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    FAQ/Walkthrough by sephiroth95

    Version: 2 | Updated: 05/04/03 | Search Guide | Bookmark Guide

    Legend of Zelda: The Wind Waker FAQ    
    Written by James Williamson
    E-mail: dugan62us@yahoo.com
    
    
    Sections
    
    I.	Controls
    II.	Basic Information
    III.	Main Characters
    IV.	Outset Island
    V.	Pirate Ship
    VI.	Forsaken Fortress
    VII.	Windfall Island
    VIII.	Dragon Roost Island
    IX.	Dragon Roost Cavern
    X.	Forest Haven
    XI.	Forbidden Woods
    XII.	Finding Jabun
    XIII.	Tower of the Gods
    XIV.	Hyrule Castle
    XV.	Forbidden Fortress Revisited
    XVI.	Earth Temple
    XVII.	Wind Temple
    XVIII.	Triforce Shards
    XIX.	Showdown with Ganon
    XX.	2nd Playthrough Extras
    XXI.	Lenzo's Apprentice
    XXII.	The Trading Game
    XXIII.	Pictograph Sidequests
    XXIV.	Volunteer Association
    XXV.	Maggie and Mila 
    XXVI.	Orca Trials 
    XXVII.	Wilted Deku Trees
    XXVIII.	Mini-games
    XXIX.	Island Guide
    XXX.	Heart Pieces
    XXXI.	Fairy Locations
    XXXII.	Songs
    XXXIII.	Charts Index
    XXXIV.	Nintendo Gallery 
    XXXV.	Bestiary
    XXXVI.	Big Octos
    XXXVII.	Items
    XXXVIII.	Shops
    XXXIX.	Version History
    XL.	Copyright
    XLI.	Credits and Thanks
    
    I.	Controls
    
    Start Button - View subscreens and inventory 
    C Stick - Moves camera
    Control Pad - View Maps
    Control Stick - Moves Link
    L Button - L targeting/moves camera directly behind Link
    R Button - Crouch/defend/grab
    Y Button - Use assigned item
    Z Button - Use assigned item
    X Button - Use assigned item
    A Button - action - open doors/pick up/throw/talk/holster weapon
    B Button - Sword swing/hold and release for spin attack
    
    
    II.	Basic Information
    
    The chief difference between 'Wind Waker' and its N64 predecessors 
    is the fact that the World Map consists primarily of water.  You 
    travel across the Great Sea to a variety of islands, preparing for 
    your final confrontation with the evil Ganondorf.  Sailing is pretty 
    easy, but it can get tedious, mostly because of the unchanging 
    colors and music.  However, it quickly becomes second nature, and I 
    doubt that anyone will be completely annoyed by this new concept. 
    
    As the title suggests, wind plays a crucial role in the game's 
    proceedings.  A yellow arrow appears behind your boat, indicating 
    the direction in which the wind is blowing.  If you get off course, 
    you will move very slowly, but you can generate your own wind power 
    by moving the Control Stick back and forth.  Also, if you put your 
    sail down, you can press the R Button to Cruise.  The A Button will 
    bring you to a complete stop.  You can also get out of the ship by 
    pressing the A Button.  
    
    Your main source of reference is the Sea Chart.  At first, it won't 
    have that much displayed on it.  Near every island, there is a 
    Merman.  You can see him jumping around in the water.  Approach him, 
    and sprinkle some All Purpose Bait onto the surface of the water, 
    and the Merman will mark the island on your chart. 
    
    You can also find Treasure Charts, which point out the exact 
    location of chests buried on the ocean floor.  Treasure Charts can 
    be obtained in dungeons, or as rewards for completing mini-games or 
    sidequests.  While on your boat, press Up on the Control Pad to view 
    your Sea Chart.  The Y Button allows you to compare the Treasure 
    Charts with your Sea Chart.  This lets you know how close you are to 
    recovering a sunken chest.  If you aren't sure where to look for the 
    treasure in question, just pay attention to the small circles of 
    light on the surface of the Great Sea.  Some of them only appear at 
    night.  Be sure to take you sail down when you approach on of the 
    circles, because they will vanish when you get too close, and you 
    may go further than you'd like.  
    
    Tingle Tuner
    
    You may have already heard, but 'Wind Waker' can (like Metroid 
    Prime) connect to the Game Boy Advance in what is a rather shameless 
    marketing gimmick.  Fortunately, the linkage isn't required, but it 
    does provide for some interesting secrets.  Early on, you will be 
    given the Tingle Tuner.  Then, as you explore islands and dungeons, 
    you can release Tingle Bombs to reveal hidden holes and chests, 
    among other things.  Perhaps the major benefit is that the Tuner 
    gives Link a chance to buy items that he wouldn't normally get until 
    halfway through the game.  There are Bombs, Potions, and magical 
    Shields.  The Tuner is required for two things: the 5 Tingle 
    Statues, which depict the mischievous mapmaker in a variety of silly 
    poses, and Knuckle, Tingle's brother, whom you can't find any other 
    way.  
    
