The Legend of Zelda: The Wind Waker

This guide was written, contributed and copyrighted by me, known here as 
lighterfluid6. Don't plagiarize, or use this guide giving yourself 
credit. This guide is not to be posted in any website other than 
gamefaqs.com, ign.com and associated websites. To contact me, email me 
at redshift71388@aol.com or IM me at redshift71388 (do not contact my 
previous addresses, ChaosUnit22). If you do contact me, do it only to 
ask for help that you feel isn't covered in my guide, or for any 
constructive criticism and appraisal. Do not, under any circumstance, 
contact me asking me to join your special forum, be part of some special 
group, or make small talk. If you ask a question about the game, make 
sure the guide doesn't cover that. That is all.

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Introduction.

There once was a kingdom where the golden power of the gods was said to 
rest. This kingdom was Hyrule. It was a land blessed with green fields 
and gentle winds. But one day, an evil fiend known as Ganon invaded the 
kingdom in an attempt to find the golden power and claim Hyrule as his 
own. Just as Ganon's aim was near fulfillment, a young boy dressed in 
green appeared, as if from nowhere. He wielded the Master Sword that 
sparkled with the power to repel evil. With it he defeated Ganon, but 
not before the dark king plundered a piece of the golden treasure; a 
sacred artifact called the Triforce of Power. Years passed, and the 
kingdom of Hyrule lived on in peace. Then, Ganon returned from the 
shadows, ready to invade the kingdom once more. The people of Hyrule 
believed that the hero who defeated Ganon before would once again appear 
and prevail. To their despair, the hero did not come. The people had no 
choice but to appeal to the gods. They responded with a torrential 
downpour that would bury Hyrule beneath the sea forever, trapping Ganon 
inside. Ganon's power remained sealed for years as the people of Hyrule 
survived on the mountaintops that became islands in the Great Sea. But 
once again, darkness has fallen across the land. Ganon has resurfaced 
and is once again searching for the mythical Triforce. Everywhere across 
the Great Sea, young girls with pointy ears have gone missing, kidnapped 
by the shadow that dwells within the fortress in the far corner of the 
sea. Ganon hopes to find Princess Zelda, who long ago possessed the 
Triforce of Wisdom. Together with his Triforce of Power and the Triforce 
of Courage, Ganon would finally be able to assemble the three pieces 
that the power of the gods comprises of, and his evil ambition of 
becoming the king of darkness would finally be met. The land is near its 
doom, and only a hero that possesses great courage can find the strength 
to put an end to Ganon's plan once and for all.

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Walkthrough.

This section provides a detailed walkthrough of the game's primary 
quest. This game is filled with many side quests, so please note that 
the majority of them will not be fully discussed in this section. Refer 
to the Side Quests section for this. Throughout the guide, CAPITALIZED 
text will be used to identify important items, weapons or new enemies. 
The walkthrough has been divided into these eleven chapters:

1.	A New Legend.
2.	Prison Break.
3.	Dungeons and Dragons.
4.	Kalle Demos.
5.	The Quest for Nayru's Pearl.
6.	The Blade of Evil's Bane.
7.	Into the Crow's Nest.
8.	Earth, Fire, Wind and Water.
9.	Protectors of the Seal.
10.	The Hero of Winds.
11.	Hyrule's Golden Power.

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Chapter 1: A New Legend.

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

On a small and peaceful isle called Outset Island, the young boy named 
Link is awakened by his sister Aryll on a watchtower. It's Link's 
birthday, and his grandmother is waiting to see him. Dressed in pajamas 
and armed with nothing he can call a weapon, Link begins his adventure.

After Link is roused by Aryll, walk around and find the ladder that 
allows you to descend down the watchtower. When you reach the docks, run 
towards Outset Island's beach and turn right. Continue down the beach, 
talking to people you pass if you wish, and then cross the bridge to the 
main portion of the island.

There are a few houses on this isle that you can enter, and visiting 
some of them may be worth the time. However, your goal is to reach your 
grandmother, who is inside the very last house in town. When you get 
inside, climb the ladder in front of you. Your grandmother will be 
waiting upstairs. She explains to Link that because it is his birthday, 
it is customary for boys his age to dress in green, just like the 
legendary hero did. Link reluctantly takes his new outfit, the Hero's 
Clothes. After a few more words, your grandmother will ask you to find 
your sister again, and then let you leave. Take note of the family crest 
hanging on the wall before you set out.

When you get back outside, run all the way back across Outset Island to 
the watchtower. Use the long ladder again to climb to the top, where 
Aryll is still standing amongst her posse of seagulls. After she sees 
you, she will add a few comments about your new outfit. As a birthday 
gift, she'll also give you her prized TELESCOPE. The Telescope is an 
important item that can be used just as anyone would use a telescope; to 
see things that are far away. Try it out and locate your house from your 
post. Link's sister will point out the postman, a birdlike being who 
looks very agitated about something in the sky. Follow his and Aryll's 
cues by pointing the Telescope upwards.

High above in the sky, an enormous colorful bird flies over Outset 
Island, and in its massive clutches is what appears to be a young girl 
with blonde hair; not unlike Aryll. As the titanic bird soars overhead, 
cannons from a pursing pirate vessel whiz by it, until finally the bird 
is struck. It drops its unconscious quarry over a thick patch of forest 
above one of the island's rocky cliffs. With a sense of urgency in her 
voice, Aryll states that the poor girl needs help, but the forest is too 
dangerous for Link if he doesn't have anything to defend himself with. 
If you want to stand any chance against the evils that lurk in the dark 
forest, you'll need a blade. Luckily, there happens to be a master 
swordsman on Outset Island who just might be able to help.

Climb down the watchtower one more time and make your way over to the 
main part of the island, where most of the houses are located. This 
time, you should be headed towards the very first house after the wooden 
bridge. Don't be surprised if a bald man with a large head interrupts 
your errand from the house's upstairs balcony. Simply humor him or 
ignore him, and then enter the building through the front door.

This is the home of Orca, a retired swordsman who trains with many 
different kinds of weapons, including an array of formidable-looking 
harpoons. You will find Orca training in the back of his room. Talk to 
him, and he will offer you assistance. Even though Link doesn't tell him 
the specifics, Orca can sense trouble. He will try to train you to use a 
sword so that you can face whatever trouble has occurred. After the two 
combatants bow, the training begins. The first sword technique Orca will 
teach you is the horizontal swing. Follow his instructions carefully and 
execute the attack against him. If you mess it up, Orca will get angry 
and slam you backwards. Don't lock on to Orca or press any other button 
except the B Button. After a few hits with a horizontal swing, Orca will 
teach you how to perform a vertical slash. This is done in the same way 
a horizontal swing is, except you must be locked on to your target 
before you attack. A sword thrust is next. You must be moving towards 
the target while locked on to perform this attack, as opposed to being 
stationary for the previous techniques. After you practice sword 
thrusting, you'll be taught to do a spin attack. Charge the attack and 
then release to perform this whirling maneuver. Afterwards, you'll be 
taught to parry oncoming attacks. Parrying is a very cool and useful 
technique for countering enemy attacks. When an opponent is about to 
make an attack, the A Button symbol onscreen will shine and your blade 
will glow green. Press the A Button at this time to parry your 
opponent's attack in a swift, evasive maneuver. Finally, Orca teaches 
you a jump attack. Lock on, run towards him and press the A Button to 
slash at him. After your training is complete, Orca lets you keep your 
practice weapon, the HERO'S SWORD. Exit the building after he finishes 
talking to you.

With a sword in hand, you can go rescue the girl that fell from the 
giant bird's talons. Run all the way back to the dock that connects the 
watchtower to beach. You may notice a path that goes upwards behind the 
house here. Follow it until you reach a barrier of small trees behind a 
signpost. Using your sword, hack down the entire row and continue up the 
grassy trail. When you reach the summit of the rocky path, you'll find a 
wooden bridge that connects this cliff to the dark forest ahead. Cross 
the bridge carefully and then enter the cavern on the other side.

Link has entered the Forest of Fairies. The name doesn't sound very 
intimidating, but there is danger lurking in here. Link notices the 
blonde girl hanging unconsciously from a tree branch. She's unreachable 
from this angle, so you'll have to make your way around the small forest 
to get to her. Follow the path to your right that takes you out of the 
first small clearing, and into a new one.

Make sure you have your sword drawn when you step into the second 
clearing, because you're about to encounter a BOKOBLIN. Bokoblins are 
very common enemies and they come in several different varieties. 
Luckily, this one is unarmed, but he can still do damage with melee 
attacks. Lock on to the ugly beast and cut him down using your newly-
learned sword techniques. The Bokoblin should be defeated after only a 
few swipes. After you finish him off, crawl into the long, hollow log 
along the ground to recover a chunky red rupee, worth twenty rupees. The 
Bokoblin may have left behind a green rupee as well, but they aren't as 
valuable. Now head to the back of the clearing and locate a flat stump. 
Climb onto it, and then jump over to the ledge behind it.

A log ramp up ahead will take you to the next clearing, where you'll 
find the unconscious girl. Before you can reach her however, two large 
birds fly in, both carrying Bokoblins. The birds will deploy their 
passengers and then fly away. You still have to deal with the pair of 
Bokoblins, so be swift to defeat them before they gang up on you. Don't 
get too close to one while you fight the other if you can help it. 

Once both of these enemies have been defeated, the girl will awaken. She 
struggles to free herself, but takes a nasty fall as the branch 
supporting her snaps. Upon seeing you, she makes an inquiry about your 
strange outfit, and then starts reminiscing about how she wound up 
hanging from a tree branch. Suddenly, a voice calls out from the forest 
entrance, confirming the young girl's name; Tetra. Gonzo, a pirate 
subordinate beneath Tetra, appears and tells her about the bird that 
kidnapped her and how it dropped Tetra on top of a mountain. Tetra runs 
off angrily with Gonzo, seeking revenge on the bird. Link, probably 
feeling left out after having rescued Tetra without any appraisal, runs 
after them.

Back outside, Tetra, Gonzo and Link begin to make their way back down to 
the island. Link sees Aryll on the other side of the bridge, waving 
happily as she sees that everyone is safe. As she begins to cross 
however, something massive shrouds the sun. The giant bird that 
kidnapped Tetra swoops down from the sky and plucks Aryll from the 
bridge! Link desperately tries to rescue her, but nearly end up falling 
off a cliff. He can only watch helplessly as the wicked bird disappears 
into the sky with his sister.

After the dreadful kidnapping, Link finds himself on the beach down 
below, standing in front of Tetra and a group of her fellow pirates. 
Link requests a ride from the pirates so that he can pursue the giant 
bird, but Tetra objects. Only when the birdlike postman appears do they 
finally let Link tag along. The postman explains that recently girls 
with pointed ears have gone missing throughout the Great Sea's isles. 
The bird must have mistaken Aryll for Tetra, as they both have blonde 
hair and pointed ears. Finally, he informs the group that the giant 
bird's nesting place is the Forsaken Fortress, an island surrounded with 
evil rumors. Tetra accepts to take Link along with them to the fortress, 
but only if he first finds something to defend himself with, like a 
shield.

Once the meeting is over, run back to your grandmother's house. When you 
enter, you'll find her next to the ladder that takes you upstairs. 
Ignore her for a minute, and climb the ladder to where the family crest 
hangs. To his surprise, Link finds that the shield within the family 
crest is gone. Head back downstairs; perhaps your grandmother has 
something to do with this. Indeed, she will present you with the HERO'S 
SHIELD once you talk to her. Your grandmother is very worried about both 
you and Aryll, but she reluctantly decides to let you go after her. Now 
that you have a shield for defense, go back outside.

You can leave anytime you like by returning to Tetra, but you may want 
to finish exploring the island for treasure before you go. If you crawl 
under the opening beneath your grandmother's porch, for example, you'll 
find a tunnel that leads to the basement. Open the treasure chest here 
to find an incredibly rare and valuable orange rupee, which alone is 
worth 100 rupees! If you look carefully enough, you can find more rupees 
hidden throughout the island (but with much smaller values). Try looking 
in the grass, inside people's homes, and on the rocks next to the wooden 
bridge. You can make more cash by talking to the plump woman that lives 
at the top of a path behind Orca's house. This woman, named Rose, is 
looking for a pet to keep in her newly-built corral. If you bring her 
one of the wild pigs wandering around the island, she'll pay you twenty 
rupees apiece for them. There are three pigs on Outset Island; one is 
near Rose's house, the other is in a patch of grass near Orca's house, 
and the final one is all the way on the other side of the bridge, behind 
the lone house next to the watchtower. Pigs run away upon your approach, 
so you have to be sneaky to catch one. Crawl on your stomach or lay some 
bait (which you can buy from Beedle's shop), and then grab them. Once 
you have your sixty rupees from Rose, continue your hunt for treasure. 

You'll want to stock up on bait from Beedle's shop before leaving too. 
Beedle resides inside the small boat parked next to the docks. You'll 
have to buy the BAIT BAG from him first if you want any of the other 
items. The Bait Bag carries All-Purpose Bait and Hyoi Pears. The latter 
is a strange fruit that you can use to control seagulls. You don't need 
to use one now, but you may as well use a seagull to pick up some of the 
out-of-reach treasures around the island, and so that you get the feel 
for controlling the seabirds (you will be required to later in the 
game). After you are satisfied with what you've collected, return to 
Tetra and you'll be on your way.

Saddened but determined, Link waves to his friends and family from the 
pirate ship as he embarks on his quest to rescue Aryll. Tetra tries to 
talk Link out of it one last time, but his mind is set. Since she 
doesn't want Link getting in the way of the pirate crew, Tetra advises 
him to go below deck, where he will remain until they've reached the 
Forsaken Fortress.

