Leaf to float to
it. Before you go, zoom in on the minimap so you can see when you’re floating
over the island and drop quickly. Once you get to it, you’ll find that a hatch
still seals the entry. A young boy named Manny is obsessed with gaining entry,
but as usual does nothing about it. Use your Telescope to scan the side of
Forest Haven; you should see a switch in a small alcove high up, to the left of
the ledge you jumped from. Use a Hyoi Pear to take control of a seagull and ram
it into the switch to open the hatch and drop a ladder to allow for easier
entry.
Now, here are descriptions of all the subjects Carlov will sculpt, separated by
the themed rooms they’re placed in.
+-----------------+
|FOREST HAVEN ROOM|
+-----------------+
>ALDO
Appearance: A short Korok wearing a heart-shaped, light green leaf mask with 5
eye slits
Aldo is one of the Korok spirits that left Forest Haven to plant new Deku
Trees. After you beat the Forbidden Woods and watch the Korok’s ceremony, he’s
found on top of Cliff Plateau Isles tending a withered Deku Tree. (you’ll have
to beat the Cliff Plateau Isles Secret Cave to reach him) He can probably also
be found around Forest Haven before the ceremony, but I’m not sure where.
>CARLOV THE SCULPTOR
Appearance: A grey-haired human wearing a beret and apron
Since you’ve already started the Nintendo Gallery, Carlov needs no
introduction. This should be one of the first figurines you get. Just take a
Pictograph of Carlov (or what you can see of him above the counter) and show it
to him! If he rejects it, immediately try again.
>DEKU TREE
Appearance: A giant tree with an ugly face
The Deku Tree is a powerful spirit who watches over the Koroks. Ancient, wise,
and immobile, he is the holder of Farore’s Pearl. Luckily, you only need to a
take a Pictograph of the Deku Tree’s face, not his trunk. Try getting one from
the lilypad you talk to him on, or the ledge outside Hollo’s shop.
>DRONA
Appearance: A short Korok wearing a bright yellow leaf mask
Drona is the Korok assigned to watch over the Deku Tree at the Private Oasis.
Like all the other Koroks, he is also found around Forest Haven before you beat
the Forbidden Woods.
>ELMA
Appearance: Mid-height Korok wearing a round, green leaf mask
Elma was sent to plant a forest of Deku Trees at Needle Rock Isle. Like all the
Koroks, he isn’t too hard to get a Pictograph of.
>FADO
Appearance: A Kokiri with blond hair holding a violin
Fado is the ancient Sage of Wind assigned to maintain the Master Sword’s power
from the Wind Temple. Ganondorf sent his minions to storm the Wind Temple and
kill Fado, and now only his spirit remains, seeking to train a new Sage of
Wind. Because he’s a spirit and only appears in cutscenes, you have to buy
Fado’s legendary Pictograph from Lenzo for 50 Rupees when the Moon is a right
crescent.
>HOLLO
Appearance: A tall Korok wearing a Dairy Queen logo-shaped brown leaf mask and
holding a stick in either hand
Unlike most of the Koroks, Hollo doesn’t leave Forest Haven to plant a new Deku
Tree. Instead, he stays behind and continues his job: turning Boko Baba Seeds
into valuable Blue Potions. For only 4 seeds, you can have some of his blue
goodness for yourself. He isn’t hard to Pictograph; enter the room whose
entrance is in front of the Deku Tree to find him.
>IRCH
Appearance: A mid-height Korok wearing a tell, oval-shaped green leaf mask
Irch flies to Shark Island and plants his Deku Tree there, near its “tail.”
>LINDER
Appearance: A tall Korok wearing a butterfly-shaped light green leaf mask
You can find Linder tending his Deku Tree on Great Fish Isle, on top of the
spiral island.
>MAKAR
Appearance: A very short Korok wearing an upside-down heart-shaped leaf mask
and holding a violin
Makar is one of the main characters of the game. He’s a skilled violinist and
directs the music during the forest ceremony. He’s also impulsive and none too
cautious; Link rescues him twice during his adventure. Later in the game, you
find that he’s destined to replace Fado as the new Wind Sage. The earliest you
can get a Pictograph of Makar is just after you beat Kalle Demos. After the
forest ceremony, he’s found on the right side of the ramp leading to Hollo’s
shop, tuning up on his violin. After you meet Fado, he’s in a private cave
under a waterfall outside Forest Haven. Lastly, he’s found in the boss room of
the Wind Temple after you beat Molgera.
>MANNY
Appearance: A young boy with blond hair and a satchel
Manny is an obsessed follower of Carlov. He’s extremely interested in the
Nintendo Gallery and can be found dementedly walking around it after you open
it up. His Pictograph is even easier to get than Carlov’s.
>OAKIN
Appearance: A tall Korok wearing a light green, winking leaf mask
Oakin, the ugliest Korok, is found on Star Island after the forest ceremony.
>OLIVIO
Appearance: A mid-height Korok wearing a heart-shaped red leaf mask
Olivio flies off to Eastern Fairy Island after the forest ceremony.
>ROWN
Appearance: A tall, big-headed Korok with a five-pointed leaf mask
Lastly, Rown is found on Child Isle tending his Deku Tree.
+------------------------+
|DRAGON ROOST ISLAND ROOM|
+------------------------+
>BAITO
Appearance: A shirtless, bearded human
Baito is a human who was shipwrecked on Dragon Roost Island and now helps
Koboli with the mail. He still longs for his family, though. Baito is found at
the mail-sorting counter on Dragon Roost Island. It may take a few tries to get
a successful Pictograph because he’s behind a counter.
>BASHT AND BISHT
Appearance: Two Rito with backswept hair and black-ringed eyes
Basht and Bisht are two skilled members of the Rito police force. One is found
outside the passage leading to Dragon Roost Cavern; the other is outside the
doorway from the Chieftain’s room.
>CHIEFTAIN
Appearance: A bearded Rito with a crown and robes
In case you couldn’t tell, the Chieftain is the lord of all Ritos. Though very
strong and wise, he also manages to care for his son, Komali. The Rito
Chieftain is found standing in a room through a doorway on the spiral ramp
guarded by Hoskit.
>HOSKIT
Appearance: A serious-looking Rito with a spear
Hoskit is always looking for ways to impress his unseen girlfriend. He rewards
you for helping him out with 20 Golden Feathers. Hoskit is always guarded the
entrance to the Chieftain’s room.
>ILARI
Appearance: A wide-eyed Rito with big hair
Ilari is the postman who unsuccessfully tries to deliver mail to Maggie’s
Father. He’s found standing on the leftmost flight dock outside the doorway
next to the mail-sorting area. Getting his Pictograph can be surprisingly
tricky, though, because you’d have to stand on air to be at the right distance
and get a Pictograph of his front. If you try to talk to him to make him face
you, he takes off for the Bird-Man contest! To solve this, set the wind to the
east or northeast and look over for a low, circular rock between some higher
ones with Kargarocs. Glide over to this rock. After fighting off any Kargarocs,
zoom in as far as possible and take Ilari’s Pictograph.
>KOBOLI
Appearance: A tiny-eyed Rito
Koboli is a descendent of a postman from long ago, and is Dragon Roost Island’s
chief mail sorter. (until you show up) He’s found to the left of Baito behind
the mail-sorting counter.
>KOGOLI
Appearance: A wide-eyed Rito
Kogoli the Rito is found standing on the middle flight dock outside the mail-
sorting center. That is, for a while. Kogoli is one of the missable
Pictographs; get his as early as possible, before you play the Earth God’s
Lyric to Medli!!! After that, he mysteriously disappears forever! With that
said, Kogoli’s Pictograph isn’t too hard to get. Stand next to Ilari on the
left flight dock, zoom in slightly, and take his Pictograph. Get it before he’s
gone!
>KOMALI
Appearance: A young Rito boy
Komali is the Chieftain’s son, but has been unable to grow his adult wings
because of the aggressive state Valoo is in. Because of this, he’s trapped in a
world of self-pity and depression. Only his prized possession, Din’s Pearl,
keeps him company. By the time you can take his Pictograph, Komali will
probably be standing in the clearing at the bottom of the ramp leading up to
the main part of Dragon Roost Island. He’s pretty hard to miss.
>LARUTO
Appearance: A robed Zora holding a harp
Like Fado, Laruto was one of the ancient sages sent to protect the Master
Sword’s power. She met the same unfortunate fate as Fado, and is now only a
spirit. She teaches you the Earth God’s Lyric to play to the new Earth Sage.
Since she only appears in cutscenes as a ghost, you have to buy Lenzo’s
legendary Pictograph of her under a right half Moon.
>MEDLI
Appearance: A young Rito girl with a red ponytail, holding a harp
Medli is the new attendant of the great Valoo, and takes responsibility for the
rage he’s in when you arrive at Dragon Roost Island. After you beat Gohma and
calm down Valoo, Medli helps Komali grow into an adult. After that, nothing
much happens until you discover she’s the new Sage of Earth. At the start of
your journey on Dragon Roost Island, Medli is found in the Chieftain’s room. I
actually can’t remember where to find her after you defeat Gohma (E-mail me on
it to get credit) but after you speak with Laruto she’s found playing her harp
up on a high rock to the right of the flight docks. After you beat the Earth
Temple, she’s found in the boss room.
>NAMALI
Appearance: A Rito with parted hair holding a letter
Namali is a busy Rito who is found carrying letters around the Rito’s cavern.
He starts out walking up the ramp from the ground floor.
