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/ ________ / T H E L E G E N D O F
/.-‘ / /________________ _______ ___
/ / / \ ___ | \ / \ _ \ \ \
/ / / | | \ | | | | | \ \ / \
/ / / | | \| | | | | | | / /\ \
/ / / | |_/| | | | | | | / / \ \
/ % / | _ | | | | | | | / /____\ \
/ / / | | \| | | | | | | / _______ \
/ / / | | /| | | /| | | | | / / \ \
/ / / | |___/ | | |_/ | | |_/ // / \ \
/ / / /________| /______|/_______//___\ /___\
/ /________.-‘/ T H E
/_______________/ W I N D W A K E R
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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
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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-
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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.
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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.
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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, g