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

Chapter 2: Prison Break.

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

None of the pirates aboard the ship will warm up to you, so you'd better 
heed Tetra's advice and go below deck, where a pirate named Niko will 
look after you. Find the door into the cabin and take the stairway to 
the lower deck. This is where you'll meet Niko. Until Link showed up, 
Niko was the lowest rung in the order of commands, so he doesn't mind 
having someone else to take his lowly place. Now that you're his new 
'swabbie', Niko will give you a new training exercise. Your goal is to 
learn how to swing from ropes, and he'll demonstrate by crossing over to 
a doorway on the other side of the ship. The platforms that will allow 
you to cross the chasm only stay raised for a certain amount of time, 
but if you fall you can use a ladder to get back up. Use the left floor 
switch to lower the platforms, and the right one to raise them again. 
You'll want to lower and raise them as soon as you can so that the timer 
resets and you have more time to make your way through the course 
(Niko's demonstration cut into the time that the platforms stay up).

Once you've raised the platforms again, jump ahead and grab the first 
lantern hanging from a rope. As Niko has instructed, build up momentum 
until you have enough to reach the next platform, and then let go. You 
only have about a minute to complete the exercise, so if you fall or run 
out of time, you'll need to reset the switches again and start over. A 
tick timer will activate when you start to run out of time, so listen 
carefully for it. Once you get the hang of swinging however, the course 
will be a piece of cake. Repeat the swinging process about four more 
times until you reach the doorway where Niko is waiting.

Niko is in disbelief that you've managed to complete the course so 
quickly (even if it took you hours to complete), and he'll reward you by 
letting you keep whatever is inside the treasure chest in the next room. 
It happens to be a Spoils Bag. This satchel is like a Bait Bag, but it 
is used to keep spoils that are obtained after enemy battles. Once 
you've claimed your prize, Tetra's voice will call out to you, signaling 
the ship's arrival at the Forsaken Fortress. Dash through the training 
room and head upstairs.

Night has fallen over the Great Sea. Tetra will call you up to the 
crow's nest, so use the ladder to reach her. Tetra scolds you over the 
'games' you have been playing with Niko, but she doesn't dwell on this 
for long. She turns her attention to the Forsaken Fortress looming in 
the distance. The fortress is heavily guarded, and the ship won't be 
able to get any closer than it already is. Link notices the massive bird 
that kidnapped Aryll, perched at the very top of the Forsaken Fortress, 
sleeping soundly. He also sees a large group of seagulls flocking around 
a lit window; that must be where Aryll is being kept. Unfortunately, 
since the ship can't approach the island any closer, Link must use 
stealth to get inside. Tetra decides that launching him in a barrel is 
the best way for Link to enter the fortress undetectable. Although 
apprehensive to the idea, Link soon finds himself strapped inside a 
barrel, ready to be catapulted through the air. Three, two, one...blast 
off!

Link flies through the air like a cannonball. Unfortunately, he lands 
short of his target, slamming into the fortress wall. The impact causes 
him to drop his sword, which falls a short distance down. Link tumbles 
into the water, just outside the Forsaken Fortress's main courtyard. 
Disgruntled and wet, he emerges from the water. Just then, Tetra's voice 
calls out to him. To Link's bemusement, Tetra is talking to him through 
the PIRATE'S CHARM she slipped into his clothing just before the 
catapult launch. This amulet allows her to see everything you're doing, 
and you can listen to her advice if you get stuck. Listen to Tetra's 
words so that you familiarize yourself on how to use the charm. Now, 
it's time to get down to business!

The Forsaken Fortress is overrun with enemies. Because you no longer 
have a sword, you will not be able to defend yourself. You must rely on 
the cover of night and your own resourcefulness to avoid encounters. 
Start by climbing the steps upwards to the main courtyard. You may want 
to grab one of the barrels on the steps, which you can use to hide in. 
As long as you don't move, enemies you find won't be able to detect you 
once you're inside a hidey-barrel. Put one on and sneak across the 
courtyard clearing. Two searchlights are sweeping the area, but they can 
be avoided if you walk around their search zone. If you want those two 
red rupees in the middle however, you'll have to brave their gaze. Only 
move when the searchlights aren't on you. When the light is about to 
pass over you, stay put until the coast is clear.

So what happens if you get caught? You get thrown in a jail cell. If you 
get caught, you'll have to find a way out. Like any holding cell, the 
door to yours will be locked; look for an alternate means of escape. 
(Jump onto the table, and then over to the shelf along the side wall. 
There is a hidden escape tunnel on top of the shelf, but you must first 
grab and throw the jar aside that is blocking its entrance. Once the 
path is clear, crawl through and escape your prison).

Anyway, try not to get caught. After you have the rupees you desire from 
the courtyard, continue climbing the steps near the first set. Ignore 
the door on the far side of the courtyard, and make sure you aren't 
moving when the searchlights sweep the steps. When you get to the top, 
you'll find yourself inside one of many similar walkways that connect 
the fortress's inner rooms. You may also notice a path that leads to a 
ladder just outside and to the right of the walkway. If you climb it, 
you'll find the controls to one of the searchlights, and a Bokoblin 
operating them. Tetra may chime in and instruct you to use your shield 
against the Bokoblin; doing so will block their Boko stick attacks and 
possibly unarm them. Once the Bokoblin has dropped its primeval weapon, 
grab it before its owner does, and then use it to pelt the Bokoblin 
silly. Once it is defeated, the particular searchlight that it was 
controlling will no longer operate. Now head back down the path and 
enter the walkway at the top of the previous steps. Once you are in it, 
take a right and enter the door at the end. Unfortunately, you can't 
take Boko sticks with you into the inner rooms, so you will have to 
continue unarmed.

The next room, like every other indoor room in the Forsaken Fortress, 
has two levels. If you fall off into the lower level, you'll have a 
tough time getting back out, because each corridor that connects the 
lower rooms is patrolled by MOBLINS. These porcine thugs will throw you 
back into your cell if they catch you, and there is no way you can 
defeat one until you have a weapon. It is possible to sneak past them 
with the hollow barrels, but it is easier to stay on the top level of 
the fortress rather than having to deal with them.

Anyway, use the rope that hangs between the two ledges in this room to 
get to the other side. The corridor here leads to your prison cell; if 
you are caught, you will end up here after you escape. Take note of the 
treasure chest sitting at the end of the ledge too. Open it to find a 
Dungeon Map. Each major dungeon you explore has a map that shows you all 
of its rooms, including the ones you haven't been to yet. Also, they 
display your location and the location of the dungeon boss (however, the 
Forsaken Fortress does not have such a boss, so don't worry). 

There is additional treasure in this room as well, but it is located on 
the bottom floor. Hop down from the ledge and search for a floor switch 
down here. It is located in one of the corners, amid a large group of 
barrels. Hopping on and activating this switch will open the cell door 
down here, and inside it is a chest that contains your first Piece of 
Heart. These items restore all of your health, and if you manage to 
collect four, your life energy meter will permanently increase by one 
heart. There are 44 Pieces of Heart hidden throughout the game. Anyway, 
head into the next hallway from here so that you get caught by a Moblin; 
this way you get thrown back into your prison cell and end up on the top 
level of the room after you escape.

From the ledge where you found the Dungeon Map, swing across the gap by 
rope and use the right-hand door on the other side. You will find 
yourself within another outdoor walkway. Exit through the opening along 
the left side of it to get to a balcony. There is another ladder along 
the wall that takes you up to the second searchlight. Defeat the 
Bokoblin manning this one just as you did before. It will be easier this 
time, because there is a jar in one of the corners that contains a few 
Boko sticks for you to use. Now you don't have to wait for the Bokoblin 
to attack before you can take its weapon. Keep an eye out for the 
butterfly-shaped Joy Pendants that the Bokoblins sometimes drop; they 
will prove valuable later on.

Return to the walkway below and take the door at the end of it, which 
you didn't use before. In this next room, turn right and open the chest 
at the end of the ledge, which contains a Compass. Like Dungeon Maps, 
each dungeon has a Compass that displays the location of all the 
dungeon's treasure chests. Upon initial investigation, you'll notice 
that there is only one chest left to open in the Forsaken Fortress. If 
you want to get it, return to the room where you found the Dungeon Map 
and use the west door to get to a walkway. Cross it to another door, and 
then jump down to ground level to find the chest sitting on one of the 
room's beds. Don't stray too far into the open however, because if you 
are detected by the statue above the large lower door (which connects to 
the main courtyard), it will fire laser beams from its eyes that will 
follow your movements. The chest contains a yellow rupee, which is worth 
ten rupees. You can use the bunk beds and the ladders in this room to 
get back to the top level, or you can get caught again to reach the 
Dungeon Map room. Either way, you'll want to head back to the room where 
you found the Compass.

Once there, swing across to the northern door and enter another walkway. 
As before, turn left when you find the opening so that you can ascend to 
the final searchlight outpost. Defeat the Bokoblin here to disable the 
last searchlight. Although you still have to avoid the Moblins, you will 
no longer have to fear getting caught by a searchlight. Return to the 
walkway below, and cross the next room by swinging across, just as you 
have been with the previous ones. Exit this useless room via the west 
door to another walkway. You can make a shortcut to the main courtyard 
from here by pushing a crate on the left balcony off the ledge. This 
crate will allow you to reach a ladder that takes you back up to the 
balcony, but is too high to reach from the courtyard otherwise. You can 
take this opportunity to get any rupees in the courtyard that you may 
have missed earlier, or the yellow one within the room with the laser-
eyed pig statue. Anyway, climb back up the ladder and enter the final 
door to the northwestern room.

The platform around the edge of this room is being patrolled by two 
Moblins. There is no ignoring them this time; you'll have to get past 
them to get to the large wooden door in the back of the room, which 
takes you to the tower where your sister is being held. Luckily, if you 
entered from the north doorway, rather than the south one (by going all 
the way around the fortress), you'll only have to get past one, which is 
much easier. Grab the hidey-barrel next to you and proceed with caution. 
When you get to the walkway intersection, make sure the nearest Moblin 
has its back turned before you proceed. Also, watch out for RATS. These 
nasty vermin will run into you and blow your cover, so make sure you 
don't get too close to one. If a Moblin gets near you, stay put even if 
it starts sniffing your barrel. Eventually, its curiosity will wear off 
and it will turn to continue its patrol route. Anyway, once you've made 
it to the steps that lead up to the large door, throw off your barrel 
and exit.

Once you are outside again, climb the stairs until you find a hollow 
barrel. You will need this one to sneak past one final Moblin patrolling 
the area ahead. After you grab it, turn around and inch your way through 
the Moblin's territory. Remember not to move if the beast is facing you. 
The Moblin will turn to the right, so you can sneak by and make a left 
to continue up the path.

The bare path is devoid of any enemies, but there is still the danger of 
falling off after it turns to the right. The gap you must cross is too 
large for jumping; instead, you'll have to sidle across the narrow ledge 
on the right-hand side. Press yourself onto the wall and then carefully 
creep across the gap. If you're worried about falling, hop down to one 
of the lower ledges, near a searchlight. Like last time, you can push 
down a crate to make a convenient shortcut back to the sidling ledge. 
Anyway, you'll need to sidle past another ledge after you make it across 
the first one, but this one has two hearts that you can grab along the 
way. Turn the corner after you make it across.

It's the Hero's Sword! Your weapon has come to rest before a large 
wooden door that guards the main tower. However, it looks like something 
else has beaten you to it! The door is guarded fiercely by a shielded 
Bokoblin. This green fiend uses a large shield to block your attacks, 
and it also has a deadly machete-like weapon that it will try to use to 
hack you to pieces. The path you emerged from will be blocked off by a 
barrier of spikes, so you can't run away. Quickly run over to your sword 
as soon as the battle begins and turn to face the Bokoblin. With your 
sword, it shouldn't be too difficult to take down. Because it can block 
your attacks, you may find it easier to parry its sword strikes. You can 
also try to make the Bokoblin drop its sword so that you can toy around 
with it. After you destroy the shield Bokoblin, enter the now-unlocked 
wooden door it was guarding.

Link has finally reached his sister's prison. Not only is Aryll being 
held captive, but a few other girls as well. Link approaches happily, 
but something overhead interrupts their reunion. The great bird that 
kidnapped the girls swoops in from the tower ceiling, and before Link 
can do anything, the bird viciously snaps at him, holding him in its 
beak. Aryll screams as the mighty bird flies off into the night with her 
brother. The bird circles the fortress's tower, stopping to hover in 
front of a mysterious, shadowy figure. With a simple gesture, the shadow 
commands his avian pet to toss the intruder out to sea....

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

Chapter 3: Dungeons and Dragons.

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

Link, unconscious from his encounter with the great bird of the Forsaken 
Fortress, awakens later to a voice calling his name. After some effort, 
Link opens his eyes fully and realizes he is floating on a small red 
boat, nowhere near the fortress or the pirate ship. He is also shocked 
to find that the unfamiliar voice is coming from the boat itself. The 
boat introduces itself as the King of Red Lions, adding that it is the 
world's only talking boat. 

The King of Red Lions admires Link's determination to rescue Aryll, but 
tells him that with the small amount of power he possesses, such an 
attempt is foolhardy. The fortress is controlled by an evil, shadowy man 
named Ganon (or Ganondorf). In the past, Ganon invaded Hyrule and tried 
to seize the mythical Triforce so that the gods would grant him any 
wish. He was stopped, however, by the Hero of Time, and Hyrule was 
seemingly washed away beneath the sea for all eternity. A magical seal 
was placed on Ganon's power, but somehow the king of evil was able to 
break free and return to the world above. The only way Link can save his 
sister is by defeating Ganon once and for all. Unfortunately, the power 
to overcome him is sealed away beneath the sea, and Link must overcome 
many trials and tribulations before he can obtain it.