>OBLI
Appearance: A Rito impersonator wearing goggles and a mustache
Obli is one of the two Rito impersonating brothers that run the Flight Control
Platform. He’s also the current champion of the Bird-Man Contest. As part of a
cruel marketing gimmick, his blackmailing brother Willi forces you to pay the
10 Rupees to get to the part of the platform where Obli is.
>PASHLI
Appearance: A pointy-haired Rito holding a letter
Like Namali, Pashli is quite busy. He’s found walking out of the storeroom and
down the ramp with a letter.
>QUILL
Appearance: A serious-looking Rito with pointy hair
Quill is the postman Aryll spots at the start of the game. He’s a very wise and
courageous Rito, and helps you several times during your quest. Because he only
appears in cinematic scenes, his figurine is included when Carlov carves the
Chieftain’s figurine. (If you start a new game after beating it, you can also
get his Pictograph at the beginning)
>SKETT AND AKOOT
Appearance: Two Rito with spikey hair
Skett and Akoot are two childhood friends who stand guard by the back door of
the Chieftain’s room. Get a Pictograph of either of them.
>VALOO
Appearance: A big red dragon
Valoo is an ancient sky guardian that watches over the Rito from the top of
Dragon Roost Island. His scales are used by young Rito to grow their adult
wings. Lately, Valoo has been in a rage because something is messing with his
tail. Anyway, Valoo’s Pictograph can be surprisingly tricky to get. I’m not
sure, but you might be able to get it after you beat the Moblin n top of Dragon
Roost Island. If not that, sail out a good distance from Dragon Roost Island,
zoom in with the Deluxe Picto Box, and get his Pictograph from there. Don’t
worry of you can only see his silhouette.
>WILLI
Appearance: A fat Rito impersonator with goggles
Willi runs the admission process for the Flight Control Platform. His
Pictograph is pretty easy to get.
>ZEPHOS AND CYCLOS
Appearance: Two red or green frogs riding on green riding or purple clouds
Zephos and Cyclos are two spirits who control the winds. Zephos teaches you the
Wind’s Requiem when you visit their shrine on Dragon Roost Island. Cyclos is
upset that his monument was broken, and now wreaks havoc on sea travelers with
giant waterspouts. He teaches you the Ballad of Gales after you shoot him with
3 arrows before he sucks you in. Be very careful to get his Pictograph before
this; you won’t be able to get this figurine after you learn the Ballad of
Gales!
+------------+
|DUNGEON ROOM|
+------------+
>ARMOS
Appearance: A small, horned statue with a circular black panel on its middle
Armos are seemingly mundane statues that come to life and attack when you get
near. The best place to find Armos is in the Tower of the Gods. When you find
one that comes to life, leave the room, reenter, and get its Pictograph when
it’ lifeless. There are also a few good Armos Picto opportunities in the Wind
Temple.
>ARMOS KNIGHT
Appearance: A large, horned statue with a gaping mouth and single eye
Armos Knights are bigger, tougher versions of Armos. They are also even rarer.
The best place to Pictograph one is in the room west of the giant scale room in
the Tower of the Gods, behind the cracked wall. As long as you stand next to
the door, they won’t activate and attack you.
>BOKO BABA
Appearance: A colorful flower with a yellow tongue
Boko Babas are vicious, man-eating plants found in Forest Haven and the
Forbidden Woods. Getting their Pictograph is easy. Approach one so that it
extends out of its bud, but not close enough that it eats you. You only need to
Pictograph its head.
>BOKOBLIN
Appearance: A small, impish creature with pointy ears, carrying a weapon
These little guys are very common enemies throughout your journey. You can find
some good Pictograph subjects almost anywhere; the ones in the first room of
Dragon Roost Cavern do nicely.
>CHUCHU
Appearance: Different colored slime monsters
Like Bokoblin, Chuchus are very common. It should be easy to find some to
Pictograph, but a good place to try is the Secret Cave under Pawprint Isle.
Stay away from the Chuchu as you prepare to take its Pictograph.
>FLOORMASTER
Appearance: You either have to be very quick or very lucky to get a Pictograph
of an extended Floormaster. A good place to look if all else fails is the room
in the Wind Temple with the 5 cracked panels. Use the Iron Boots to break
through the middle one and you’ll fall among some Floormasters that eagerly
extend from a good distance.
>GYORG
Appearance: A sharklike monster
Gyorgs are vicious monsters that sometimes attack you at sea. As good place to
Pictograph one is at Tingle Island. I was lucky enough to get a shot of one
jumping out of the water, but the Pictograph should be accepted even if they’re
submerged.
>KARGAROC
Appearance: A mid-sized, colorful bird
Kargarocs aren’t very common enemies, and it can be tough to get a Pictograph
of one before it attacks you. Try getting a shot of the patrolling one on the
back side of Dragon Roost Island. Get onto the low shore here on the island’s
east side. Stay to the south part of this shore and the Kargaroc should ignore
you so you can try to take a Pictograph of it.
>KEESE AND FIRE KEESE
Appearance: Small-yellow-eyed bats
Keese are very common, weak enemies. Try getting a Pictograph of one of the
Keese patrolling the main room of Dragon Roost Cavern. If you’re farther in the
game, you can take a Pictograph of one of the Keese hanging on the Hookshot
target arch along the path to Ganon’s Tower.
>MAGTAIL
Appearance: A long, red-glowing centipede
Magtails are fairly common around Dragon Roost Cavern. A good place to easily
Pictograph one is in the southernmost room of the Cavern’s second floor, where
a Magtail guards a lava geyser. Like with most enemies, you can also look in
the Savage Labyrinth.
>MINIBLIN
Appearance: A small, bucktoothed, impish creature holding a tiny trident
Miniblin are extremely annoying, weak enemies that regularly attack you in
swarms. They are hard to Pictograph because they are always on the attack,
impossible to sneak up on. Try to only fight a few at a time, then backflip
away, quickly whip out the Deluxe Picto Box, and shoot away. It’ll take a
little luck.
>MORTH
Appearance: Small, one-eyed spikes balls
Morths are tiny little spike balls that serve only to slow Link down. They’re
the larvae of Mothulas. You can find some in a log in the area where you first
found Tetra, and there are also plenty in the Forbidden Woods.
>OCTOROK
Appearance: Large, squidlike monsters with either spiked or rounded heads
Octoroks are sea monsters that like inaccurately firing projectiles at Link
from a distance. The spike-headed Sea Octoroks bother Link on the Great Sea,
while round-headed River Octoroks fight him in small bodies of water in or near
dungeons. A good Octorok to get a Pictograph of is the first of two River
Octoroks you encounter on the way to Forest Haven. If you stay on the ledge
before the waterfall and Grapple point, the Octorok won’t attack; zoom in and
get a good Pictograph.
>PEAHAT
Appearance: Strange, seedlike monsters with yellow helicopter blades
Peahats are floating enemies that mainly inhabit the Forbidden Woods. They can
easily be found in there, or near the Woods’ entrance. You can zoom in and get
a Pictograph of one from the tall island you float to just before reaching the
Woods. Later, you can easily take a Pictograph of one in the Wind Temple or on
the way to Ganon’s Tower.
>POE
Appearance: Jumpsuit-wearing masked ghosts
Poes are ethereal monsters that you mainly encounter in the Earth Temple. To
find some Poes that can easily be Pictographed, head across the bridge with the
two Blue Bubbles in the basement of the Earth Temple. In the room with two
Redead, go through the south door. This room should have several Poes in it
that ignore you if you stay by the entry door.
>RAT
Appearance: Cartoonized rats. What did you expect?
The cunning Rats are annoying little guys that you’ll fight in several levels.
The regular Rats like to steal your Rupees, and the pyromaniacal Bombchus throw
Bombs at you. Once you stop the water from pouring from the center mouth in the
Tower of the Gods lobby, enter the mouth and go into the room beyond to reach a
tall room with a Beamos and two Rats. They all ignore you if you stay in the
gray-floored part of the room, by the door. Assuming you can aim at the Rats,
it’s pretty easy to Pictograph them.
>RED AND BLUE BUBBLES
Appearance: Floating skulls enveloped in orange or blue flames
The Red and Blue Bubbles are ghostly creatures you’ll mainly find in the Tower
of the Gods and Earth Temple. You can pretty easily Pictograph a Blue Bubble in
the first room of the Earth Temple’s basement (with the bridge over the nasty
evil fog) and like all enemies, you can find plenty of Bubbles in the Savage
Labyrinth.
>REDEAD
Appearance: Greenish zombies with giant earrings
Ranking among the game’s spookiest enemies, the Redead are also some of the
toughest in the Dungeon room. You can find two of them in the second room of
the Earth Temple’s basement, inactive as long as you don’t approach them. If
you want, run over and kill one, then Pictograph the other from where it stood.
>SEAHAT
Appearance: Large, ugly fish with giant helicopter blades
The Seahats are the sea monster cousins of the Peahats. Though they are much,
much larger, they’re defeated in mostly the same way. They can be found
swarming around many of the Great Sea’s Island; they aren’t very hard to find.
Try heading over to Horseshoe Island; there are dozens of Seahats swarming
around there. Try either getting a zoomed-in Pictograph from far away, or
landing on the island and getting one from there, where the Seahats can’t
attack you. Be careful of the Cannon Boat nearby, though.
+----------------------+
|FORSAKEN FORTRESS ROOM|
+----------------------+
>BIG OCTO
Appearance: A giant, many-eyed squid
The leviathan Big Octos are huge creatures that lie waiting to fight you around
certain Islands of the Great Sea, surrounded by circling seagulls. Defeating
them always yields a great prize. Look for rings of seagulls around Seven-Star
Isles, Tingle Island, Fire Mountain, Private Oasis, Diamond Steppe Island, or
Two-Eye Reef to find one. Remember to take a Pictograph of a Big Octo before
you kill them all; their figurine is missable!!!!
>DARKNUT
Appearance: Heavily armored warriors carrying huge swords
The powerful Darknuts are some of the strongest, and most fun to fight enemies
you’ll meet. Highly trained and well-equipped, they can provide quite a
challenge. Finding a regular Darknut can be tough at times. Although it takes a
while to reach, you should be able to find one on the path to Ganon’s Tower. If
possible, try to Pictograph the one in the Tower of the Gods or one of the
Darknuts in Hyrule Castle.
>DARKNUT WITH BUCKLER
Appearance: A Darknut carrying a round shield
The most common type of Darknuts carries a large, round buckler that it can
block your attacks with. Darknuts with bucklers are easy to find. The Secret
Caves under Overlook and Stone Watcher Islands both have some; try to eliminate
all but one first. You can also easily find a single Darknut with a buckler in
the Secret-Secret Cave under Ice Ring Isle.
>GANONDORF
Appearance: A tall man wearing dark robes with red hair and beard
Ganondorf is the great king of evil, the main villain in almost every Zelda
games. He’s responsible for the monsters that plague the Great Sea and its
islands, and wields the Triforce of Power. The easiest way to get Ganondorf’s
figurine is to buy a Legendary Pictograph of him from Lenzo under a full Moon.
If you like doing things the hard way, you can try and get a Pictograph of
Ganondorf during your final battle with him on top of Ganon’s Tower. Try to
take one of him as after Zelda fires a Light Arrow at him. He’ll either be
stunned by it or execute a huge backflip to dodge the attack. Either way,
you’ll have a few seconds to get a shot of him. After you get a good
Pictograph, save and quit, then return to Carlov.
>GOHDAN
Appearance: A giant stone head and pair of hands
Gohdan is a massive guardian who resides on top of the Tower of the Gods,
waiting to test the skill of the new Hero. You can take his Pictograph during
your fight with Gohdan, but it’s easier to get one of him on the wall after you
beat him.
>GOHMA
Appearance: A giant, heavily armored scorpion
Gohma is the overgrown Magtail responsible for enraging Valoo. It’s the first
boss you’ll fight, and unless you’re playing the second quest, you won’t be
able to get a Pictograph of it. To get Gohma’s Pictograph and figurine, you’ll
have to wait until the end of the game, when you fight it in Ganon’s Tower.
(strange how Carlov accepts a color Pictograph of a black-and-white enemy, but
not a black-and-white Pictograph of a color enemy) As with all huge enemies,
stay as far away from Gohma as possible to include most of it in a Pictograph,
and try to mainly include its upper body. If possible, get its Pictograph from
one of the wooden platforms.
>HELMAROC KING
Appearance: A giant, colorful masked bird
The Helmaroc King is Ganondorf’s vicious pet. He sent it off to seek out and
kidnap Princess Zelda at the beginning of the game. The only time you can get a
good Pictograph of the Helmaroc King is during your battle with him on a high
platform above the Forsaken Fortress. It’s pretty easy to Pictograph the King
as he’s swooping and circling around the platform, but you should also try to
get one of him when he’s landed. Be very sure to get this figurine; you only
get one chance to take the Helmaroc King’s Pictograph!
>JALHALLA
Appearance: A huge, fat ghost carrying a lantern
Jalhalla is one of Ganondorf’s elite minions who was sent to guard the seal on
the Master Sword power at the Earth Temple. He’s made up of many Poes, and
fights you much like they do. Jalhalla’s Pictograph isn’t too tough to get. You
can take it during your first battle with him ,or in Ganon’s Tower. Try to
include his whole body in the Pictograph by running to the other side of the
room first.
>KALLE DEMOS
Appearance: A huge, hanging flower surrounded by long vines
Kalle Demos is a huge, mutated Boko Baba, the boss of the Forbidden Woods.
Though you can have the Deluxe Picto Box in time to get Kalle Demos’ figurine
during your first battle with it, it’s easier to wait until Ganon’s Tower. Try
to get a picture of the massive Flower surrounding Kalle Demos from the edge of
the arena, and also one of the Boko Baba inside it. You can try to snap the
Pictograph as you enter the boss room, before the battle starts.
>MIGHTY DARKNUT
Appearance: A caped Darknut in red armor, holding a shield
The elite Mighty Darknuts are the toughest normal enemies Ganondorf sends at
you. A red cape protects the armor straps on their backs, and they have huge
amounts of HP. The first opportunity you get to Pictograph these rare enemies
is in the basement of Hyrule Castle, after getting all 8 Triforce Shards. Try
to dash away from the Darknuts after you knock them down to get a good shot. If
you miss this opportunity, there are two just before the door in Ganon’s Tower
leading to your battle with Puppet Ganon. If you kill these ones off, they
never come back. The only place to find reappearing Mighty Darknuts is in the
shadow maze underneath Ganon’s Tower. To find them, take these turns after
entering the first correct door: left, straight, left, straight.
>MINIBOSS WIZZROBE
Appearance: A Wizzrobe wearing an orange robe, with an ornate headdress
This powerful Wizzrobe guards the Hookshot in the Wind Temple. He can summon
any normal enemy in the game or shoot fireballs, making the battle with him
very chaotic. Be very careful to get his figurine before you kill him; you only
get one chance at this! Try to Pictograph him from several angles early in the
fight. Only attempt this when you’re well away from the enemies he’ll summon.
>MOBLIN
Appearance: A large, piglike creature holding spears and wearing a Skull
Necklace
The big, dumb, and ugly Moblins are tough enemies that start fighting you in
large numbers in the later levels. They can do heavy damage to Link with their
powerful spears. If you’re far enough in the game, Moblins are easy to
Pictograph. Try to get a good shot of one from the beginning of the second room
of the Earth Temple. There are also two you can easily Pictograph in the woods
where you found Tetra, on Outset Island.
>MOLGERA
Appearance: A huge, wormlike monster
Molgera is the boss of the Wind Temple; a giant sandworm resembling Twinmold
from Majora’s Mask. Like with the other 3 main bosses, you can either take
Molgera’s Pictograph in his Temple, or in Ganon’s Tower. Try to get a variety
of Pictographs with it, including one of the boss flying around the room and
one of his head projecting out of the sand. Stay away from the sand holes
Molgera makes and its larvae when getting the Pictograph.
>MOTHULA
Appearance: Colorful, mothlike monsters
The Mothulas are insectoids that you mainly fight in the Forbidden Woods. They
can come with or without wings, and they both create Morths to slow you down.
You can find an easily Pictographed Wingless Mothula in the woods on Outset
Island where the Helmaroc King dropped Tetra. Try to take its Pictograph from a
ledge above the area you fight the Mothula in so it can’t ram you.
>PHANTOM GANON
Appearance: A shadowy warrior holding a huge sword
This powerful spirit is a creation of Ganondorf you’ll fight in the Forsaken
Fortress and Ganon’s Tower. Although it’s pretty tough to do so, it is possible
to miss getting Phantom Ganon’s figurine. Pictographing him is pretty easy
wherever you are, as he always stays plenty far away from you. Remember to get
his figurine before you defeat the final one with Light Arrows.
>PUPPET GANON
Appearance: A huge, horned monster supported by strings
Before you have your final battle with Ganondorf, he morphs into the gargantuan
Puppet Ganon to fight you. He takes on 3 forms over the course of the battle;
you must shoot the blue orb of the tail of each form with a Light Arrow 3 times
to beat him. Getting a Pictograph of Puppet Ganon’s piglike first form is
easiest. Stay on the other side of the arena to get all of him into the shot,
and remember to dodge his slow-moving punches.
>STALFOS
Appearance: A huge, ugly skeleton carrying a mace
Stalfos rank with Darknuts as some of the strongest enemies you’ll face.
Hefting massive clubs, they can pulverize Link with ease if he gets close.
Luckily, they move incredible slowly. The easiest place to Pictograph one is in
the second room of the Wind Temple. Keeping out of its range shouldn’t be a
problem; you’ll get plenty of time to get a good shot.
>WIZZROBE
Appearance: Toucan-like wizards in dark robes carrying wands
The maniacal Wizzrobes are some of the most annoying monsters you’ll ever find.
They teleport around the room and shoot fireballs at you; the yellow ones can
even summon weak monsters. A good place to Pictograph a Wizzrobe is in the same
room as a Stalfos; the second one in the Wind Temple. You’ll have a few seconds
to zoom in and aim at the fiend before it attacks. Use the Boomerang to stop it
from shooting fireballs if you want.
+--------------------+
|WINDFALL ISLAND ROOM|
+--------------------+
>ANTON
Appearance: An orange-haired man with a green vest and striped shirt
Anton is an active resident of Windfall Island who can be found walking around
it all day. He secretly loves Linda, but without your help he never gets around
to telling her.
>CANDY
Appearance: A bearded sailor with a brown vest
Candy is a wise sailor who stands at the end of Windfall dock during the day.
He’s an experienced seaman, and readily tells Link everything he knows about
the closest island in the direction the wind is blowing. To get a good
Pictograph of Candy, you’ll have to sail out in the KoRL in front of him.
>CANNON
Appearance: A short man with enormous ear hair
The fittingly named Cannon runs the Bomb Shop on the ledge on the other side of
Windfall Island from the town; he isn’t hard to Pictograph at all. Cannon
starts out as a corrupt bomb salesman, charging huge prices and extorting all
the poor, innocent, pyromaniacal citizens of Windfall Island. After he gets
tied up and robbed by Tetra’s pirates, he turns good and gets a haircut.
>DAMPA
Appearance: A sailor with a short black beard and red cap
Dampa is found standing on the field of Windfall Island between the dock and
Bomb Shop. He loves pigs, and he lets you play his Piggy-Sitting minigame if
you give him 3 Skull Necklaces.