While it is urgent that Link and the King of Red Lions set out on their 
new quest as soon as possible, you won't be able to go anywhere because 
the King lacks a sail. You must search the island you are in (Windfall 
Island) for a merchant who can sell you one. Windfall Island is small, 
but it is buzzing with activity. In almost every corner of this town 
there is something that will ultimately aid you in your quest. You won't 
be able to accomplish everything there is to do here right now, but feel 
free to explore it as much as possible.

From the rocky alcove that you first find yourself in, exit and turn to 
the left to find a green meadow at the edge of town. Three pigs can be 
seen sniffing around the place, but nobody is here to give you rupees 
for their exchange this time. The building on the hill on your right is 
a bomb shop, but the bombs sold here are outrageously priced, so you 
won't be able to afford any yet. Walk through the meadow and locate the 
archway that marks the town's entrance, just next to the red postbox and 
the docks. The path that leads into town will take you past a few 
important buildings, such as Doc Bandam's potion shop, the auction shop 
and Zunari's outdoor market. Zunari is the man in the Eskimo parka 
located at the back of the path, just before it turns to the left. Speak 
to him and he will offer to sell you 'that' (the unspecified object of 
his introductory tale) for 80 rupees. Your gamble will pay off when 
'that' turns out to be a SAIL. You can use it to sail across the Great 
Sea with the King of Red Lions!

Before you leave, consider getting another Piece of Heart and two 
Treasure Charts (special maps that mark the location of hidden treasure 
in the Great Sea) from Salvatore's Squid-Hunt mini-game, or freeing the 
disturbed man named Tingle from the Windfall jail. This, as well as 
Salvatore's building, is located in the uppermost portion of town. 
You'll definitely want to set Tingle free, because he will not only give 
you the TINGLE TUNER and Tingle's Chart, but he will also help you out 
later in the game, but only if you've freed him first. The Tingle Tuner 
is only useful if you have the appropriate connections, but you can use 
it to get helpful hints from Tingle in certain locations, as well as a 
multitude of other services. Tingle's Map simply points out the location 
of Tingle Island relative to Windfall Island, as well as two rupee 
wallet upgrades, which you should check into later. To set the little 
guy free, head to the uppermost part of Windfall Island and take a path 
from the main clearing that leads behind the brick Pictograph store. 
Enter the door in the back of the building and find a switch in the 
corner that will open Tingle's jail cell. After he thanks you and gives 
you his items, try getting the PICTO BOX from the small maze behind his 
cell (you'll need to move the large crate out of the way first, because 
it's blocking the maze's entrance). You can use this to take black-and-
white pictographs.

After you are finished sightseeing and taking advantageous detours, 
return to the waiting King of Red Lions and set sail for the open ocean. 
The King will tell you how to use your Sail and your Sea Chart to 
navigate the waters. He's even gone so far as to mark your next 
destination on your Sea Chart; Dragon Roost Island. This is where you 
will obtain a sacred item that you will need to unlock the power that 
can defeat Ganon. Luckily for you, the wind will be blowing from the 
west, so you will have no trouble sailing to Dragon Roost Island, 
located two sea quadrants east of Windfall Island. Along the way, you 
will pass Pawprint Isle. You may want to stop here to get a Piece of 
Heart and a Treasure Chart.

The King of Red Lions will approach the towering isle known as Dragon 
Roost Island, which is shrouded in a disk of swirling, dark clouds. 
Dragon Roost Island is the home of a dragon spirit named Valoo. With the 
help of the native birdlike Rito, you will have to speak with Valoo to 
obtain the sacred item known as Din's Pearl, which is said to have been 
passed down by the goddess herself. 

As you set foot on Dragon Roost Island, the King of Red Lions will halt 
you to give you an item called the WIND WAKER. This magical baton was 
used in ancient times to call upon the gods through music. The King will 
teach you how to use the Wind Waker in three-fourths time and four-
fourths time. Follow his instructions carefully, and note that the 
instrument can also be used in six-fourths time. Once you learn specific 
songs for the Wind Waker, you will be able to summon the power of the 
gods to aid you in your quest.

Dragon Roost Island wasn't designed for those without the power of 
flight, so you'll have to do a fair amount of rock climbing to get up to 
the Rito settlement up above you. After you finish speaking with the 
King of Red Lions, head towards the left, where you should see a shallow 
pool of water and a trail blocked off by large, cracked boulders. If you 
want a few rupees and some health, wade through the center of the pool 
and grab the hidden pickups. 

To advance, you'll have to clear the path of its obstacles. The only way 
to get rid of the large boulders is by blowing them up with explosives. 
Don't worry about not having bombs of your own yet; there are a few bomb 
flowers next to the pool of water that are just as effective. Simply 
walk up to one, pick it up, and then set it down or throw it wherever 
you want it to be. Move quickly though, because once a bomb flower is 
picked, you have less than five seconds before it blows up in your face 
with considerable force. Attacking a bomb flower is also a stupid idea 
(they've even posted a sign warning you against it), because if you do, 
the unstable plant will blow up in an even shorter amount of time than 
normal. Bomb flowers grow back almost instantly after they are 
detonated, so you don't have to worry about running out of explosives if 
you mess up. 

When the first rock is cleared from the dirt path, walk up to another 
rock and blow it up using the nearest patch of bomb flowers. The path 
behind this rock simply takes you back down to the pond, but if you 
continue on the dirt path, you will get to a signpost that points you 
towards the mail center on Dragon Roost Island. Unfortunately, the 
wooden bridge that connects the path to the mail center has been 
destroyed, but there is a way around. Grab the bomb flower next to the 
signpost, and then quickly get onto the gray path just above the dirt 
one. Throw the bomb flower at the rock blocking the path up here, and 
hope that it doesn't bounce away before it explodes. With the path 
cleared, climb the small ledges and then sidle across the gap that the 
bridge once spanned across.

On the other side, you will find a blue rupee. Grab it, and then drop 
down to the ledge directly beneath you, which contains a lone bomb 
flower. Make sure you don't jump too far out, or else you'll miss the 
ledge and have to start over from the beginning of the dirt path. Using 
the bomb flower, blow up the final cracked boulder sitting beneath two 
cubic blocks ahead of you. When the boulder is destroyed, the blocks 
will fall into place, allowing you to reach the path to the mail center. 
Before you continue, drop down to where the cubic blocks are now sitting 
and pull the bottom one out from beneath the first one. You will now be 
able to climb on top of them and get to the mail center much easier.

Head under the stone archway to find a familiar face. It's none other 
than Quill, the Rito postman who stuck up for you on Outset Island. 
Quill seems impressed at the progress Link has made, even though he 
didn't manage to free Aryll from Ganon's clutches. Quill then flies off 
to notify the rest of the Rito tribe of your arrival. Follow the path to 
the Rito mail center entrance.

When Link enters the mail center, he finds Quill standing next to the 
Rito chieftain, who is in conversation with another Rito. It seems that 
the sky spirit Valoo is angry, but nobody seems to know the cause. The 
chieftain turns to Link and offers his service to him, but only after 
the crisis with Valoo has been settled. Valoo's sacred scales are used 
by the Rito tribe to grow their wings when they come of age. Without the 
scale, they would remain wingless. The Rito haven't been able to 
approach Valoo since he became enraged, so their very way of life is 
threatened unless they can find a way to calm the sky spirit down. In 
the meantime, the chieftain decides to let Link visit his young son 
Komali, who has become very depressed because he is unable to approach 
Valoo for a scale. Quill suggests that perhaps Link can cheer him up. 
Before Link can visit Komali however, the chieftain asks him to deliver 
a note that a girl named Medli is holding for him, in one of the mail 
center's upper rooms. Before Quill flies off, he gives Link the DELIVERY 
BAG, which is used to carry notes and other mailing items.

Once you finish talking to Quill and the Rito chieftain, turn and locate 
the ramp that winds upwards around the edge of the mail center. There 
are several Rito in the upper level that you can talk to, including the 
chief mail sorter Koboli, who is sitting behind the mailing counter. 
He'll let you sort letters for rupees, and you can even get a Piece of 
Heart from his assistant once you advance in the mail-sorting trials. 
Also, chat with the guard (named Hoskit) standing next to the 
chieftain's room (the first room on your left if you're walking up the 
ramp). He too will give you treasure, if you give him a gift for his 
girlfriend. Remember to come back when you have the item his girlfriend 
desires. The door to the right of him takes you outside to the flight 
docks, where you can meet a few more Rito. After you've befriended the 
locals, enter the door Hoskit was standing next to.

In this small chamber you will find Medli, a young Rito girl. Medli is 
studying to become Valoo's attendant; she can even understand some of 
the Hylian words that Valoo speaks. Medli gives Link the note from the 
chieftain for Komali. She warns him that the situation with Valoo has 
made Komali ill-tempered, so Link shouldn't take offense to his manner. 
In any case, Medli will also ask Link a favor; to meet with her at the 
entrance to Dragon Roost Cavern. A secret date perhaps? Anyway, exit 
after you are done talking to Medli and return to the bottom floor of 
the mail center.

Prince Komali's room is at the end of a dark corridor, directly across 
from the entrance to the mail center. Don't mistake it for the other 
doorway down here (guarded by a Rito), which leads to Dragon Roost 
Cavern. Anyway, you'll find young Komali sitting in his bed, holding an 
odd orange sphere. This must be Din's Pearl, the item that the King of 
Red Lions asked you to attain. First there's Komali's letter however. 
Show it to him and listen as he reads it aloud. Komali doesn't sound too 
impressed with his father's encouragement, and he continues to act 
rather rudely to Link, especially after he asks about Din's Pearl. 
Komali isn't about to give it to some 'do-nothing', so perhaps Link can 
kill two birds with a single stone by solving the issue with Valoo. 
After your meeting with Komali, exit his room; he won't offer you any 
more help.

Now you must find Medli, who is waiting for you at the entrance to 
Dragon Roost Cavern. To get there, head through the doorway to the left 
of the mail center entrance. You will emerge in a hot, dry cavern within 
the mountain. Take note of the wilted plants near the entrance to this 
arid chamber, and then drop down into the pit where Medli is standing. 

Medli will tell Link about a spring that once flowed from this chamber. 
When the enraged Valoo shook the mountain, he caused a large boulder to 
fall into the pool of water, plugging the spring. The boulder also 
destroyed the bridge that connected to Dragon Roost Cavern, so there is 
no way to get into the mountain. Medli will also apologize to Link about 
Komali's behavior. His deceased grandmother, and Medli's former mentor, 
was once Valoo's attendant, and it was said that only she had the 
ability to calm Valoo down. Medli wants to attempt calming him herself 
by climbing up to a shrine located at the top of Dragon Roost Cavern. 
She will need Link's assistance however, because the ledge leading to 
the cavern is too high up to reach.

In order to get Medli up onto the ledge across from the chamber's 
entrance, you'll have to pick her up and throw her. However, this will 
be difficult to do, mainly because of the harsh wind blowing around the 
chamber that will toss Medli around if it's blowing in the wrong 
direction. This wind changes direction every few seconds, so you will 
have to wait until it blows towards the far ledge before you throw 
Medli. Pick her up and then carry her onto the small rock formation 
jutting out from the cavern floor. Even if the wind is blowing in the 
right direction, Medli will only reach the ledge if you throw her from 
this small outcrop. Wait until the wind is blowing towards the ledge, 
and then throw Medli forwards. Using her wings, she will be able to 
glide up to the ledge and continue on her mission. If you mess up, you 
can retry, but you'll have to wait for Medli to shake off her minor 
concussion from impacting the cavern wall. As thanks, Medli will leave 
you with an Empty Bottle (one of four in the game). You can use it to 
store potions and other liquids or items.

Getting Medli to the entrance of Dragon Roost Cavern was easy, but 
you'll need to work out another plan if you want to get there yourself. 
The large boulder blocking the spring can be destroyed with explosives, 
but the only ones in this chamber are the wilted bomb flowers near the 
entrance from which you emerged. You won't be able to use them unless 
you find a way to revive them. What do plants need in order to survive? 
Water, of course. Use your new bottle to scoop up some of the water that 
surrounds the large boulder, and then climb back up to the entrance 
using the collapsed bridge as a ladder. Walk over to the bomb flower 
patch, and then sprinkle them with your water. You only need to revive 
one plant, but feel free to save them all if you're the environmental 
type. Once you have your explosives back, pick one up and throw it over 
the ledge, towards the cracked boulder. Hopefully it will land on top of 
the boulder and not in the water. You can try to time yourself so that 
the bomb explodes in midair before it falls into the water (the 
explosives take five seconds to blow up after they are picked), or you 
can try to make one land directly on top of the boulder. Once the 
obstruction is demolished, water will gush in from the unblocked spring, 
filling up the chamber. Now you will be able to swim across to the 
entrance of Dragon Roost Cavern.

A few more obstacles bar your path to the cavern entrance, but once 
again the local bomb flowers will aid you. After you get across the 
spring, you will find a pool of lava. There is no way you can jump 
across the pool, and bombing the lava with the nearby bomb flowers won't 
help either. You must make platforms by throwing an active bomb flower 
into the jars that the statues on either side of the pool hold. First 
throw one into the jar of the right-hand statue. If you succeed, the 
explosion will cause the statue to tip over into the lava, effectively 
creating a platform for you to use. Now you must do the same with the 
second statue. This one is trickier to knock over, since it is too far 
from the lava pool's shore to reach. You have to pick up a bomb flower 
and then rush it across to the first platform, where you'll be able to 
throw it into the second jar. Hurry though, or the bomb flower will blow 
up in your face. Once the second statue has fallen, use it to jump 
across to the other side of the lava pool. Continue up the steps to the 
cavern entrance.