>DOC BANDAM
Appearance: A bald man with goggles on his forehead and a bucktooth
The mad scientist Doc Bandam inhabits the potion shop near the Windfall Island
gate. He’s obsessed with creating new potions out of Chu Jelly.
>GARRICKSON
Appearance: A mean in red overalls with blue hair and a mustache
This Mario impersonator is found nervously walking around Windfall to send love
letters to someone. He stops walking whenever Link approaches, and he’s the
subject of Lenzo’s first Pictograph quest. If you want to have some fun, run up
and talk to him as he’s mailing a letter.
>GILLIAN
Appearance: A yellow-haired woman in a blue dress
Gillian is the bartender at the Windfall cafe above Zunari’s shop. There have
been rumors that she has a boyfriend; she keeps it a secret, but the Merman at
Rock Spire Isle seems to know something...
>GOSSACK
Appearance: A bald, red-nosed man
Gossack is found hanging around the Windfall cafe by day. He looks unassuming,
but he’s easily startled by loud noises...
>GUMMY
Appearance: A sailor with a tan shirt and suspenders
Gummy is found standing on the wall overlooking the Windfall entry arch.
Getting a good Pictograph of him is surprisingly difficult; you can’t get a
good distance in front of him without walking on air, but if you try to take a
picture of him from further down the wall you won’t get his front in. It’s best
to try and find him at the nighttime auction, where he has suspiciously large
amounts of Rupees to spend.
>KAMO
Appearance: A brown-haired young man
Kamo is a hopeless romantic who is found sitting on some steps near Zunari’s
shop. He gives you a Piece of Heart if you give him a color Pictograph of the
full moon.
>KANE
Appearance: A green-shirted sailor
Kane is a sailor turned art critic, found outside the entry arch. If he likes
how you’ve decorated the arch (put a Shop Guru Statue on it), he gives you a
Purple Rupee. It actually isn’t a very good deal, as Shop Guru Statues cost 200
Rupees.
>KILLER BEES
Appearance: A gang of four young boys
The Killer Bees are 4 inseparable troublemakers: Ivan (the tree-climbing
leader), Jin (Ivan’s quick-witted second in command), Jan (the thug who
pretends to be cute), and Jun-Roberto (who secretly hopes to replace Ivan as
leader). Together, they love to spread mischief around Windfall Island. They
especially despise their teacher, Miss Marie.
>KREEB
Appearance: A man wearing a yellow cap
Kreeb is always standing on the windmill balcony. He’s fascinated with it and
the lighthouse. If you can get it working, he gives you a Piece of Heart.
>LENZO
Appearance: An elderly man in yellow robes with a Pictograph Box around his
neck and a brown beard
Lenzo is a master Pictographer who runs a shop in Windfall. If you can
accomplish his 3 tasks and bring him a multicolored Forest Firefly from Forest
Haven, he’ll give you the Deluxe Picto Box, the key to beginning your hunt for
Nintendo Gallery figurines. He also sells you Legendary Pictographs.
>LINDA
Appearance: A blue-haired woman in an orange dress
Linda is standing near the windmill entrance. She and Anton both secretly love
each other, and after you get them together, they stand under a tree near Mrs.
Marie’s school.
>MAGGIE
Appearance: A brown-haired girl wearing an expensive dress
Along with Mila, Maggie was mistakenly kidnapped by the Helmaroc King in its
search for Princess Zelda. After she was freed, her impoverished father made a
fortune off the Skull Necklaces she brought back, allowing them to live in the
luxurious auction house. She spends her time daydreaming about Moe, a Moblin
that she fell in love with in the Forsaken Fortress.
>MAGGIE’S FATHER
Appearance: An old man dressed in rags/and expensive red outfit
Maggie’s father was desperately poor, with nothing to give his daughter’s
would-be rescuers except his pleas. After Maggie is rescued, he becomes filthy
rich overnight from the Skull Necklaces she brought back. He also becomes a
postman-hating old coot.
>MILA
Appearance: A blonde girl dressed in rags
Mila was also kidnapped by the Helmaroc King and imprisoned in the Forsaken
Fortress. Her rich father spent all his money trying to get her back, and after
she was rescued they both had to live in poverty. Mila supports them by working
at Zunari’s shop.
>MILA’S FATHER
Appearance: A portly man with a gold mustache and beard
Mila’s father used to be extremely rich, and lived in the auction house. When
his daughter was rescued from the Forsaken Fortress, he had to live up to his
promises and pay all his money to the pirates for her return. He’s found
hanging out under the tree near the docks. (he can’t work because of his so-
called bad back)
>MINENCO
Appearance: A brown-haired old woman
Minenco is the glamorous winner of the Miss Windfall Island contest... From 40
years ago. She is interested in Pictography like Lenzo, but hangs around Doc
Bandam’s shop.
>MISSY
Appearance: A black-haired old woman
Missy, Dampa’s mother, is one of the hardest-to-find people on Windfall Island.
She is found looking out to sea on a dock reached via a concealed ramp next to
Zunari’s shop. To get a good Pictograph of her, cruise out in front of the dock
on the KoRL.
>MISS MARIE
Appearance: A pink-haired woman wearing a Joy Pendant around her neck
Miss Marie is a teacher who runs the School of Joy near the windmill entrance.
She has a weakness for Joy Pendants; after you reform the Killer bees, you can
give them to her to get rewards. The first Joy Pendant earns you a Red Rupee,
the next 20 the Deed to her private Cabana, and another 20 the super-cool
Hero’s Charm!
>POMPIE AND VERA
Appearance: Two middle-aged women talking to each other
Pompie and Vera always love to spread gossip about Windfall’s citizens,
especially Lenzo and Minenco. They are found spreading “news” near Zunari’s
stand and Kamo.
>POTOVA AND JOANNA
Appearance: Two little girls
Potova and Joanna are two deceptively cunning little girls who are found in the
School of Joy or a patch of Flowers on the edge of the field outside the entry
arch. Many fear they’ll grow to be Windfall’s next Pompie and Vera.
>SAM
Appearance: A man with sideburns and a brown vest
Sam is a proud member of the Joyous Volunteers, a society devoted to spreading
joy in the form of small decorations around Windfall. If you decorate every
outdoor holder in the town, Sam gives you a Piece of Heart. He is always
sitting on a bench looking out to sea near Zunari’s shop.
>TOTT
Appearance: A big-haired man in a disco suit
Tott the Elvis impersonator is one of the more disturbing citizens of Windfall.
He’s found practicing his moves on the ledge above where you met the KoRL, next
to a gravestone. If you show him your Wind Waker, he teaches you the Song of
Passing.
>ZUNARI
Appearance: A short man in an enormous parka
Zunari is an ambitious merchant from a frigid land. He sells a variety of
goods, including the Sail, trade sequence decorations, and other items in the
nightly auction he runs. If you complete his trading quest, Zunari’s shop
expands to an outdoor megamall, and he gives you the Magic Armor. It’s a little
known fact that Zunari wears pigtails under his hood.
+------------------+
|OUTSET ISLAND ROOM|
+------------------+
>ABE
Appearance: A stern, brown-haired man with a beard
The hard-working Abe cares about nothing more than his wife, Rise, and two
children. He’s tending to his enormous pig (assuming you brought it to Rose) in
the daytime, and is in his house (on the end of the path behind Orca’s house)
at night.
>ARYLL
Appearance: A little girl with blond pigtails
Aryll is Link’s sister. Soon after she loans you her telescope at the beginning
of the game, the monstrous Helmaroc King kidnaps her. Link’s journey to defeat
Ganondorf begins when he sets off with the pirates to rescue Aryll. You get her
figurine automatically with Grandma’s. On your second quest, you can also try
to Pictograph her before she gets kidnapped.
>CRAB
Appearance: A purple crab. What else?
The crabs are found on the shore of not only Outset Island, but many other
islands as well. They scurry away from you on the sand, and burrow down if you
get too close. Take a zoomed-in Pictograph from afar.
>GRANDMA
Appearance: A short old woman with white hair in a bun
Link’s Grandma takes care of him and Aryll in her house on Outset Island. She
sets him off on his quest by providing the Hero’s Clothes and Shield, and is
always eager to support him any time. She can always be found in Link’s house.
Later in the game, Grandma becomes ill and delusional. If you cure her by
standing next to her and releasing a Fairy, she supplies you with powerful
Elixir Soup.
>JABUN
Appearance: A huge fish with a glowing lure in front
Jabun is the new name for Jabu-Jabu, a leviathan fish-god from Ocarina of Time.
He used to reside in the appropriately-named Greatfish Isle, but after the isle
was torn apart by Ganondorf’s curse, he moves to a cave behind Outset Isle. He
is also the bearer of Nayru’s Pearl. Since you only encounter him in a
cutscene, you must buy his Legendary Pictograph from Lenzo under a left half-
moon.
>JOEL
Appearance: A young boy with a white shirt and brown hair
Joel is Abe and Rose’s elder son. He looks up to Link, especially his jumping
ability. He’s found on the bridge connecting the halves of Outset Isle at
first, and later in Abe’s house.
>MESA
Appearance: A lighthearted man in an orange shirt
Mesa is a bit of a slacker who lives in a house near the lookout tower. His
vegetable patch is continually overrun with weeds; you can cut them down for
item refills and rupees. Mesa is apparently nocturnal; you can only Pictograph
him in his house at night.
>ORCA
Appearance: An old, bearded man with a harpoon
Orca is an old master of the sword (even though the harpoon is his weapon of
choice) who teaches Link to fight early in the game. He’s always willing you
test your skill in his two-story house near Link’s. (Orca resides in the bottom
floor) He also teaches you the Hurricane Spin in exchange for 10 Knight’s
Crests.