Dragon Roost Cavern is an extensive network of lava-filled dungeons 
within Dragon Roost Island's volcano. Although it is much larger than 
the Forsaken Fortress, you don't have to explore it without your 
weapons, and any foul creature waiting to attack you here will have to 
answer to your Hero's Sword. The entrance to the cavern is a dimly-lit 
chamber, blocked in part by a set of dragon statues. These three statues 
conceal a passage, and they can be moved so that you can enter the 
second half of the room. Grab onto the leftmost statue and pull it 
outwards, away from the wall. Now get behind it and pull the middle 
statue to the left, so that the passage through the wall is exposed. The 
right-hand statue is stationary, but you don't have to move it anyway.

When you enter the next half of the room, be prepared to face a duo of 
Bokoblins. Hop down from the entrance and take them out one by one. 
These Bokoblins will use burning Boko sticks against you, but they still 
aren't much of a threat. After they are out of your way, check out the 
rest of the room. In the back you will see a locked door, held fast by 
chains. You must find a key (somewhere in this room) that will unlock 
it. You may notice a pair of unlit torches near the back, left-hand side 
of the room, as well as a single burning torch to the right of the 
locked door. To shed light on this puzzle, grab one of the Bokoblins' 
discarded Boko sticks (or one from one of the clay pots in the room) and 
run over to the burning torch. If the stick is still burning, then you 
don't need to do this, but you can use the lit torch to relight the 
stick if the flame goes out. Take the burning Boko stick over to the two 
unlit torches and light them both. This action will cause a treasure 
chest to reveal itself in between the two torches. It contains a small 
key, which you can use to open the locked door. The final item of 
interest in this room is the warp cauldron on a stony ledge to the left 
of the main clearing. When you uncover more of these cauldrons deeper in 
the dungeon, you can enter them to warp from one cauldron to the next, 
allowing you to skip large portions of the dungeon if you have to save 
and quit/restart. Anyway, break any jars if you want cash or hearts, and 
then enter the door in the back of the room.

The passage that follows is fairly uninteresting, but you can get more 
satisfaction out of breaking things along the wall. To exit through the 
far end of the passage, use your sword to hack through the damaged 
wooden boards. The hub of Dragon Roost Cavern, a huge chamber filled 
with lava, is just ahead. Most dungeons you will explore have a room 
similar to this one, with many doors leading to different corners of the 
cavern. Anyway, if you smash up the skulls lying near the entrance, you 
may find a blue rupee, among other things. The path to your left takes 
you to a door, but it's locked so you'll have to find another small key 
to enter it. Instead, continue past the door and follow the wooden path 
until you reach a gap. Jump over it, but try not to fall into the lava, 
or you'll be forced to restart the room. Following the first gap is a 
larger one that you can't jump across. Instead, hop down onto the small 
platform below and pull the cubic block out from the wall, so that you 
can use it to climb back up to the next part of the path. Keep moving 
until you reach the wooden bridge. You will have to clear a short jump 
across a lava gap first though. A large pillar of flame will 
periodically erupt from the gap, forcing you to time your leap. If you 
get burned, you'll be knocked backwards with lasting damage. Anyway, 
cross the wooden bridge, but watch out for KEESE. Keese are bats that 
like to swarm intruders in large numbers. There aren't that many here, 
so a few slashes with your sword should eliminate them when they get 
close. When you make it to the other side of the bridge, pick one of the 
bomb flowers growing on this rock formation and toss it near the large 
boulder blocking the door ahead, just past another small bridge. After 
the explosion, enter the doorway.

The next chamber is much smaller than the previous one, but once again a 
pool of lava forces you to get creative. This time you have to use the 
water-filled jars lying around to create temporary platforms in the lava 
pool. Pick one up and throw it into the lava. The water inside will 
solidify the lava, forming a rock platform that you can use to get 
across the infernal pool. This platform isn't going to last forever 
though, so don't spend all day trying to get across. If, in your 
destructive jar-smashing craze, you accidentally smash all of the water 
jars, simply turn around and enter the previous cavern, and then reenter 
this one to reset the jar count. Use the platforms to get to one of the 
two alcoves ahead; either the one to your left or the one directly 
across from you (you'll need to make two platforms in order to explore 
both). The left alcove contains a chest with the Dragon Roost Cavern 
Dungeon Map inside. When you make it to the far alcove, watch out for 
the CHUCHU. ChuChus are slimy creatures that come in many different 
varieties. The red forms found in this dungeon are relatively weak, so a 
slash or two should kill one. ChuChus are valued for the Chu Jelly they 
leave behind; don't forget to sample the spoils. Climb the ladder after 
you kill the ChuChu and enter a new room.

When you enter the next room, a Bokoblin will smash through the wooden 
boards covering the alcove ahead. It's using a mighty machete, so don't 
waste time in defeating it. The small alcove from where the Bokoblin 
emerged is a dead end, but there are more wooden boards to your right 
that lead to the rest of the room. The only problem is that these aren't 
damaged, so you can't break through them with a simple sword slash. You 
need a bigger blade to break through the barrier. Find the Bokoblin's 
machete and pick it up. Use it to tear down the wooden obstacle. In the 
next portion of the room, climb up onto the small ledge to your left 
with the machete still in hand, and use it to kill the pair of ChuChus 
before they pounce. Again, use the machete to break through the wooden 
boards behind the ChuChus. Beyond lies a treasure chest containing a 
small key. Return to the main part of the chamber and exit through the 
unused passage.

You'll find yourself back inside the main lava chamber. Turn left and 
look at the wooden plank blocked off by a large boulder. The only nearby 
explosives that you can use to dismantle the boulder are the bomb 
flowers growing on the wall, but you certainly can't pick them. You can 
either stand on the plank and swipe at the flowers (which will trigger 
an explosion) or you can take a safer approach by throwing rocks at 
them. There are rocks located near the door you just entered through. 
When the flowers explode, they will destroy the boulder and allow you to 
cross the wooden plank. You will reach the cavern's entrance afterwards. 
Follow the trail again until you reach the locked door that you weren't 
able to open last time. 

The next room is important, because it contains a valuable treasure that 
you can't get without the item you'll soon acquire in the Dragon Roost 
Cavern. Try to remember to come back when you get it so that you can 
cross the lava-filled gap to the right of the entrance. As you progress 
into the room, red ChuChus will drop in from the ceiling and attack; 
kill them with ease. When you enter the main chamber (with two torches 
on either side of a sealed door), a Bokoblin will attack you from a 
compartment on your left. Kill it and then take its Boko stick. The 
stick won't break through the wooden boards that are to the right of the 
sealed door, but you can light it on fire using the torches. Take the 
ignited stick over to the wooden boards and set them on fire. The boards 
will burn away, leaving the alcove exposed. Step on the floor switch 
inside it to unseal the door, and then head through it.

After you go through the door, you will find yourself on a ledge, 
outside the cavern and out in the open. Turn right and cross the bridge, 
but be prepared to take care of the Bokoblin guarding the other side of 
it. The ladder behind it will allow you to reach another ledge, but as 
before, you'll probably have to wait for a jet of flame that shoots out 
from a hole in the wall before passing. You may also hear a strange 
whining coming from something at the top of the ledge. This sound is 
being made by a waiting KARGAROC. These colorful birds sometimes airlift 
Bokoblins or Moblins into battle (as you witnessed in the Forest of 
Fairies), but they are perfectly capable of defending themselves too. 
Kargarocs attack by hovering over you before pecking at you. A few 
slashes will kill one, but you have to wait for it to come close. Later, 
when you have better projectile weapons, you'll be able to make short 
work of these nuisances. Kargarocs often leave behind Golden Feathers. 
You should try collecting twenty of them for Hoskit, the guard back in 
the Rito mail center.

Anyway, after you defeat the bird, sidle across the wooden ledge, but 
watch out for the flames again. The door on the other side is blocked by 
a boulder. To its left is another wooden ledge, but you won't be able to 
sidle across this one because it is too thin. Instead, grab onto it by 
hanging off it, and then carefully move across it by your fingertips. 
After you pull yourself back up on the other side, climb the steps until 
you find a lone bomb flower. Pick it and then throw it at the boulder 
below. When the door is exposed, hop down to it and enter.

You're back inside again, but nothing will jump out at you...yet. Climb up 
to the back of this small chamber. A stack of ten cubic blocks prevents 
you from making any progress. Of course, as you know, you can move these 
blocks in a certain way so that you can get past them. Start by pulling 
the three blocks that are initially on the bottom out from under the 
rest of them. This will open up a path above the tenth block on the very 
top of the stack, and it will also allow you to climb up to the top 
block. Head through the opening in the wall.

There are a few Rats scurrying around in this next chamber. The King of 
Red Lions, who apparently has the ability to use your Pirate's Charm, 
will suggest throwing out some bait. If you have any All-Purpose Bait 
from Beedle, set some near the mouse hole in the wall. The Rat that 
consumes it will actually try to sell you some of his stash! 
Additionally, feeding the Rats causes them to quit attacking you, which 
is always a good thing. Anyway pull the cubic block out from the wall on 
your left and use it to climb up to the ledge above. The chest on your 
right (after you climb up to the ledge) contains the Compass for this 
dungeon. If you use it, you can see that there is another chest within 
this room. Behind you, on the opposite ledge, is a chest sealed behind a 
barrier of wooden boards. Take one of the Boko sticks from the jar along 
the wall and use the nearby torch to set it ablaze. Now throw it across 
the room at the wooden boards that seal the chest. After they burn away, 
hop down and climb the ladder up to the chest, which contains the key to 
the locked north door.

After getting back outside, turn right and leap across the steps that 
lead up to a ledge. There is another locked door along the wall, and its 
key is in the Kargaroc nest at the end of the ledge. Unfortunately, the 
nest also has an actual Kargaroc in it, so you'll need to get it out of 
the way. You can defeat it easily by throwing a jar at it. After you 
have the key, enter the door.

The next cavern is kind of dark and spooky, so you may want to grab a 
Boko stick from the nearby set of jars and light it using the torch so 
that you can see better. You'll need the stick anyway to proceed. When 
you reach the second torch, several Keese will ambush you. You can use 
the Boko stick to kill them. There is also a chest along the back wall 
that, when opened, will reveal a Joy Pendant. Use the burning Boko stick 
to burn down the wooden boards blocking the passage ahead. The door at 
the end of this passage is sealed, so unseal it by lighting the two 
torches next to it.

You'll now reemerge inside the main lava chamber. From this entryway, 
you're much higher up than you were before. To the left of the entrance 
you'll see another warp cauldron. This one is sealed off by a small 
boulder, so use the bomb flower to the right of the entrance to blow it 
apart. If you save and restart, you will find yourself at the entrance 
of Dragon Roost Cavern, but these cauldrons will let you skip right to 
this point. Now cross the wooden bridge and enter the unguarded doorway 
on the other side.

When you enter the next room, both the entrance and the exit up above 
will seal. You can't get out until you kill every single Bokoblin in the 
room. The first one is standing in the middle, ready to attack you. The 
rest of them are hiding inside some of the many jars along the wall. 
Break the two large groups in the back, as one of them is bound to hide 
a Bokoblin. Another one sits inside the jar on the shelf to the left of 
the entrance, but you can't break it unless you roll into the wall 
beneath it or throw a Boko stick at it from the table in the middle of 
the room. Before you run upstairs via the ladder in the back, use a Boko 
stick to light both of the torches to the right of the entrance. This 
will cause a chest to appear, which contains a Treasure Chart! Now climb 
upstairs and break more jars if you want a Joy Pendant, and then exit. 

The familiar sight of lava meets you in the next chamber, but it's 
accompanied by an unfamiliar foe; a MAGTAIL. This fiery centipede has 
huge jaws that give it a formidable pinching attack and in turn protect 
the creature's vulnerable eye from damage. The best way to kill a 
Magtail is by parrying its attack, but this one is crawling on a 
platform too small for a successful parry. You can try, but you'll most 
likely end up falling into the lava. Alternatively, you can pick up one 
of the water jars from the main shore and toss it at the Magtail. The 
chilly splash will cause the Magtail to roll into a defensive position 
(which it also does anyway if you hit it with your sword enough). Once 
the Magtail has rolled up into a ball, jump over to it and slash it with 
your sword. Just don't throw it into the lava, or the Magtail will 
revive itself with full strength. After the platform is clear, jump back 
and grab another water jar, and then take it back to the Magtail's 
platform. Up ahead, in the lava, a geyser of fire will erupt every few 
seconds. When the geyser is subdued, throw the jar on top of it. After 
the lava solidifies into a platform, jump on and wait for the geyser to 
rocket you up to the second level. Once it does, jump onto the wooden 
ledge and find the exit.

Just past the door is the entryway to the boss's lair. Don't worry about 
fighting whatever it is yet though, because you need a special key to 
unlock the door to its room anyway. Simply ignore everything on the 
other side of the lava pool on your right. Instead, turn your attention 
to the bomb flower just below the step, also to your right. You'll need 
it to blow up two boulders in the back of the room. One reveals another 
warp cauldron, and another exposes the exit door.

Fresh air again. Turn to the right and run up the staircase that winds 
around the cliff. Be quick, because the steps will fall away into 
oblivion almost as soon as you set foot on them. When you make it to the 
top, head through the gate. This is the shrine that Medli referred to, 
and sure enough, you'll see the raging red dragon named Valoo causing a 
ruckus in the background. More importantly, you will be spotted by a 
pair of shielded Bokoblins that have captured Medli. Swipe at them with 
your sword and attack quickly before they have time to put up their 
shields. After you defeat them both, a Kargaroc will fly overhead and 
dump a Moblin into battle. 

You've never actually had to fight a Moblin before, and doing so can be 
tough. Even later in the game, Moblins are challenging adversaries. They 
take a long time to go down and the spears they carry have a wide reach. 
Keep your shield out as you and the Moblin circle each other. The 
Moblin's swinging spear attack can knock you backwards several feet, but 
if you parry it, you can damage the Moblin instead. Sometimes, the 
Moblin will jab at you with the point of its spear. It's almost 
impossible to foresee or parry this underhanded attack, so stay alert. 
If you manage to knock the Moblin's spear out of its hands, don't make 
the mistake of thinking it is unable to defend itself. The brutish beast 
will unleash a devastating punch that is even more powerful than any of 
its spear attacks. Let it reclaim its spear so that you don't get hurt 
too badly. Slash at it repeatedly and try to get behind it so that it 
can't block your sword with the spear handle. After the Moblin is 
defeated, Medli will be set free.

Medli has somehow discovered the cause of Valoo's anger. Something is 
tormenting his tail, which hangs down into the room below his perch. She 
has a strange suspicion that it has something to do with the creatures 
that captured her. Medli decides to return to the Rito tribe and inform 
them of her new discovery. Additionally, she will give you a special 
item that the Rito once used to get around before they evolved wings; 
the GRAPPLING HOOK! The Grappling Hook is incredibly handy. It lets you 
swing across gaps by attaching the hook to an overhanging beam, allowing 
you to reach areas you wouldn't be able to otherwise. Furthermore, the 
hook can be used on enemies. If you're locked on to an enemy, you can 
throw the Grappling Hook at them to steal their spoils! Use this method 
on ChuChus, Bokoblins or Kargarocs to get as many of their spoils as you 
need. Lastly, the Grappling Hook works as a salvage crane while you are 
out at sea. You can use it to haul treasure chests from the sea floor 
after you find their location.

To escape the shrine, follow Medli's instructions and climb onto the 
ledge to the left of the prison cell. Now use your Grappling Hook to 
target the overhanging beam ahead of the ledge (look for the yellow 
targeting icon). After you attach yourself to it, swing across as if you 
were on a regular rope. When you reach the escape ledge ahead, repeat 
the swinging process a few more times to clear the gaps in the path (use 
the ladder to get out if you fall). At the end of the path, cut down the 
wooden boards blocking your exit.

When you jump down from the escape path, you will be in front of the 
door leading to the boss's room. Even though you can now reach the room 
by grappling, you still won't be able to open the boss's door without a 
key. So, instead of running inside again, look outwards from the doorway 
and then turn left. You will see a beam sticking out from the side of 
the cliff that you can use to grapple across the gap beneath it. After 
you swing across three gaps, you will find another door on your left. 
Enter it.

Once you're inside the volcano again, walk across the wooden bridge 
carefully. There is a Bokoblin guarding it, and fighting it can be risky 
on the bridge. After you defeat it and cross the bridge, another 
Bokoblin will spring out at you from one of the jars on the other side. 
Defeating both Bokoblins will cause a treasure chest to appear below the 
bridge. The path across the bridge leads to a dead end, however. You 
must find a way to drop down to the lower level without falling into the 
scalding lava. Take the Boko stick that the second Bokoblin had, and 
then light it on fire with the torch. Now use it to burn the vertical 
ropes holding the bridge together. You can also sever them with your 
sword, but it's less precise that way, and it's easier to mess up. Once 
the ropes are destroyed, stand in the middle of the bridge and it will 
break. You should land on a strip of solid ground, with lava on either 
side. Walk to the west end of the path to grab the chest's prize, a Joy 
Pendant. On a side note, if you ever need to get back up to the top 
level, use the water jars near the east door down here and the lava 
geyser to shoot yourself back up. Anyway, turn and use the door after 
you have the treasure.

The door will put you back inside the main magma chamber, but once 
again, from a different perspective. To your right you'll find a strange 
cage, the bottom of which is connected only by three thin ropes. Every 
few seconds, a large tower of lava will erupt from below and push up on 
the cage. The door to proceed is at the bottom of this pillar of flame, 
and the bottom of the cage will serve as your ride to get there. In 
order to detach it from the rest of the cage, you have to cut all three 
supporting ropes simultaneously. This can only be done with a spin 
attack. If you try anything else, the platform will become unbalanced 
and you'll tumble into the lava. You should also wait to perform the 
spin attack until the lava pushes up on the platform. Once the ropes are 
cut, the lava geyser will fall again. When you reach the bottom, find 
the doorway in the wall and jump over to it before the geyser erupts 
again.

Jump across the two platforms in the next small cavern and then climb a 
ladder to get to a sealed doorway. To unseal it, you have to use the 
Grappling Hook to pull down on the lever hanging from the ceiling. Look 
out towards the center of the chamber and grab onto the beam hanging 
down. When you swing from the lever, your weight will pull it down, 
unsealing the door. Swing back to the ledge and enter the door.

In the next chamber, use the Grappling Hook to swing across the lava 
gap. The other side is a dead end, so turn around and hook yourself onto 
the beam again. This time, turn yourself to face east, where the fiery 
path continues. Swing over to the first ledge, and then make your way 
past three chain-suspended platforms. Swing across one last lava gap, 
and then use the door at the end.

This chamber holds the key to the boss's lair. Your prize is inside the 
ornate treasure chest in the back, but the ring of fire that surrounds 
it prevents you from getting anywhere near it. The switch on the floor 
to its right will extinguish the flames, but only if the switch remains 
pressed down. You won't be able to open the chest quick enough after you 
step off the switch, so you're going to have to find something else to 
hold it down while you pry open the chest. A Magtail will work. When you 
see one emerge from the lava pools, try luring it closer to the chest. 
Now hack at it when its jaws are open until it rolls into its ball-like 
defensive position. Don't parry the Magtail's strike, or you'll kill it, 
and you'll have to lure another one out of the lava. When the Magtail is 
rolled up, pick it up and carry it over to the floor switch. Set it down 
so that the flames around the treasure chest go out, and then quickly 
open it before the Magtail awakens. Inside is the Dragon Roost Cavern 
Big Key.

To get back to the boss room, you can backtrack to it or you can save, 
quit and then restart from the beginning of the dungeon so that you can 
use the warp cauldrons to reach the boss's entrance quickly. If you 
choose to backtrack for some reason, avoid the FIRE KEESE that now 
patrol your routes (they are variants of Keese that cause burn damage on 
contact). If you start from the beginning of Dragon Roost Cavern, you 
can also use the Grappling Hook to get that Treasure Chart on the first 
floor (use the Compass to find it). Anyway, when you find the boss's 
entrance, grapple across the lava pool and climb the steps. Watch out 
for the lone Magtail, and take the time to open the two chests on either 
side of the staircase for a yellow rupee and a Knight's Crest (try to 
collect at least ten of these). You'll also uncover a Fairy or two by 
breaking the jars at the top of the stairs. If you touch one, you'll 
heal automatically. Better yet, you can catch one with your Empty 
Bottle, and when you run out of health and faint, the Fairy will 
automatically revive you! When you're ready, enter the foreboding boss 
door. 

The cavernous magma chamber beneath Valoo is home to an enormous fire-
breathing Magtail known as GOHMA. The wicked Gohma has been terrorizing 
Valoo's tail, which hangs down from the dungeon ceiling. The solution to 
everyone's problems seems to be all the same; defeat Gohma. This 
creature looks intimidating, but that's only because it's the first true 
boss you've had to fight. With a carefully-planned out strategy, it will 
be easy to emerge victorious in this battle against the gargantuan 
beast. Gohma is covered in hard bio-armor that protects it from all 
attacks. To be able to damage the boss, you have to find a way to crack 
and destroy its outer shell, so that its softer insides are exposes. The 
key to doing this, as with all other boss battles you will have to 
fight, is by using the item you acquired in the dungeon, in this case 
the Grappling Hook. Use the hook to latch onto Valoo's swaying tail, 
hanging above Gohma's head. Be careful though, because Gohma has a 
variety of vicious attacks. It can breathe a blaze of fire at you from 
its mouth, giving you only a few seconds to retaliate. You'll be able to 
tell when Gohma is about to spit flames because its mouth will glow with 
charging energy. In addition to fire, Gohma can also use its mighty 
claws as weapons. If it slams them into the ground, take the opportunity 
to latch onto Valoo's tail while the boss distracts itself trying to pry 
its claws out of the ground. Once you manage to hook onto Valoo and 
start swinging, you can let go. If anything, try to land on one of the 
wooden ledges that surround the upper area so that you can grab some 
hearts to replenish your health. It will also be easier to grapple onto 
Valoo's tail again from these ledges without Gohma interfering. 
Regardless of where you land, swinging from Valoo's tail will cause the 
slab of rock around it to fall on Gohma. The impact will crack its 
exoskeleton. While beaten, Gohma won't take any damage; you have to 
repeat the process about two more times before the shell finally 
crumbles away. Each time the rock slab lands on Gohma, you'll get a few 
seconds to rest before the irritated boss rises up from the lava and 
replaces the slab. After the shell falls off, Gohma will look somewhat 
smaller, but more like an oversized Magtail. Nevertheless, its attacks 
will become more vicious now that its vulnerability has been exposed. 
All you have to do now is use the Grappling Hook to latch onto Gohma's 
single eye (lock on to the boss to target the eye) and then pull it in 
towards you so that you can attack it with your sword. Gohma will 
sometimes lower its eye to where you can hit it anyway, but it's quicker 
to use the Grappling Hook. After you slash at the eye enough times, 
Gohma will disintegrate into fiery embers, leaving behind a valuable 
Heart Container. Whole Heart Containers are only left behind after boss 
battles. They completely restore your health, and they increase your 
total life energy meter by one! Grab your prize, and then exit the 
chamber through the portal in the center of the solidified floor.

Valoo will let out a roar of relief and the Rito below will watch as the 
swirling storm clouds surrounding Dragon Roost Island and the harsh, 
fiery winds that blow through the cavern entrance are finally calmed.

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

Chapter 4: Kalle Demos.

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

Link returns to the shores of Dragon Roost Island, joined by Medli and 
Komali. Komali apologizes to Link for the mistrust he showed earlier, 
and rewards him by giving him his most prized possession, DIN'S PEARL. 
From up above, Valoo lets out a great roar, translated by Medli as 
cryptic clue for Link; to use the wind god's wind. With this Medli 
points towards Dragon Roost Island's Wind Shrine. Valoo and Komali both 
recognize Link for his heroism, and Komali sets off for the top of 
Dragon Roost Cavern in hopes of obtaining a pair of wings.

The wind that blows through the Great Sea cannot be changed unless you 
use the power of the Wind Waker to call upon the gods. Without this, you 
won't be able to get off Dragon Roost Island or reach your next 
destination. Your final mission on Dragon Roost Island (for now) is to 
learn the most important song for the Wind Waker, one that will allow 
you to control the wind. From the beach, look for a signpost that points 
towards the Wind Shrine, and then follow the tunnel through the mountain 
to get to another beach. Cross the shallow water here to reach a small 
island adorned with two monuments. This is the Wind Shrine, dedicated to 
the wind gods Zephos and Cyclos. The right-hand monument is broken, but 
the left one is inscribed with a set of symbols that represent the notes 
played by the Wind Waker. If you play it, the symbols will display 
themselves in front of you. Repeat the song that they play (up, left, 
right) to learn the Wind's Requiem.

Out of nowhere, Zephos the wind god will appear on his floating cloud. 
He explains that the song you just learned, the Wind's Requiem, can be 
used to manipulate the wind. The wind can be a good thing, but it can 
also be a bad thing. As an example, Zephos mentions his brother Cyclos, 
who uses his power to create cyclones to punish people at sea (all 
simply because his monument is broken). As a final request before he 
flies off into the wind, Zephos asks Link to chastise Cyclos should he 
ever meet him at sea.

Return to the King of Red Lions and use the Wind's Requiem to change the 
wind's direction so that it blows south. This will take you to the 
location of the next sacred pear, the Forest Haven. Before you set out 
however, you will be stopped by a Fishman. A Fishman is a strange 
talking fish that can be seen leaping out of the water at just about 
every island on the Great Sea. If you see one, give it All-Purpose Bait 
and it will update your Sea Chart by painting that island on it. Some 
islands are already on your chart (Outset Island, Forsaken Fortress, 
Windfall Island and Dragon Roost Island), but you should make it a habit 
to seek out the Fishmen on every other island to update your Sea Chart. 
Believe me; it will help immensely in the long run to know where to find 
a given island. Fishmen will also give you small tidbits of information 
when you talk to them, including where to find valuable treasures. 

Anyway, get ready to set sail for the Forest Haven. Along the way, you 
will sail past Fire Mountain, Eastern Triangle Island and Bomb Island. 
There is nothing to do in any of these locations yet (except getting 
their charts from the local Fishmen of course); however you can get 
another Empty Bottle by going inside the small, wooden submarine in the 
water south of Bomb Island. Eventually you will reach the Forest Haven, 
home to an earth spirit known as the Great Deku Tree, who will give you 
Farore's Pearl. The King of Red Lions fears that Ganon's forces may have 
already reached the island before them as they had on Dragon Roost 
Island, so use caution.