>ROSE
Appearance: A fat woman with yellow hair
Rose is Abe’s wife, and Joel and Zill’s mother. She loves animals; if you give
Abe the wild black pig at the start of the game, Rose raises it into a giant
hog. She’s found in her house at all times.
>SEAGULL
Appearance: For all you landlubbers, seagulls are white seabirds
Seagulls are found almost everywhere on the Great Sea. Circles of them indicate
hiding Big Octos; they also like to follow your boat as you sail. The best
place to Pictograph them is the Outset watch tower.
>STURGEON
Appearance: A huge-headed old man with glasses and a staff
Sturgeon is Orca’s wise older brother. He lives in the upper floor of their
house, where he’s often bothered by Orca’s practicing shaking the house. He and
the papers on his wall are filled with fairly obvious tips for your adventures.
>SUE-BELLE
Appearance: A blue-haired young woman with a pot on her head
Sue-Belle is Sturgeon’s granddaughter. She is found walking around Outset,
expertly carrying a vase of water on her head. She fines you 10 Rupees if you
break it.
>WILD PIG
Appearance: A giant black pig
Later in the game, Abe and Rose raise a small black wild pig from the island
into a giant hog, keeping it in their pen. It’s pretty easy to Pictograph.
>ZILL
Appearance: A little boy with some mucous hanging from his nose
Zill is Joel’s disgusting younger brother. He’s found near Mesa’s weed patch at
first, and later with Joel in Abe’s house. Don’t let him get too close or he’ll
RUN HIS NOSE ON YOU! DISGUSTING!
+--------------+
|GREAT SEA ROOM|
+--------------+
>ANKLE
Appearance: Like Tingle, in a pink jumpsuit
Ankle is Knuckle’s twin brother, and Tingle’s younger brother. He’s more
hardworking than Knuckle. (he has to be; Tingle forces him and David Jr. to
endlessly slave turning the Tingle Tower that is the landmark of Tingle Island)
>BEEDLE
Appearance: A shirtless man with a brown cap
Beedle is a strange man who owns a floating chain of Shop Ships across the
Great Sea. He’s always willing to sell his merchandise to Link, and is
responsible for giving him many important items, like the Bait Bag. Some
notable places to find him are Outset and Dragon Roost Islands, Forest Haven,
Rock Spire Isle, and Windfall island, only at night.
>DAVID JR.
Appearance: Like Tingle, but sterner-looking and in a white jumpsuit
David Jr. set out in his father’s footsteps to hunt down the Ghost Ship’s
treasure some time ago. He had the misfortune of winding up on Tingle Island,
where he was enslaved and assimilated, and forced to turn the Tingle Tower to
this day.
>FAIRY
Appearance: A tiny fairy dressed in white
The tiny Fairies have been healing Link for years, and they continue this job
in The Wind Waker. They are found in Fairy Fountains after the Great Fairy has
given you its gift, and also scattered across dungeons, particularly before
bosses. Touching one restores 10 hearts to Link instantly. If you don’t run
into one, you can instead capture it in a bottle and save its healing power for
later. If you keep a Fairy in a bottle, it will automatically heal Link if he
loses all his life. When Pictographing one, try your best to get one of its
front. Zoom in if you have to, and take several Pictographs for a better chance
of getting a good one. Fairy Fountains can be found on all the Fairy Isles,
Mother & Child Isle, and Outset Island.
>FAIRY QUEEN
Appearance: A grey, ghostly young girl holding a Great Fairy doll
Though she looks like an ordinary little girl, the Fairy Queen, obviously, is
the ruler of all Fairies. She resides within the tall rock walls of Mother &
Child Isles. If you use the Ballad of Gales to visit her after beating the
Forsaken Fortress, she grants Link the Fire and Ice Arrows. Since you can only
meet the Fairy Queen in a cutscene, you’ll have to buy her Legendary Pictograph
from Lenzo under a left crescent moon.
>GONZO
Appearance: A green-shirted pirate with a red bandana
Gonzo is Tetra’s second in command. He looks tough, but this isn’t always the
case. You get his figurine with Tetra’s Pictograph.
>GREAT FAIRY
Appearance: A four-armed being with black skin and pupil-less eyes
The seven Great Fairies are extremely powerful beings hidden in 7 Fairy
Fountains across the Great Sea. Once Link finds one, she will gladly increase
the capacity of Link’s Bomb bag, Arrow quiver, Rupee wallet, or Magic meter. To
find out which Great Fairy does what, check out their section. Since you only
meet each Great Fairy once in a cutscene, buy their Legendary Pictograph from
Lenzo under a left gibbous moon.
>KING OF KYRULE
Appearance: A crowned man in a red robe and white beard
The King of Hyrule, AKA Daphnes Nohansen Hyrule or the King of Red Lions, ruled
over this ancient land when Ganon invaded it long ago. He and his subjects
caused Hyrule to be flooded rather than fall into Ganon’s hands. No one has
seen or heard of him or Princess Zelda ever since. The King is still alive,
however, and communicates with the surface through an enchanted figurehead...
You’ll have to buy his Legendary Pictograph from Lenzo during a right gibbous
moon.
>KNUCKLE
Appearance: Like Tingle, in a blue uniform
Knuckle is Ankle’s lighthearted brother, who carved Tingle Tower back when he
was 10. He hid on Outset Island when Tingle defaced the tower by claiming it
for himself. He’ll appear in a flower patch on Tingle Island if you use the
Tingle Tuner to accomplish his crazy quests on Outset. Be careful; if you don’t
do this and get his figurine before you get all the others, you’ll never be
able to!
>LINK AND THE KING OF RED LIONS
Appearance: If you don’t know this, stop playing WW right now. It just isn’t
for you.
Link and his happy magic talking boat need no introduction. You’re playing as
them, after all! To get this figurine of yourself, you need to first get every
other figurine. (except Knuckle’s, which isn’t required for this one) After
that, Carlov will leave the Nintendo Gallery and proclaim that you are its new
master. He leaves behind this figurine.
>LOOT
Appearance: A sailor with a white shirt and hair in a dark ponytail
Loot is an experienced sailor who runs the Boating Course in square G6. At
night, he spends his earnings from it at the Windfall Cafe.
>MAKO
Appearance: A short pirate with a thick book and glasses
As you may tell from his appearance, Mako is the brains of Tetra’s pirate crew.
He’s normally meek, but those who make him angry may find themselves on the
receiving end of the dagger he hides in his book. Like all of Tetra’s pirates,
you get his figurine with hers.
>MERMAN
Appearance: A brightly colored fish with a paintbrush in its mouth
The Mermen are talking mapmaker fish that inhabit every one of the 49 quadrants
of the Great Sea. They provide a wealth of information about the tile they
inhabit and give you a map of it if you feed them with All-Purpose Bait from
your boat. If you scan the horizon with your telescope from around any island,
you should be able to find its resident Merman leaping out of the water. After
you’ve fed any Merman once, you can do it again to play an extremely hard arrow
minigame for Rupees. Try to take a Pictograph of a Merman from afar as he jumps
out of the water, though it might be possible to get one of him underwater,
swimming near your boat.
>NIKO
Appearance: A short, bucktoothed pirate with a blue cap
Niko is the lowest ranking of Tetra’s pirates, at least until you show up on
board. It’s his job to teach the new “swabbie” the basics of the game in the
pirate ship’s high-tech hold. You get Niko’s figurine with Tetra’s.
>NUDGE
Appearance: A pirate with long black hair and a yellow cap
Nudge is one of Tetra’s most trusted pirates. He’s assigned to guard her cabin.
Strangely enough, Nudge also likes sewing. You get his figurine along with
Tetra’s.
>OLD MAN HO-HO
Appearance: A short man with a telescope and tall blue hat in a white robe
Old Man Ho-Ho is found on several islands of the Great Sea, notably your
Private Oasis, Outset Island, and Bomb Island. He’s always peering through his
telescope at something interesting; it’s a good idea to follow his example.
>PRINCESS ZELDA
Appearance: A young girl with blond hair, in a pink dress with the Triforce
emblem on it
As the namesake of the entire Zelda series, Princess Zelda is obviously a very
important character. She is the heir to the Hylian throne and the keeper of the
Triforce of Wisdom. However, no one has seen or heard of her ever since Hyrule
was flooded. The easiest way to get Zelda’s figurine is by getting the King of
Hyrule’s legendary Pictograph, but you can also take a Pictograph of her during
your battle with Ganondorf. If you do, save and quit, then leave Ganon’s Tower
and head for the Nintendo Gallery.
>SALVAGE CORP.
Appearance: 4 divers on a boat with a crane
The Salvage Corp. is obsessed with finding treasure from the seafloor, but so
far they’ve only recovered enough Rupees for their diving suits. They give you
Treasure Chart 34. They can be found floating around Pawprint Isle or Eastern
Triangle Isle.
>SALVATORE
Appearance: A bored-looking man leaning on a counter
Salvatore is the hilarious owner of the Squid-Hunt minigame in the windmill on
Windfall Island and the Cannon minigame on Spectacle Isle. He uses various
masks to simultaneously make his games more real and degrade himself.
>SENZA
Appearance: A black-shirted pirate with blue hair and a beard
Senza is the pirate steward, in charge of keeping the ship in top condition.
He’s also an excellent speaker. His figurine comes free with Tetra’s.
>TETRA
Appearance: A dark-skinned young girl with blond hair and pirate’s clothes
The mysterious Tetra is the leader of the pirate crew and ship she inherited
from her late mother. She continues her mother’s quest for a legendary treasure
under the Great Sea. Tetra is normally bossy, but mysteriously has a soft spot
for Link. This is because she is actually Princess Zelda, transformed by her
lack of the Triforce of Wisdom. Like Maggie and Mila, Tetra was kidnapped by
the Helmaroc King in his search for the Princess (and he was actually right
this time) but was dropped into some woods above Outset Island after the pirate
ship fired at the Helmaroc King. Tetra continues to help Link out during his
adventure. Tetra’s is one of the one-time Pictographs, two-time if you’re on
your second quest. Normally, you have to take Tetra’s Pictograph when she
follows you into Hyrule Castle after beating the Forsaken Fortress. Try to run
and roll a good distance away from Tetra, then Pictograph her as she catches
up. Don’t save until you have her figurine! If you’re on your second quest, you
can also take Tetra’s Pictograph as she waits on the beach of Outset Island
before taking you on the pirate ship. Either way, you also get figurines of all
her pirate crew with her figurine.
>TINGLE
Appearance: A short crazy man in a green bodysuit with red underpants
Tingle is a crazy, fairy-obsessed weirdo. Although he’s one of the game’s most
disturbing characters, Tingle is also an expert mapmaker and is the only one
who can decode the Triforce Charts for no less than 398 Rupees per chart. (talk
about extortion) Tingle is first locked up in the Windfall jail for stealing
the Pictograph Box. After you free him, he’s found, obviously, on Tingle
Island, where he forces the unfortunate ankle and David Jr. to turn the tower
made in his image. Tingle also gives Link the Tingle Tuner, which lets you use
the GBA to have Tingle help Link out with a variety of services. (see the
Tingle Tuner section for more)
>WANDERING MERCHANT
Appearance: A Goron in a button-up shirt and tall hat, with an enormous
backpack
The 3 Wandering Merchants are all that is left of the Goron race. They are
found loitering around on Bomb and Greatfish Islands, and Mother & Child Isles.
They are trading partners with Zunari; you’ll have to consort with all 3 of
them to expand his emporium.
>ZUKO
Appearance: A short pirate with a red cap and sideburns
Zuko is the pirate’s keen-eyed watchman, but he’s slightly insane, so no one
can tell what he’s seen. You get his figurine with Tetra’s.
-------------------------------------------------------------------------------
11. Enemies (Enmis)
There are 3 main types of enemies Link faces during his travels around the
Great Sea: land, sea, and Bosses. I’ve sorted them out by name (for land and
sea) and order. (for bosses) Here are summaries of the difficulty scores I
give:
*-Grunt: As a basic grunt, this enemy is little more than an obstacle to you.
With no resistance, they fall to just about anything in seconds. Unfortunately,
they often attack in huge numbers.
**-Peon: Enemies with 2 stars require a little thought to defeat. Sometimes
they have to be weakened before you can kill them, and they can often take more
hits then Grunts.
***-Toughie: 3-star enemies can be slightly difficult, especially in numbers.
Don’t expect to get away with just hacking and slashing; you’ll have to make
use of items before you can inflict any damage.
****-Warrior: These are the beginning of the enemies that stand out from the
rest in difficulty. They have powerful attacks and large amounts of HP; in
numbers they present a big challenge.
*****-Elite: Few and far between, Elite enemies are the strongest you’ll face.
Either a walking nightmare or a fun factory depending on how good you are,
Elite enemies often serve as minibosses. Expect to lose plenty of hearts when
first fighting these challenging foes.
>LAND ENEMIES
-Armos
Weakness: Hero’s Bow
Spoils: None
Difficulty: **
Armos are living statues that are mainly found in the Tower of the Gods and
Wind Temple. They come in living and non-living varieties, and look identical
until you get close. While the non-living ones can be picked up and thrown like
other objects, the living ones will make a distinctive noise when you approach,
then steadily attack with a hopping charge attack. They rarely change
direction, so as long as you keep your distance, this attack is easy to dodge.
Their only weakness is a bulbous red crystal on their backs. One Master Sword
hit to it will kill an Armos, but they rarely give you this opportunity. If you
lock onto one and attack it’s “eye” on the front, the Armos is stunned long
enough for you to attack its back. If you feel like testing your skill and
saving arrows, try staying right in front of the Armos as they charge and
sidestepping just as they pass. This gives you a brief opportunity to hit their
crystals without wasting an arrow, but it takes practice.
-Armos Knight
Weakness: Bombs
Spoils: None
Difficulty: ***
These massive statues are giant versions of Armos. Unlike the smaller variety,
you’ll never have to worry about mistaking them for inanimate objects. Armos
Knights will open their eyes and thunder towards you by hopping, as usual. They
switch between trying to run you over and hopping up and down in place with
their mouths open. Constantly hop/backflip away from the Knights when they
charge, and when they stop and open their mouths either pull out a Bomb or pick
a bomb flower and toss it from a short distance into their mouths. The Bomb
explodes, killing them and sending them on a suicide rampage like regular
Armos. As usual, step out of the way to avoid taking damage. You can still
shoot the Armos Knight’s eye to stun them, and in this case make them open
their mouths. This shouldn’t be necessary; Armos Knights aren’t nearly as tough
as they look.
-Beamos
Weakness: Arrows
Spoils: None
Difficulty: **
Beamos are tower-like enemies mainly found in the Tower of the Gods. They are
basically eyes on tops of pillars that can fire energy beams at you, and come
in two varieties: rotating and fixed. Rotating Beamos have eyes that
continually rotate to scan the room. To get past them without suffering a
painfully accurate laser blast, watch the eye and time your movement so that
you pass by the Beamos right after the eye scans the area you’re moving
through. Rotating Beamos can only be killed by a well-timed and well-aimed Bomb
to their eye, but the rarer fixed variety can killed much more easily. Fixed
Beamos, as far as I know, are only found on the outdoor walkway leading to
Gohdan’s Boss Door. They guard a narrow pathway, keeping a laser beam directly
in front of you to block the path. To get rid of them, get up close so they
fire a laser beam, (but don’t walk into it) then lock onto their eye and
shatter it with an arrow.
-Boko Baba
Weakness: Deku Leaf, Boomerang
Spoils: Boko Baba Seed, Boko Stick
Difficulty: *-***
Boko Babas are common enemies in Forest Haven and the Forbidden woods. They
look like reddish-tinged Boko Buds until you get close, at which point they
rise from their buds and get ready to attack. If you stay too close to them for
too long, they try and eat you whole, doing half a Heart of damage. (I think)
It also looks funny. =) Anyway, when you first encounter Boko Babas, the only
way to defeat them is to lock on and mash B to deliver a sword combo. The
Baba’s big head blocks the first few hits, but it eventually gets stunned and
lifts its head up. Quickly hit the Baba’s exposed stem to kill it. Defeating
Boko Babas becomes easier once you get the Deku Leaf. Blow a blast of air at a
Baba from a distance to easily stun them, then run in and slash their stem.
They become still easier with the Boomerang; simply hit a Baba with it to
instantly kill it.
-Bokoblin
Weakness: Boomerang
Spoils: Joy Pendant, Machete, Boko Stick
Difficulty: **
Bokoblin are some of the most common enemies in the game. These puny Moblins
are found almost anywhere, even on the Great Sea. They are relatively weak and
predictable. When you get within their short line of sight, they run up and
attack with their weapon. This attack can be easily shielded against or dodged.
Bokoblin can be hit right off the bat with your sword, but you may want to stun
them first to prevent a counterattack. They also come in 3 types: normal,
Shield, and Pirate. The normal Bokoblin are found in early dungeons, and can
easily be dispatched. They wield weak Boko Sticks as their weapons. Shield
Bokoblin come in later Dungeons. They attack with a stronger machete and also
carry primitive shield to block some attacks. It’s recommended you stun them
with the Boomerang first to make taking them out easier. Pirate Bokoblin are
found on Sea Platforms and rafts. They act like normal Bokoblin, but wield
telescopes instead of Boko Sticks.
-Bubble
Weakness: Arrows, Hookshot, Deku Leaf
Spoils: None
Difficulty: **
Bubbles are floating skulls enveloped in clouds of red or blue fog. They patrol
various dungeons, mainly the Tower of the Gods and Earth and Wind Temples. They
also come in red and blue. Both Bubbles can be stunned by either the Deku Leaf
or Hookshot. The Deku Leaf simply makes the Bubble drop to the ground stunned.
When stunned, they act just like any other skulls you’ll find lying around, and
can be shattered just as easily. The Hookshot not only stuns Bubbles, but also
pulls them within sword range, making it even easier to kill them. Red Bubbles
are the easier kind. Their red fog sets you on fire if they touch you, but they
have a short line of sight and they float at you slowly. If you have good
timing, you can whack them with your sword as they approach. You can also stun
them by making them hit your shield. Red Bubbles can also be taken out with a
single well-placed arrow from the Hero’s Bow. Blue Bubbles can’t be attacked
with your sword or Bow, and your shield doesn’t help either. If they touch you,
they envelop you in nasty evil fog to keep you from using the B, X, Y, and Z
buttons. Be very careful around them. They have to be stunned with the Deku
Leaf or Hookshot before you can kill them.