The Forest Haven is essentially a giant tree hollow. A spring inside the 
haven flows out through a river and into the ocean. The path to the 
Forest Haven's inside will take you alongside this river, but not 
without toil. Start by climbing the set of steps next to the red 
postbox. After the third step, you will encounter a BOKO BABA. This man-
eating plant can be taken out with a sword combo. If you get too close 
to it without attacking, it will try to swallow you. A Boko Baba's spoil 
is a Boko Baba Seed, which contains certain magical properties. After 
killing the first Boko Baba, climb up the path to the right and kill two 
more. Turn upwards and climb a step, but watch out for a fourth Boko 
Baba plant. To get from this ledge to the small outcrop above the 
waterfall ahead, you must use the Grappling Hook to swing by the 
overhanging branch.

When you make it to the small, grassy island, get ready to confront an 
OCTOROK in the river ahead. Octoroks attack by firing small, rounded 
rocks at you from afar. They disappear beneath the waves if you try and 
get close to them, so the best way to defeat one is by using your shield 
to deflect its projectile back at it. Since the rocks it shoots move in 
a slow and straight trajectory, this isn't difficult. While at sea, you 
may also encounter oceanic Octoroks, which have a slightly different 
look. They differ from freshwater Octoroks in that they fire explosive 
projectiles in an arched trajectory. Anyway, after you defeat the 
Octorok, jump across the water to another grassy island on the left side 
of the river. Whatever you do, try not to fall into the water because 
the current will drag you all the way down to the bottom of the 
waterfall. On this patch of land, kill the Boko Baba plant and then turn 
to jump over to another small island near where the Octorok appeared. 
Finally, jump over to a larger patch of earth, but stop to kill another 
Octorok in the river up ahead. After it is defeated, use the Grappling 
Hook to swing over to the calm pool of water, where there is no current. 
The Forest Haven's entrance is to your right.

When you get inside the Forest Haven, continue trudging through the 
river. The two tiny waterfalls that you'll come across can be climbed 
easily. The large tree in the center of the Forest Haven is none other 
than the Great Deku Tree. When you get in front of him, the Great Deku 
Tree will awaken, but his face will be covered by several red and green 
ChuChus. The ChuChus will cling to his face unless you perform a rolling 
attack into the Great Deku Tree's trunk. When you do this, the ChuChus 
will fall and you can begin fighting them. Go after the green ChuChus 
first, because they take longer to kill. Also, they are invulnerable 
while they are in pure glob form, so you must wait for them to take 
shape before attacking. If you don't defeat all of the ChuChus quick 
enough, the survivors will disappear and then reappear on the Great Deku 
Tree's face. Simply knock them down again and kill them.

After the ChuChus are destroyed, the Great Deku Tree will begin speaking 
in Hylian. Upon realizing that Link cannot understand a word of it, the 
tree apologizes, explaining that Link's green clothing reminded him of 
an age gone by. The Great Deku Tree will introduce himself as the 
guardian of the Forest Haven, and he will decide to reward Link for 
riding him of the ChuChu infestation by giving him Farore's Pearl. 
Before he will do so however, the Deku Tree will call out eight of his 
Korok children. The Koroks are small plantlike forest spirits whose 
faces are concealed by differently-shaped leaves. Once a year, the 
Koroks perform a special ceremony that causes the Great Deku Tree to 
produce seeds. Since the ceremony must be performed soon before the day 
ends, the Great Deku Tree will postpone giving Link Farore's Pearl until 
it is completed. Unfortunately, just as it is about to begin, one of the 
Koroks named Linder appears and tells the Great Deku Tree that a 
terrible fate has befallen another young Korok child named Makar. The 
careless Makar has fallen into the Forbidden Woods, a dark and dangerous 
forest next to the Forest Haven. When he hears this, the Great Deku Tree 
turns to Link and asks him to rescue Makar from the vile dark forest. 
Only then will the ceremony begin, and only then will Link receive 
Farore's Pearl.

In order to reach the Forbidden Woods, the Great Deku Tree bestows upon 
you a leaf that is used to glide through the air. This leaf will appear 
in one of the Deku Tree's upper branches, so you'll have to climb up 
there and get it. The Koroks will spread themselves out across the 
forest floor, ready to offer you assistance. To the Great Deku Tree's 
right you will find an odd purplish flower bud next to one of the 
Koroks. This is a Baba Bud. If you jump into one, it will shoot you 
upwards. Use the first Baba Bud to launch yourself forward to another 
Baba Bud, which is higher up because of the tall, thin stalk that 
supports it. You can turn yourself while the bud is charging to alter 
the direction of your launch. After getting shot from the first Baba Bud 
to the next, shoot yourself to two more Baba Buds, both higher up than 
the previous ones. The fourth bud will launch you to a branch covered in 
leaves that you can use as a platform. You'll know it because of the 
Korok with the elongated leaf-mask that sits on it.

From the leaf platform, use the Grappling Hook to swing from one of the 
Deku Tree's overhanging branches. Swing over to the Baba Bud up ahead, 
and then launch yourself through four more buds. Try not to mess up; 
it's a very long way down. Using the last one, you'll be able to reach 
the branch that the DEKU LEAF sits on. The Deku Leaf is a magical leaf 
that allows you to glide through the air. Using it spends magical power 
however, so keep an eye out for how much you have left (a new meter will 
appear just below the life energy meter). On the ground, the Deku Leaf 
can blow out gusts of wind that can stun enemies. While no magic power 
is spent from doing this, you can't blow gusts of wind if you have no 
magic power left. Anyway after you have the Deku Leaf, a Korok with a 
five-lobed leaf-mask will call you over to a ledge down below marked 
with a green arrow, which you can glide down to with your new item. The 
opening next to the Korok will take you back outside. 

The ledge outside overlooks the Forbidden Woods island. The dark forest 
is too far away to reach even with the Deku Leaf, so you'll have to use 
the smaller island southwest of your location as a pit stop. Be aware 
though that when you are outside, the Deku Leaf will be affected by 
which way the wind is blowing. You won't go very far if you're trying to 
float against the wind. That being said, play the Wind Waker to make 
sure the wind is blowing southwest. You can now use the Deku Leaf to 
glide over to the smaller island. If you need to refill your magic 
meter, chop down the grass to find magic pickups.

When you reach the island, mow the grass again to refill your magic 
power. Now play the Wind's Requiem to make the wind blow northwest. 
Because the entrance to the Forbidden Woods is too high up for you to 
reach, you must take advantage of the updraft blowing around the small 
island to reach it. The swirling updraft will blow you skyward if you 
glide through it, so you'll be able to reach the entrance to the 
Forbidden Woods. Wait until the updraft is about to pass by, and then 
jump out to catch the wind. If you succeed, you'll be able to sail 
smoothly to the Forbidden Wood's entrance. On the way, avoid the trio of 
PEAHATS that will harass you. If you get hit by them, or if you don't 
make it to the Forbidden Woods for some other reason, you'll have to 
restart from the midpoint island. To kill a Peahat once you reach the 
torch-lit ledge, stun it with the Deku Leaf's gusts and then kill it 
once its propeller has been removed. A Peahat is invulnerable if it 
still has its propeller. Walk through the opening on the ledge to enter 
the Forbidden Woods.

The Forbidden Woods is a long and grueling dungeon, and its size and 
isolation gives its travelers an eerie sense of solitude. While the 
scenery shift from Dragon Roost Cavern is quite dramatic, it shares the 
same basics as any other cave; a mini-boss that guards a new item, and a 
larger boss at the end that must be defeated with that item. There is a 
lot of grass in the first room, and many green ChuChus. They can be a 
pain to deal with, especially in such great numbers. It is best if you 
thoroughly scour the room's every corner for concealed ChuChus before 
you try to do anything else. Remember to use the Deku Leaf or the 
Grappling Hook to stun them when they are in their puddle-like form. 
There is a path on the right side of the room that takes you up to a 
treasure chest. Already you'll be able to obtain the Dungeon Map from 
it. Also, there is the first in a small series of warp cauldrons below 
the ledge to the right of the door in the back of the room. This door is 
your exit from this room. However, like many doors and chests that you 
will find in the Forbidden Woods, it is blocked by a strange vine-like 
flower. The vines that hold the door shut can be broken, but they 
regroup almost instantly. You must destroy the central flower itself in 
order to destroy the entire plant. The only problem is that the flower 
will shut itself when you get too close, rendering it impervious to 
attack. The solution is to hit it from afar by throwing something at it. 
In the room's left corner, you'll find a Deku nut that can be picked and 
carried. Deku nuts disintegrate slowly after they are picked, but they 
grow back afterwards. Stand in front of the door with the Deku nut in 
hand, but far enough away so that the vine flower's blue core is 
exposed. Now toss the nut and hope that it hits the flower. When it is 
finally destroyed, proceed through the door.

The second room is enormous. Start by dropping down to the very bottom. 
Use the Deku Leaf to fall gently so that you don't take damage, and 
avoid contact with the thick, thorny vines waving around on the walls. 
The forest floor is home to a few Boko Babas. The plants often mimic 
Baba Buds, and they will even turn into Baba Buds after they are 
defeated sometimes. Boko Babas are also the primary source of Boko 
sticks and you will usually find one left behind after the plant is 
defeated. In the back of the room, you will see a former Korok dwelling. 
Inside this hollow tree structure is a treasure chest sealed by a vine 
flower. The quickest way to destroy the flower is by defeating one of 
the Boko Babas first, and then using a burning Boko stick on the flower. 
Even if the vine flower is closed, the burning stick will still destroy 
it instantly. Use one of the torches next to the Korok dwelling as a 
flame source. Open the chest to get a Knight's Crest. Also while you're 
down here, use the Deku Leaf to blow away the piles of leaves lying 
around. You may uncover stuff like rupees, or even a Fairy. To escape 
the forest floor, use the Baba Bud on the stump near the front of the 
room.

The first Baba Bud will let you reach a second Baba Bud just east of it. 
Use this one to reach another Baba Bud on the other side of the first 
one, but much higher up. The launch alone will not get you to the Baba 
Bud, so you must use the Deku Leaf to sail the rest of the way there. 
Fortunately, the magical properties of a Baba Bud refill your magic 
meter in small portions when you enter them, so you don't need to worry 
about running out. Use this Baba Bud to get to the one on top of the 
Korok dwelling, and then go to the one in between the two thorny vines 
on the east wall from there. Directly across from this one is the final 
Baba Bud, which will launch you to a ledge on the north side of the 
room. This ledge contains another Baba Bud, but using it is of little 
point unless you have the new item that you will acquire soon. The door 
on the ledge is held fast by a vine flower, and to get rid of it you can 
use the explosive bomb flower in the grass. Green ChuChus will attack 
you when you get close to the bomb flower, but you can wipe them all out 
quickly by triggering an explosion next to them. Once you've blown up 
the vine flower, exit through the door.

The next chamber is nothing more than a bottomless pit, containing a 
cable platform that you can use to get across. The platform is operated 
by the wind-powered lever on the wall to your left. Blow it with the 
Deku Leaf to make the cable platform come to you. Once you jump on, blow 
the second wind lever in the upper right corner with the Deku Leaf to 
send the cable platform across the gap. Jump off the platform and use 
the door ahead.

In the next room, two Peahats will attack you. Use the Deku Leaf to stun 
them before you kill them with your sword. Peahats sometimes drop Golden 
Feathers, but you might want to grapple them to make sure you get one. 
There are also three Boko Baba plants in the back of the room. As with 
the Peahats, the Deku Leaf can be used to stun the Boko Babas and expose 
their vulnerable stems. The rightmost Boko Baba will convert into a Baba 
Bud after you defeat it, and you'll need to use it to reach the room's 
upper story. If you want five rupees first though, climb onto the ledge 
in the back left corner of the room. Also, you can find a chest with a 
red rupee in it by using the Baba Bud and the Deku Leaf to float to a 
small alcove in the large tree in the back of the room. Afterwards, hop 
into the Baba Bud to launch yourself to another ledge that contains 
another Baba Bud. Use this one to get to a door sealed by a vine flower. 
The easiest way to get rid of it is by grabbing the Deku nut in the 
alcove on the opposite side of the room. Use the Deku Leaf to hail the 
cable car that will take you to it and back. Exit once you are finished.

The door at the end of the next passage is also blocked by a vine 
flower, but luckily the Deku nut you'll need to destroy it is just 
ahead. Unfortunately, as soon as you get near it, a ring of thorny vines 
will burst from the ground to block it off from all sides. The solution 
to this puzzle is simple; blow the nut along the ground with the Deku 
Leaf so that it is no longer trapped inside the circle of thorns. Then 
pick it up and destroy the vine flower as usual.

The next room is larger than any other in the Forbidden Woods. It is the 
main hub, extending into all five floors of the dungeon and containing a 
total of six doors. As soon as you enter, turn to the right and follow 
the ledge up to a grapple point. Use the Grappling Hook to swing across 
the gap by the overhanging limb on the wall, to another ledge up ahead. 
From here you can jump onto the moving plantlike structure sticking out 
of the wall. This flat vine moves from side to side in a snakelike 
motion. Use it to move across to another flat vine, and then again to a 
ledge with a locked door on it. The Deku nut on this ledge is needed to 
open the west door, blocked as usual by a vine flower. Pick it up and 
then carry it across to the enormous flowerlike organism hanging from 
the ceiling (grab a few rupees inside it if you wish), and then jump to 
the ledge with the west door. After you destroy the vine flower, ignore 
the door for a moment and instead jump ahead to a pair of vertically-
moving flat vines on the wall. The vines will take you to a simple, 
seemingly empty ledge. Use the Deku Leaf to blow the pile of leaves away 
and expose the second warp cauldron. Now jump/float/ride back down to 
the west door and enter it.