-Chuchu
Weakness: Boomerang, Bombs, Skull Hammer
Spoils: Red, Green, and Blue Chu Jelly
Difficulty: *
Chuchus are extremely common enemies found almost anywhere. They are also some
of the simplest to defeat. Besides this, they take the prize for most
varieties; you’ll face Red, Green, Yellow, Blue, and Dark Chuchus throughout
your adventure. All Chuchus either rise from the floor or drop from the ceiling
when you approach them; they can’t be seen or fought from far away. After they
make their entrance, Chuchus (except the Red ones) move around as nearly
invincible puddles of slime, and rise from the ground when they’re about to
attack by leaping at you. Their attack can easily be parried or blocked. Since
Chuchus are so hard to hit normally (except with the Bow), it’s a good idea to
stun them before attacking when possible. A Boomerang hit, nearby Bomb
explosion, or Skull Hammer whack does the trick; the latter two can stun
multiple Chuchus at once. (The Deku Leaf can briefly stun multiple ones) The
Grappling Hook also stuns Chuchus very briefly; it also steals their Jelly.
Anyway, Red Chuchus are the weakest kind. They have half the HP of the other
Chuchus, so one Hero’s Sword slash takes them out. Green Chuchus are the next
step; they have twice as much HP as Red ones. They’re tougher at first, but you
won’t even notice one you get the Master Sword. Stay close so they’ll make
themselves vulnerable. Yellow Chuchus also have twice the Red’s HP, and they’re
also surrounded by a bioelectric field that shocks you when you try to slash
them. They have to be stunned before you can damage them. Blue Chuchus are also
electrified, but they don’t jump at you to attack. They are found on many small
islands and drop rare Blue Chu Jelly. Dark Chuchus are found in the Earth
Temple, and are the toughest ones of all. Though Dark Chuchus can be stunned
normally, they simply reform when you attack them. You’ll have to use either
Medli’s harp or the Mirror Shield to temporarily petrify them with light (you
only encounter them in rooms with light beams) and then smash them to bits with
the Skull Hammer to get rid of them. You may not always want to do this;
petrified Dark Chuchus are sometimes used to solve puzzles.
-Darknut
Weakness: Parry attacks, Boomerang
Spoils: Knight’s Crest, Darknut Sword
Difficulty: *****
Darknuts are Ganondorf’s elite soldiers, the toughest of his minions on the
Great Sea. In other words, they’re the hardest, coolest, and most fun normal
enemies you’ll ever meet. In appearance, they look like hulking Dobermans
wearing massive armor and carrying huge swords. They’re well trained in sword
fighting and martial arts; they are powerful and deadly enemies, especially in
numbers. Because of their armor, Darknuts are invulnerable to attack at the
start. (except of course from Light Arrows) Darknuts initially attack with
powerful horizontal and vertical sword swings that deal heavy damage and send
Link flying. If you later disarm them, they’ll try to get back to their swords
quickly. If you stand in their way, they’ll fight with quick karate chops and
kicks. Luckily, their attacks can still be blocked with your shield. To damage
a Darknut, you first have to remove their armor. The easiest way to do this is
with parry attacks. Stand close to a Darknut to induce it to attack with a
horizontal slash, which lets you execute a jumping parry to knock their helmets
off. They are now vulnerable to jump attacks and can be stunned with the
Boomerang like any other enemy. Immediately slice at the red straps on their
back to remove their armor. If you aren’t quick enough, hit their exposed
noggins with the Boomerang, then circle around and slice their armor straps.
After that, use the standard stun and slash pattern to kill them. They have
lots of HP and can nimbly dodge some attacks with their armor off, though, so
this can take a while. It’s also possible to defeat Darknuts without parry
attacks, although it isn’t easy. If you keep close to a Darknut and roll under
its horizontal slash, you have a bit of time to get to their backs and slice
their armor off. You have to be very quick, though. Later in the game, you’ll
encounter Darknuts carrying round buckler shield. The use the shields much like
Shield Bokoblin; they can block your sword attacks even after you take their
armor off. You’ll need to stun them to inflict any damage. The highest rank of
Darknut is the Mighty Darknut. Sporting more HP than their subordinates, these
Darknut commanders wear ornate red armor and capes to protect their armor
straps. You’ll have to sever their capes with multiple rolling parries to get
at their armor. You can also shoot them with a Fire Arrow to burn the capes
off.
-Floormaster
Weakness: Boomerang
Spoils: None
Difficulty: ****
The infamous Floormasters are only found starting in your second visit too the
Forsaken Fortress, but they are some of the most annoying enemies in the game.
From afar, Floormasters are black vortexes in the ground, and either stay in
one place or patrol a predetermined path while making their distinctively
queasy-sounding noise. When you get close, the Floormaster itself, a long arm
and hand, rises from the hole. Floormasters can only damage you by throwing
nearby pots or other objects at you, but they can do something much worse than
damage. If you don’t attack a Floormaster soon after it appears or step
directly onto its hole for too long, the Floormaster grabs you and drags you
down into its nether-realm. You reappear at the beginning of the room you
visited before the Floormaster room. Obviously, this can be quite annoying and
debilitating, especially when dealing with large numbers of Floormasters. The
best way to defeat a Floormaster is to first inch towards its hole. Depending
on their difficulty, Floormasters may raise their vulnerable hands out of the
hole when you are still a ways away, or directly within grabbing range. Either
way, quickly L-target the Floormaster as soon as it appears and stun it with
the Boomerang. Hit it 1 or 2 times with vertical sword slashes, then stun it
and repeat. It takes 6 Master Sword hits to defeat a Floormaster, making them
annoying AND tough. If you have magic and arrows to spare, you can also use an
Ice Arrow to freeze a Floormaster solid, then shatter it with the Skull Hammer.
Unless you stun it with the Boomerang first, the Floormaster can only be frozen
when it’s grabbing you.
-Grabbing Hand
Weakness: None
Spoils: None
Difficulty: **
Grabbing Hands are rare variants to Floormasters found in the Forbidden Woods
and Wind Temples. They are hands attacked to long, extending arms (sound
familiar?) and attack by grabbing onto you. (where have we heard this before?)
Luckily, this attack doesn’t damage you but instead drains your magic power and
forces you to run in place. (now that I think of it, Grabbing Hands might make
nifty treadmills) You’ll probably be needing some magic soon, so slice them
with your sword to get rid of them. (they can’t be L-targeted, though) Be
quick; Grabbing Hands grow back after a few seconds. Maybe it’s just because
they look like something from my nightmares, but Grabbing Hands are the
scariest enemies for me.
-Kargaroc
Weakness: Hero’s Bow, Boomerang
Spoils: Golden Feather
Difficulty: **
Kargarocs are miniature versions of the Helmaroc King. They are found
patrolling many outdoor locations, and have a liking for high spires. They make
a cawing sound when gliding around, and another sound when they spot you and
descend to attack. Their only move is an easily blocked or dodged swooping
attack. Kargarocs are vulnerable to almost anything from the start. Two Hero’s
Sword hits or one Master Sword hit kills them up close, but it’s recommended
that you fight them with the Boomerang after you get it to easily take them out
in two hits. If they’re too far away for this, (as they often are at islands
like Needle Rock Isle and Bird’s Peak Rock) a well-aimed arrow destroys a
Kargaroc. Kargarocs also sometimes serve at transporters to carry other enemies
into battle.
-Keese
Weakness: Boomerang
Spoils: None
Difficulty: *
These small, batlike minions of Ganondorf are some of the weakest enemies in
the game. They start out either hanging from the ceiling or patrolling an area,
and flap around you when you get close. (it’s never hard to tell when Keese are
near) Though they are extremely simple alone, you’ll often fight them in large
(or even ridiculous) numbers. A hit of just about anything kills a Keese, but
the Boomerang is recommended as soon as you get it. Practice rapidly L-
targeting a Keese, killing it off with the ‘Rang, and repeating the cycle in
about a second. With practice, you’ll be able to mow through Keese by the
dozens with ease. In later levels you’ll meet some Fire Keese, which can deal
extra damage by setting you on fire. They are killed the same way as regular
Keese.
-Magtail
Weakness: Parry attacks
Spoils: None
Difficulty: **
Although you don’t need to parry to defeat these red-hot centipedes, it
definitely helps. Magtails are quite slow; they crawl around the room at a
snail’s pace on their many legs and provide you with plenty of warning before
attacking. They are only vulnerable when they rear up and expose their eye to
attack. If you hit them with a weak weapon (namely the Grappling Hook; sword
thrusts also work) they will fly backward and curl up into a ball. They are
sometimes used to solve puzzles in this state, so keep aware of any switches
around you. They can be repeatedly attacked in ball form to deal damage, but
they have a sizeable amount of HP. The bast way to defeat a Magtail is to parry
its lunging attack. (the timing is quite easy to get down) This always kills
the Magtail in one hit, so always parry when there are no nearby switches.
Also, Magtails can regenerate their health in magma; make sure to kill them in
one hit in case you knock them into it.
-Miniblin
Weakness: None
Spoils: None
Difficulty: *
These nimble, impish creatures are without doubt the most annoying foes in the
game. They attack in long, often endless onslaughts and seem to appear out of
nowhere. Though their tiny tridents are quite weak, Miniblin often serve as a
distraction to keep you from accomplishing something else. Two Hero’s Sword or
one Master Sword hit kills a Miniblin, but it’s likely another will take its
place. Learn to dread the Miniblin’s distinctive “da-da!” chatter; it signals
the start of another near-endless swarm of the bucktoothed little guys.
-Moblin
Weakness: Boomerang
Spoils: Skull Necklace, Moblin Spear
Difficulty: ****
Moblins are some of the toughest enemies you’ll face in the game; the brutes
rank up with Wizzrobes and Redead. Basically resembling buffoonish pigs, they
carry passive spears and often lanterns. Moblins have a large line of sight,
and waste no time charging at you when you approach. If they are patrolling a
dark area and carrying a lantern, they’ll throw it at you to deal extra damage
and set you on fire, so keep moving. After that, Moblins attack with sweeping
spear attacks that can send you flying backwards. If you deliver a sufficient
beating to knock their spears away, LET THEM GET THE SPEAR BACK! If you get in
their way, they’ll attack with a ridiculously strong, quick punch that easily
sends you flying across a whole room and is even stronger than a spear attack.