The grassy passage ahead has a trench about halfway through with a 
treasure chest in it, which in turn contains a yellow rupee. By the time 
you reach it however, you will have most likely grabbed the attention of 
several dozen MORTHS. Morths are the spiky larvae of another creature 
that you will encounter soon. They are harmless, but by sticking to you 
they can hinder your movement. One or two of them clinging to you won't 
make much of a difference, but a large group of them can really slow you 
down. To shake them off, roll while you walk, or use a spin attack to 
destroy them. After you get rid of them, enter the door at the end of 
the passage.

The final chamber along this passage seems empty at first, but as soon 
as you walk in you will be stopped by a barricade of thorny vines that 
emerge from the ground. The vines form a maze all around the room that 
you must navigate carefully. If you go too fast, there is a good chance 
that you will run into a wall of harmful vines. Make an S-formation 
around the first set of vines on your left so that you end up next to a 
bomb flower. Use the bomb flower to blow up the wooden planks up ahead. 
There are two sets, but you'll only be able to get close to one of them 
because of the wall of vines. Still, you can throw a bomb flower at the 
farther set and blow up the wooden planks so that you can get whatever 
is in the alcove when you find another way around. The first alcove 
contains the long-awaited Compass. Now work your way back to the 
entrance and through the rest of the maze, which continues to the right 
of the door. As you make your way through the treacherous labyrinth of 
harmful vines, you may find a pile of leaves that cover several green 
rupees, along the north wall. When you finally reach the second treasure 
chest, open it to get the small key that will open the locked door in 
the large hub room. Now use the Baba Bud near the chest to launch 
yourself into the air, where you can safely sail over all the vines and 
to the exit. There are also a few jars sitting on top of the platforms 
that can be broken open for health, magic and a Joy Pendant.

As you make your way back, be prepared to fight a few green ChuChus as 
well as the renewed swarm of Morths in the connecting passage. In the 
hub room, jump from the first platform over to the enormous hanging 
flower, and then again to the locked north door. Use your new key to go 
inside.

This next room is filled with water, and the only way across is by using 
the cable platform and its dual set of wind-powered levers along the 
wall. There are two Peahats in this room too, and they can get 
incredibly annoying due to their immunity in this room. Killing them is 
hard because if you stun them with the Deku Leaf, they will simply be 
blown into the water where you can't reach them. They'll bob in the 
water until their propellers grow back and they continue their attack. 
If you fall in the water, use the ladder near the entrance to escape. 
Blow the wind lever once to bring the platform over. After you get on 
it, blow the same lever again to move halfway through the room, where 
you can hit the second lever to move the rest of the way through. Exit 
the room before the Peahats return.

Soon after you enter the next chamber, you will be spotted by an agile 
and deadly MOTHULA. Mothulas are the adult version of Morths and they 
are far more dangerous. Their pincer attacks are quick and sudden, so 
keep moving to stay out of danger and use your shield when you can't 
avoid it. If the Mothula points its rear end at you, it is about to 
eject a fresh swarm of Morths. The good news is that Mothulas don't have 
a lot of stamina, and a few hits will be enough to kill one. If you 
manage to parry its attack, you can kill it in a single hit. The bad 
news is that there is an even deadlier type of Mothula that you'll have 
to defeat in the very near future....

After defeating the Mothula, you'll still have two Boko Babas to deal 
with on the ground and a few Peahats up above once you make your way up 
to the second level. The Boko Babas both convert into Baba Buds after 
they expire, and there is an additional bud deeper in the room that you 
can use as well to get up to the upper level. This level is made up of 
foliage platforms that grow from the room's trees. Kill the Peahat, and 
then jump over to the Baba Bud growing up here. It will send you up to 
the third and final story, where three more Peahats can be found. Now 
use the one of two doors that isn't blocked by a pair of vine flowers.

As Link enters the next room, the door will seal behind him and a 
strange dust will fall from above. Link looks up to see the beautiful 
but deadly mini-boss of the Forbidden Woods, the winged Mothula! Winged 
Mothulas are even more of a terror than their wingless forms, because 
they can soar through the air with their four powerful wings. Also, the 
winged Mothula can only be damaged once it is grounded, and to do that 
you must hack off all four of its wings. Like wingless adults, this 
Mothula can eject a large swarm of Morths to distract you while it flies 
overhead. Its pincer attacks are also a thing to be feared, though they 
aren't as quick and sudden as its wingless kin. The most distinctive 
attack that the winged Mothula has is its rocket-powered charge. With a 
burst of fire, the Mothula will swoop down on you and strike, releasing 
Morths as is goes. This attack is difficult to counter, so keep your 
distance from the Mothula. Because the Mothula will be flying around the 
room, it will be hard to get close enough to attack it with your sword 
without getting hurt yourself. The easiest way to remove its wings is by 
stunning it with the Deku Leaf. Once stunned, the Mothula will drift 
slowly towards the ground. Take this opportunity to attack it. Remember 
to cut down the grass around you for hearts if your health gets low, and 
use a spin attack every once in a while to shake the Morths off you when 
they accumulate. If you need cover, hide behind one of the large trees 
in the room. After the Mothula's wings have been removed, attack and 
defeat it as if it were a regular wingless Mothula. It will take longer 
to kill than a normal wingless adult, but its attack patterns and 
movements will be the same. Just make sure you kill it as soon as you 
can, because it will grow its wings back eventually if you don't.

After you triumph over the Mothula, a chamber will open in the back of 
the room, containing a large treasure chest. Inside it is the amazing 
BOOMERANG. The Boomerang is your first true projectile weapon, and it's 
one of the best items in the game. Manually, it can be used to strike up 
to five different targets. It is the game's most efficient way to stun 
enemies, leaving them open for attack and making things like ChuChus and 
Peahats so much easier to kill. Because of this, the Boomerang remains a 
useful item even late in the game. You will need to use the Boomerang to 
get out of the room, since the only door out won't unseal even after you 
kill the Mothula or open the large chest. Above the door there are two 
diamond-shaped switches that you must target at the same time with the 
Boomerang. Hitting them both in one shot will unseal the exit. Before 
you leave with your new prize, shatter the Mothula's remaining treasure 
sphere for rupees, hearts and a Golden Feather.

Peahats and Boko Babas won't stand a chance against the Boomerang, since 
you can lock on to your targets and dispatch them quickly with your new 
weapon. In fact, Boko Babas will be killed in only a single hit! Destroy 
any Peahats in the previous room before looking for the Grappling Hook 
point in the northwest corner. After you hook onto it, climb up the rope 
and stand on top of the beam. By doing this you can grapple onto another 
beam further up. Instead of climbing this one however, simply use it to 
swing to the ledge below it. Now jump over to the flat vine moving up in 
down in front of the ledge. When it hoists you up to the second flat 
vine, jump to it and use it to get to another ledge. Cut down the trees 
that block the treasure chest, and then open it to get a Joy Pendant. 
Now glide back down to the previous level of the room. Apart from the 
winged Mothula's room, there is another door in the room's third story. 
It is blocked by two vine flowers however, so use the Boomerang to 
target them both and destroy them. Once the door is free, use it to get 
to the water-filled room.

There aren't any Peahats in the upper level of this room, but there is a 
large amount of hanging pods that you have to get rid of before you sail 
over to the other side with the Deku Leaf. Use the Boomerang to cut down 
five at a time until a path is clear. When you float over to the 
opposite ledge, open the chest on your left for another Joy Pendant and 
use the unblocked door.

This door will put you at the very top of the main hub room. Ahead of 
you, you'll be able to see five blue vines that the enormous flower 
hangs from. Take out the Boomerang and target all five of them. When 
they are cut at the same time, the massive plant will fall to the forest 
floor and crash through it, revealing the dungeon's basement through the 
gaping hole. Before you jump down though, sail down to the warp cauldron 
to return to the first room of the dungeon, and then walk to the second 
room.

When you enter, you should see a Baba Bud in front of this previously-
explored room. Use it and the Deku Leaf to reach the other buds that 
will take you to the opposite grassy ledge. The Baba Bud here will 
launch you up to a new Baba Bud on the west wall. Launch yourself 
straight over the thorny vine waving around and glide to the ledge with 
yet another Baba Bud. The ledge contains a chest, but it's sealed by a 
vine flower. Only with the Boomerang can you destroy it and acquire 
another Treasure Chart. You can use the Baba Bud on the ledge to reach 
the opposite ledge, but you'll have to watch out for a live Boko Baba 
when you get to it. Rummage the nearby branches and jars for rupees and 
a Joy Pendant, but avoid the green ChuChus. After you are satisfied with 
what you have, return to the hub chamber and drop down to the basement. 
Try to fall through the opening so that the large flower cushions your 
fall. When you reach the basement, ignore the Baba Bud and the wind 
lever and use the door instead.

Walk forward and use the Boomerang to kill a Peahat and several Morths 
sitting on the islands in the water ahead. The room forks into two 
directions, but the only path you can take is to the right. Jump across 
the pond via the islands and then hurry through the grass. Several 
tentacle-like plants lurk in the grass, and while they aren't dangerous, 
the creepy plants can grab onto your head and prevent you from moving, 
draining your magic power as well. You can cut them down, but they grow 
back in a matter of seconds. You'll also want to avoid the green 
ChuChus. Use the door at the end after you get through the enemies.

When you reach the next room, you'll see another large flower hanging 
from four vines ahead. Before you cut it down, use the flower as a 
platform to reach the opposite ledge. Open the chest here for a yellow 
rupee. Now turn around and cut down the flower's four vines with the 
Boomerang. The bottom of this room is filled mainly with water. Watch 
out for the Octorok shooting stones at you from the west tunnel. If you 
need to get back up to the entrance for some reason, use the ladder on 
the north side of the room. On one shore you will see a bomb flower, 
while on the opposite one there is a door blocked by wooden boards. Jump 
over to the bomb flower and then quickly carry it across the large 
flower so that you can blow up the wooden boards. The room beyond the 
door is optional, but it contains a Treasure Chart so enter it anyway.

From the entrance jump from platform to platform until you get to the 
central island, killing Peahats and Boko Babas along the way. There is a 
treasure chest inside of the hollow tree in the middle, and you can 
enter it by crawling through a small tunnel in the back, but there is no 
way you'll be able to destroy the vine flower that holds the chest shut 
once you are inside. There just isn't enough room to stand back far 
enough to hit the flower while it is opened. Instead, look for a 
platform with Morths directly behind the tunnel entrance. Kill its 
occupants and then jump over and defeat the Boko Baba plant on the next 
platform. It will transform into a Baba Bud; use it to reach the north 
ledge up above. From here, call the cable platform over by blowing the 
lever on your left with the Deku Leaf. The cable platform won't move 
afterwards though, so you'll have to ferry yourself across manually. 
Turn to face north and blow yourself across on the platform with gusts 
of Deku Leaf wind. When you reach the south ledge, pick the bomb flower 
growing there, turn and then toss it into the hollow tree down below. 
The explosion should kill the vine flower guarding the treasure chest. 
Hop down into the hollow tree and open it to receive a valuable Treasure 
Chart. Now exit the room.

Once again, defeat the Octorok and cut down the flower hanging from the 
ceiling in the previous room. Obtaining the optional Treasure Chart also 
taught you a valuable lesson; how to use the Deku Leaf as a propeller to 
push yourself across distances. You can do the same here by using the 
large flower as a raft. Face east and then ferry yourself through the 
river with gusts of wind. The river will turn to the left, and you'll 
have to fight two more Octoroks as well. Jump onto the ledge at the end, 
which is too high to reach from the water otherwise. Enter the door on 
your left before the ChuChus and magic-draining tentacles reach you.

As soon as you enter the dark room ahead, thick, thorny vines will block 
the entrance, trapping you inside. The Korok dwelling in the back of the 
room contains a treasure chest, but access is blocked by a wooden gate 
that won't lift itself until you hit five diamond-shaped switches in the 
room with one toss of the Boomerang. Use the spiral ramp around the 
Korok dwelling to get on top of it. Sweep the Boomerang around the room 
in a circle until it targets all five diamond-shaped switches around 
you. A large tree in the northwest corner will disrupt the Boomerang's 
path through the air, so you should probably begin and end the sweep 
with the switches that are on either side of the tree. Once the gate to 
the Korok dwelling is lifted, go inside and open the chest for the Big 
Key. Of course, you still need to find the boss's room.

As soon as you emerge from the dwelling with the Big Key, two Kargarocs 
will fly over head and drop two Moblins into the room to challenge you. 
While fighting two at a time is obviously harder than just one, the 
advantage to this is that the Moblins will often damage each other with 
their far-reaching spears. Also, this time you have the Boomerang to 
even the odds. You can use it to stun the Moblins, leaving them open for 
attack. After they are defeated, climb back onto the Korok dwelling and 
use the Grappling Hook to reach the new exit door (the thorny vines 
won't remove themselves from the entrance).

This is the room where you first encountered the grabbing tentacles. You 
will emerge from the southwestern entrance this time, so walk forward 
and jump off the first ledge. Defeat the ChuChus in the grass and make 
sure to kill the Morths from afar before making your way over to the 
east door.