Like with all tough enemies, you can’t just attack Moblins from the start; the
block your sword blows with their spear handles. As usual, the best way to
defeat Moblins is to L-target one, stun it with the Boomerang, and deliver a
powerful sword combo. It will probably take two combos (even with the Master
Sword) to beat a Moblin. Though you only fight one Moblin before getting the
all-important Boomerang, the fight can be hard if you don’t know what to do.
Strafe around the Moblin with your shield out, staying just within spear range.
As soon as they deliver a failed attack, rush in at slash at them. Repeat until
the beast dies, and be careful not to get hit. If fighting multiple Moblins,
it’s a good idea to fight them with their own spears; they can quickly defeat
Moblins from a great distance.
-Morth
Weakness: Spin attack
Spoils: None
Difficulty: *
Morths are the tiny larvae of Mothulas. They are the most harmless enemies in
the game, and only serve to slow you down. Morths will jump onto Link and cling
like burrs. Although the little guys are covered in spikes, they don’t damage
Link. Instead, they slow him down. The more Morths on Link, the slower he
moves. Morths can be shaken off with a roll attack, but the best way to dispose
of them is with a spin attack, which instantly destroys every Morth clinging to
Link.
-Mothula
Weakness: Deku Leaf, Fire Arrows
Spoils: None
Difficulty: **-***
Mothulas are large insectoids that mainly populate the Forbidden Woods. Most
Mothulas are wingless, grasshopper-like monsters, but a few do have wings.
Wingless Mothulas are easy to beat. They are vulnerable to any attack, and two
Hero’s Sword slashes destroys one. They can still be tough, however, because
they are quick and charge without warning. Keep moving very fast to hopefully
dodge. This can be hard, because Mothulas also drop Morths around the arena as
they move. Be prepared to take some damage when fighting Wingless Mothulas. The
winged variety are actually easier, though they take longer to beat. Winged
Mothulas attack with easily dodgable, rocket-powered charges that sweep the
whole room as they drop Morths in their wake. The charge is pretty easy to jump
out of the way of, if you’re L-targeted. To damage, a Winged Mothula, you’ll
first have to attack it to remove its wings. The easiest way to do this is to
stun them with a Deku Leaf wind blast, which makes them slowly float to the
ground waiting for you to jump attack them. Keep this up until you slice off
all their wings, then deal with them like a Wingless Mothula. They become much
easier once you get Fire Arrow. Blast a Winged Mothula with a Fire Arrow and it
instantly goes down in flames.
-Peahat
Weakness: Deku Leaf, Boomerang
Spoils: Golden Feather
Difficulty: **
Peahats are strange, helicopter-like monsters you’ll mainly find in the
Forbidden Woods. They leisurely float around a room, and attack with a ramming
charge when you get close. This charge can get hard to dodge when fighting them
in groups; keep moving at all times. Peahats are invincible until you remove
their helicopter blades. The beast way to do this is to hit them with a Deku
Leaf wind blast or Boomerang toss from afar. After that, they drop to the floor
helpless, and almost anything finishes them off.
-Poe
Weakness: Mirror Shield
Spoils: None
Difficulty: ***
Bizarre, jumpsuit-wearing ghosts that haunt the Earth Temple, Poes are tricky
enemies. They start out in a (what else?) ghostly state that keeps them from
being hit by any attack. (except Light Arrows) To make Poes vulnerable, locate
a nearby light beam and have you or Medli shine light on the spirits. After
keeping the beam trained on them for several seconds, Poes become corporeal and
start running around the room in panic. A Boomerang hit and two Master Sword
slashes then takes out a Poe. Some Poes carry lanterns around. They can toss
these lanterns at you like Moblins to set you on fire, or charge at you. You
can also make them drop their lanterns by hitting them with the Boomerang three
times. Be careful of the fire it creates. When they don’t have a lantern, Poes
will run after you in an attempt to possess you. When Link is possessed, all
his controls are reversed. (and his eyes wiggle around; funny!) Often, you’ll
actually want Poes to possess you; they new control scheme isn’t too hard to
figure out, and Poes must sacrifice themselves to do it. Letting them possess
you is the only way to kill Poes before getting the Mirror Shield. You can
remove them by walking to some light or waiting.
-Rat
Weakness: Boomerang
Spoils: None
Difficulty: *
Rats are pretty self-explanatory in appearance, and patrol just about every
level. They normally keep running along floors, walls, and ceilings, and can be
tough to hit. They will mug you if you get too close. Yes, mug you; several of
your Rupees fly out when a Rat attacks, and it will get away with some of them
if you don’t kill it! The Boomerang is the best way to exterminate Rats, but
you may want to manually aim at them from far away. Later in the game, Rats are
replaced by the pyromaniacal Bombchus, which are basically Bomb-carrying Rats.
(whose idea was that?) Rather than mugging you, they instead toss their
explosive cargo at you. Dodging Bombs can be tricky; always keep moving when
fighting Bombchus and kill them with the Boomerang. Where you find Rats, you
almost always find rat holes as well. If you toss some All-Purpose Bait in
front of one, the rats will stop attacking you and even offer to sell you bait,
potions, or refills!
-Redead
Weakness: Mirror Shield
Spoils: None
Difficulty: ****
Undoubtedly the creepiest enemies in the game, Redead are luckily mainly found
in the Earth Temple. They start out looking lifeless and benign, but they
awaken when you approach. Almost immediately after, Redead will issue a
terrifying scream that freezes Link in his tracks. After that, you’re forced to
watch helplessly as the Redead inches toward Link. If the scream doesn’t wear
off before they reach Link, the Redead will grab onto Link and bite at him
repeatedly. To shake them off, mash random buttons. (especially A and B) If the
Redead fails to reach Link and the scream wears off, good. Quickly lock onto
the Redead and kill it with a sword combo. Once you have some practice, you can
also try using a jump attack just as the Redead screams. If you timed it right,
you’ll sink your sword into it while it’s doing so, which interrupts the attack
and gives you a head start in killing the monster. The best way to take out
Redead, however, is to find a nearby light beam and stun it by shining some
light onto it, then quickly run up and kill it. If all these plans sound too
risky, you can kill a Redead with 3 Bomb explosions; no other projectile
(except Light Arrows) harms them.
-River Octorok
Weakness: Hero’s/Mirror Shield, Boomerang
Spoils: None
Difficulty: **
Like Sea Octoroks, these rock-spitting monsters are little more than an
annoyance. They are only found in a few places and are easily dispatched. Once
you get the Boomerang you can just hit them with it to easily take one out.
Before that, draw your sword and block their attack with your shield. It’s
reflected back at the Octorok, killing it.
-Stalfos
Weakness: Bombs
Spoils: Stalfos Mace
Difficulty: *****
The tremendously ugly, skeletal Stalfos are some of the strongest enemies Link
fights, ranking right up with Darknuts. (in my opinion, Stalfos are the hardest
normal enemies n the game) Wielding huge maces, they can send Link flying
across the room with one swing. They can be extremely tough up close, but
luckily Stalfos are some of the slowest enemies. It should be a cakewalk to
keep your distance from them. Besides normal swings, Stalfos can also use a
devastating spin attack that can propel them across the room, making it very
hard to dodge and serving as their only real means of moving. To defeat a
Stalfos, you have to attack its head. To do this, you’ll need to first take
them apart to get their heads at sword level. There are two ways to do this.
The most economical (and riskiest) way is to briefly stun a Stalfos with the
Boomerang, then mercilessly attack their legs with sword combos until they fall
apart. If you don’t stun them frequently they’ll cheaply counter with a spin
attack, and this method is next to impossible when fighting groups of Stalfos,
so it isn’t recommended. The best way is to toss a Bomb just in front of them.
(so they inch onto it) The Bomb will blow the Stalfos apart instantly. Either
way, once their head is bouncing around on the floor, stun it with the
Boomerang and slash at it until the Stalfos dies. Be quick at this, or it will
reassemble itself and attack again. A far easier way is to simply stun the
head, then smash it instantly with the Skull Hammer. Very nifty.
-Wizzrobe
Weakness: Hero’s Bow
Spoils: None
Difficulty: ****
Wizzrobes are some of the most annoying enemies in the game, ranking right
under Miniblin. These crazy wizards wear toucan-like masks and colored robes;
after fighting them you’ll undoubtedly think twice about opening that box of
Froot Loops I know you’re holding. They love to teleport around the room
erratically. This is accompanied by a very distinctive sound, so you’ll know
when you’re fighting one. They will pause for several seconds after this, then
fire a triple fireball blast. (which is accompanied by ecstatic cackling)
You’ll need quick reflexes and good coordination to dodge this attack, but the
Mirror Shield can sometimes block them. After beating the miniboss of the Wind
Temple, you’ll also start running into yellow-robed Summoning Wizzrobes along
with the regular red-robed kind. They have all the abilities of normal
Wizzrobes and twice the HP, but they can also summon weak enemies into combat.
Obviously, you should take care of them quickly before they get this chance.
When fighting single Wizzrobes, the best thing to do is to simply run up to the
Wizzrobe, stun it with the Boomerang, and then attack it normally. If it
appears floating in midair, stun it to make it disappear harmlessly. When
dealing with multiple Wizzrobes, the Hero’s Bow is the weapon of choice. A Fire
Arrow instantly takes out a normal Wizzrobe; two destroy a Summoning Wizzrobe.
Strangely enough, the Hookshot also damages Wizzrobes, although it takes a
while to kill one this way. At sea, you’ll fight white-robes