To escape from the basement, stand on the patch of land in front of the 
door and send a gust of wind from the Deku Leaf to the wind lever on 
your left. This will create an updraft that will blow from the large 
flower you cut loose earlier. The updraft will only last for little more 
than ten seconds, so quickly jump into the Baba Bud next to you and use 
the Deku Leaf once you are airborne to float. When you glide into the 
updraft, it will push you up to the first floor. The path that leads to 
the boss's lair is beyond the unused east door up here blocked by a pair 
of vine flowers. With the Boomerang, destroy the vine flowers and enter 
the door. 

This new passage will seal itself with thorny vines as soon as you set 
foot into it. Not long afterwards, you will be attacked by a pack of 
Mothulas. The Boomerang will make fighting them easier, but that's no 
guarantee that you won't get hurt. After defeating them both, the thorny 
vines will retract into the ground and a treasure chest will appear 
along the south wall. It only contains yet another Joy Pendant (don't 
worry, you will find use for them soon enough). Shake off the Morths and 
use the door at the end of the passage.

This is the final room before you face the Forbidden Woods' boss. There 
are around fifteen pods in this room that you can break, and it's a lot 
of fun doing so with the Boomerang. Watch out, because some of them 
conceal ChuChus or Morths, but others hide valuable items like Fairies, 
rupees and other refills. The third warp cauldron is also in this room. 
If you plan on using it, grab a Boko stick from the jar and light it on 
fire using one of the torches in front of the boss door. Use the burning 
stick to burn off the wooden covering on top of the cauldron. Save your 
game before you enter the boss's chamber.

Unexpectedly, Link finds not a boss inside this large chamber, but 
Makar! Suddenly however, a blue man-eating plant appears behind the 
young Korok and swallows him whole! With a wicked cackle, the plant 
hoists itself onto the ceiling with its many ropelike vines, flailing 
its dangerous tentacles about. The boss of the Forbidden Woods is named 
KALLE DEMOS. This giant flower possesses a host of vicious tentacles 
that do its bidding, and all the while the boss remains invincible while 
it is protected by its enormous magical petals. Offensively, Kalle Demos 
will slash, flail, whip and jab at you with its many tentacles, and the 
best way to avoid them is to keep moving at almost all times. Because 
they surround Kalle Demos on all sides, it is nearly impossible to get 
out of range of the savage flower. If you see the tentacles bury 
themselves underground, get ready to run. In mere moments they will 
begin to track you down beneath the undergrowth and burst from the 
ground when they reach you. Luckily, while you can't see the tentacles 
themselves, you can see the disturbances in the soil that they make 
while they move underground. Killing Kalle Demos will require the 
Boomerang. As long as the boss's petals remain closed, you won't be able 
to hurt its vulnerable head, so you must use the Boomerang to cut it 
down from the ceiling. The many vines that support Kalle Demos can be 
severed easily with this weapon. Try to target five at a time so that 
you get them all cut quicker and the amount of time you spend standing 
still is lessened. The vines also grow back if you don't sever them all 
soon enough, but once you do, Kalle Demos will fall to the ground and 
open its blue petals. Quickly run forward and begin hacking at the 
plant's head. Kalle Demos will only last a few seconds on the ground 
before it pulls itself up again with renewed vines. If its petals close 
with you still inside, you will suffer a lot of damage and be spit back 
out. However, it may be worth it to stay inside just to deal more damage 
to the boss's head. If you do, you may be able to kill Kalle Demos in 
only two rounds. After the plant replaces itself on the ceiling, simply 
repeat the same process as before with the Boomerang. It shouldn't take 
more than three rounds to destroy Kalle Demos. If you run low on health, 
cut down the grass around the edges of the room for hearts. After 
disuniting the boss's head once and for all, Makar will be regurgitated 
and you will be rewarded with another Heart Container! Makar will give 
his grateful appreciation, but insist that both he and Link return to 
the Forest Haven as soon as possible to complete the annual Korok 
ceremony. Use the magical portal that appears in the center of Kalle 
Demos's corpse to escape the Forbidden Woods.

Back in the Forest Haven, the Great Deku Tree forgives the young Makar 
for his mischief, and rewards Link for rescuing him with FARORE'S PEARL. 
Finally, the Koroks and the Great Deku Tree begin their annual ceremony. 
Makar begins by playing his violin, and the other Koroks join in chant. 
Eight magical Deku seeds fall from the Deku Tree's canopy, and eight of 
the Koroks fly up to receive them. With a final farewell, they set off 
across the Great Sea to plant their seeds and begin new forests. 

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

Chapter 5: The Quest for Nayru's Pearl.

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

After the Korok ceremony is over, feel free to begin any new endeavors 
in the Forest Haven. You can use the leafy platform that the Deku Leaf 
was on to reach a Baba Bud that will shoot you to a new ledge, from 
which you can head outside and open the Nintendo Gallery. Now you can 
begin collecting a bunch of cool figurines! You can also get a Treasure 
Chart by blasting yourself up to the highest ledge in the Forest Haven. 
There is more as well down on the forest floor. One of the two Koroks 
that remained in the Forest Haven after the ceremony is Hollo (the other 
being Makar), who can be found inside a cavern to the left of the Great 
Deku Tree. Hollo's talent is making potions out of Boko Baba Seeds. 
Present him with four at a time to get a bottle of Blue Potion, which 
restores all of your health and energy. You can also use an Empty Bottle 
to capture a luminous Forest Firefly in the haven, which you will need 
to get the DELUXE PICTO BOX from Lenzo on Windfall Island. Without it, 
you won't be able to collect any figurines for your Nintendo Gallery 
collection. Lastly, you can get a free Piece of Heart in the postbox 
outside, sent to you from the Rito chieftain as an apology for not 
thanking you back on Dragon Roost Island.

The next place that the King of Red Lions will mark for you on the Sea 
Chart is Greatfish Isle, which is located many sea quadrants northwest 
of the Forest Haven. You'll have to cover a lot of distance to get 
there, and you may end up passing such landmarks as Ice Ring Isle, the 
Private Oasis and Stone Watcher Island. While sailing through these 
waters, it isn't improbable that you'll run into two of the Great Sea's 
most common enemies; cannon boats and GYORGS. Cannon boats, commonly 
found patrolling reefs, are small pirate warships that can fire 
explosive cannonballs at you. You probably won't be able to stand up to 
one until you have cannons of your own on the King of Red Lions. Gyorgs 
are rarer, but just as annoying. These sharks will swim alongside and 
ahead of your boat in groups of up to five as you sail, before turning 
around and ramming you with their hard heads. If you try to stay put, 
the Gyorgs will simply circle your boat, taking turns to ram you off it. 
The Boomerang is an effective way to get rid of a Gyorg; two hits will 
kill one. SEAHATS and oceanic Octoroks are also common, especially 
around Southern and Northern Triangle Island. Seahats are ugly fishlike 
creatures that ram your boat to knock you off, just like Gyorgs. They 
share the same weakness as their terrestrial relatives, the Peahats, 
however; the Boomerang.

When at long last you begin to approach Greatfish Isle, a dark rain 
cloud will cover the sky and an endless downpour of rain will begin to 
fall. A disk of clouds will swirl over Greatfish Isle, similar to the 
one that was on Dragon Roost Island before you defeated Gohma. This can 
only mean that, once again, Ganon's forces have reached your destination 
before you have. Ganon's raid will become even more evident the closer 
you get to the island (or rather, what is left of it). What was once a 
sanctuary for the spirits of water is now a twisted convulsion of 
upturned earth and ruins. Greatfish Isle was the home of Jabun, the 
spirit who holds Nayru's Pearl. However, no sign of him remains.

After Link lands on Greatfish Isle, a voice will call his name. Quill 
the postman has been looking for Link, and it seems that he has 
information about Jabun's whereabouts. The water spirit managed to flee 
Greatfish Isle before it was torn to pieces by Ganon, and he is now in 
the very place where Link's quest began; Outset Island. Even if Link 
were to return there however, he wouldn't be able to see Jabun because 
the spirit has hidden inside a cave and sealed its entrance with an 
enormous slab of stone. Quill mentions that even the pirates weren't 
able to get through, and that for some reason they are interested in 
seeking Jabun's treasure. Unfortunately, it was Quill who unsuspectingly 
tipped them off to where Jabun was hidden. Luckily, they weren't able to 
break through Jabun's defenses and were last seen on Windfall Island. 
After Quill departs, the King of Red Lions will advise you to return to 
Windfall Island to see what the pirates are up to.

There is nothing on Greatfish Isle left to do expect obtaining a Piece 
of Heart. If you want it, swim out from the beach to a vaguely spiral-
shaped island southeast of the main isle. Climb to the top of this 
island and play the Wind's Requiem, setting the wind to blow northwest. 
Using the Deku Leaf, glide over to a small alcove on the left side of 
the largest island, which is to the right of the one the King of Red 
Lions is docked at. Hidden on this ledge is a large treasure chest that 
contains the Piece of Heart. While you were on top of the spiral-shaped 
island, you may have also noticed one of the Koroks from the Forest 
Haven standing beside a withered forest tree. It seems that the curse 
brought unto the Great Sea by Ganon has affected the Deku Tree's seeds 
as well. You'll have to solve this dilemma later....

To reach Windfall Island from Greatfish Isle, sail directly northeast. 
The only island in your way is Tingle Island, where Tingle can now be 
found. Speaking of which, if you check your Tingle Map, you can see that 
there is an island northwest of Windfall Island that contains a Great 
Fairy. If you visit her, she will give you a valuable upgrade. Remember 
to check it out after your business on Windfall is completed. 

As suspected, the pirate ship is docked in an alcove on Windfall Island, 
the very same one you met the King of Red Lions in, in fact. Since Tetra 
and her crew of pirates are probably up to no good, you definitely won't 
be able to get any information out of them if you confront them 
directly. You'll have to try something more subtle. As you may know, 
Windfall Island has a bomb shop at the top of the hill outside of town. 
Bombs seem like just the thing for forcibly getting through a slab of 
rock blocking the entrance to a cave. Unfortunately, if you try and 
enter the building, you'll be very rudely told to go away. You'll have 
to find another way inside. Go around the left side of the building to 
get to a thin ledge that you can sidle across. After you get across, 
climb to the top of the building using the ivy growing up the back side 
of the building. There is an opening up here that you can crawl through.

Link quietly crawls onto a balcony overlooking the unusual scene below. 
Cannon, the bomb maker, is bound and gagged, struggling in vain against 
his pirate captors. It seems that in retaliation to the ridiculous 
prices Cannon was charging for his bombs, the pirate crew decided to tie 
him up and steal the bombs instead. As Gonzo and Mako celebrate their 
achievement, Mako brings up Quill in conversation, congratulating Gonzo 
for pulling Jabun's information out of the unsuspecting postman so 
easily. Tetra is also present, and she seems eager to return to Outset 
Island as soon as possible. Gonzo on the other hand believes that the 
crew should stay overnight at Windfall Island so that they can party. 
Tetra dismisses this idea at first, but when she catches sight of Link 
listening in on their conversation, she suddenly changes her mind. 
Perhaps there is more to Tetra than Link doesn't know about. She 
announces to her crew that on first light tomorrow morning, they will 
set sail for Outset Island.

As the pirates make their way out the door with their explosive cargo, 
Mako asks Gonzo for the password into the ship. Pay attention to what 
the password is, since you will have to recite it letter for letter in 
order to infiltrate the pirate ship. The password is random, but it's 
never anything that is too difficult to remember. After the pirates 
leave, jump down from the balcony and walk out the door (never mind 
Cannon, who will remain tied up until someone else finds him).

To get to the pirate ship, head for the cape on the north side of the 
island. Jump down from behind the stone monument to land on the pirate 
ship's deck. There doesn't seem to be anyone up here, so try using the 
door to the lower deck. Niko's voice will ask a random security question 
that fits the password that you just heard. Input the exact password to 
gain entrance. Niko is rather picky, so keep in mind that the password 
is case-sensitive. Once you get inside, head downstairs to Niko's 
training room.

Niko, who was left in charge of the ship while everyone else parties, is 
ever happy to see his old swabbie. Rumors among the pirates had it that 
Link was killed by the monstrous bird of the Forsaken Fortress. To 
celebrate Link's brief return, Niko will prepare another training lesson 
for him. 

This lesson is harder than the first, but it shares the same basics of 
its predecessor. The lanterns hanging from the room will once again be 
used to swing over to the ledge on the opposite side. This time, there 
are no platforms, but stacks of crates instead. Because there are no 
platforms that lower once the time limit has been reached, there is 
instead a metal gate over the door to the back room that will close if 
you don't make it. You have to swing from rope to rope without falling 
off or landing on the crates (you won't be able to reach the ropes again 
from the crates). As before, use the ladder to escape the pit if you 
fail, and use the two floor switches near the entrance to reset the 
training session. Unfortunately, you can't cheat by using any of your 
items like the Grappling Hook or Deku Leaf, but you are allowed to skip 
ropes if you feel you can swing over to the one after it. Be careful not 
to let go of the ropes if the next one is swinging off to the side, and 
wait until it is in front of you. You get about a minute to complete the 
task, so listen for the timer if you start to lag behind.

After you accomplish the objective, Niko leaves you with a treasure 
chest that contains the BOMBS. Bombs are very useful, but very dangerous 
at the same time. They can be used in the exact same fashion as bomb 
flowers, except you don't have the restriction of not being able to pick 
where your bombs can be used. Bombs can blow up all sorts of things, 
such as jars and cracked boulders. They can also be used to stun or 
damage large groups of enemies like ChuChus. At sea, bombs can be used 
in the form of a large cannon that can fire explosive cannonballs at 
seagoing enemies like Octoroks, cannon boats and Seahats. You can only 
carry 30 to begin with though, so search for bomb pickups if your supply 
gets low.

Immediately after you c