    Wind Waker
    
    Instead of an Ocarina or a Flute, you make music with the title 
    instrument, a baton that is used to conduct the songs of the gods.  
    First, you have to set the rhythm.   The basic rhythm is 3/4 time.  
    Press left on the Control Stick to reach 4/4 time, and right for 6/4 
    time.  You can tamper with the volume by sliding the Control Stick 
    Up or Down.  Once the rhythm has bee established, you have to match 
    the metronome's timing.  It appears at the top of the screen.  Tilt 
    the C Stick to match the notes of the song.  The easiest way to do 
    this is to hold the C Stick in the proper direction while the little 
    red marker passes through the center of the metronome.  
    
    Link's Actions
    
    Unlike previous installments of the series, Link can only swim for a 
    short period of time before drowning.  Pay attention to the 
    spherical timer in the lower right corner of the screen.  
    
    If you hold the R Button and tilt the Control Stick, Link will 
    crawl.  This is great for getting into tight passageways or sneaking 
    up on things.  You can't crawl when holding an item or weapon.  
    
    Sword Techniques
    
    Vertical Slash - L Button + B Button 
    Jump Attack - L Button + A Button 
    Spin Attack - Briefly hold and release the B Button or rotate the 
    Control Stick and press the B Button
    Thrust - L Button + Up on Control Stick + B Button
    Horizontal Swing - B Button or L Button + Left or Right on Control 
    Stick + B Button
    
    Rolling Attack - Control Stick + A Button
    Side Step - L Button + Left or Right on Control Stick + A Button
    Back Flip - L Button + Down on Control Stick + A Button
    
    
    
    III.	Main Characters
    
    Link 
          A boy whose destiny is to follow in the footsteps of the 
    legendary Hero of Time, who defeated Ganon centuries ago, and 
    brought peace and happiness back to the world.  Link isn't aware of 
    this, at first, and starts his journey in an attempt to rescue his 
    sister, Aryll.  Along the way, he discovers his potential, and 
    accepts his responsibility.  He is recklessly brave, and tends to 
    act before thinking.  But such is the gift of youth. 
    
    Aryll
          Link's sister.  She thinks the world of her big brother, and 
    spends most of her time up on a watchtower, playing with the 
    seagulls that fly overhead.  Her kidnapping facilitates the 
    adventure. 
    
    King of Red Lions
          A magical and mysterious talking boat that rescues Link from 
    the Great Sea.  It becomes his companion and mentor, helping him 
    traverse the world, and complete his adventure.  
    
    Tetra 
    	A sassy girl who leads a band of pirates.   She seems to care 
    only about exotic treasures and monetary rewards, but, during the 
    course of your adventure, her softer side becomes very apparent.  
    
    Medli 
    	A member of the Rito tribe of bird people.  She is fiercely 
    devoted to her job as the attendant to Valoo, who rests atop Dragon 
    Roost Island, and is one of the few folks who understands the 
    ancient Hylian language, even though she isn't exactly fluent.  
    
    Sturgeon 
    	A crotchety old scholar who reads constantly, and is always 
    learning new things.  He lives on Outset Island, in a small cabin 
    above his brother, Orca, whose relentless physical training leads to 
    a lot of domestic disruptions.  
    
    Orca 
    	Sturgeon's younger brother.  He is a crafty and clever swordsman 
    who offers free training to all who wish to pursue it.  He isn't a 
    person that you should underestimate in battle. 
     
    Ganondorf 
    	An evil man who was defeated more than a century ago by the Hero 
    of Time.  His spirit managed to survive, and now he is wreaking 
    havoc, growing stronger with every passing day.  He resides in the 
    Forsaken Fortress, and hopes to acquire the Triforce, so he can 
    destroy Hyrule once and for all.  
    
    
    Walkthrough
    
    IV.	Outset Island 
    
    Items: Hero's Clothes, Telescope, Bait Bag, Hero's Sword, Hero's 
    Shield, Hyoi Pear, All Purpose Bait 
    Enemies: Bokoblin (Forest of Fairies)
    
    
    After the opening sequence (which summarizes the events that have 
    transpired in the previous Zelda games), you get control of Link, 
    who has fallen asleep on the deck of the watchtower high above his 
    small village.  He is awakened by Aryll, who reminds him that today 
    is his birthday.   He is the same age as the Hero of Time, and there 
    is a tradition to be followed.  
    
    Climb down the ladder and follow the dirt path.  Cross the bridge to 
    the other side of the island.  You can jump across the rocks and 
    gather the Blue and Yellow Rupees.  When you reach the large, two-
    story house, an old man named Sturgeon will call to you.  Target him 
    with the L Button, and then climb the ladder to meet with him.  He 
    will tell you about all of the knowledge that he has accumulated.  
    The room shakes, and you learn about Orca, who lives downstairs.  
    His daily training sessions knock everything off of Sturgeon's 
    shelves.  Maybe that's why he's so cranky.  Read the ten flyers on 
    the wall, and then go back outside, opening the door below you.  
    
    Orca is extremely dedicated.  Since it's Link's birthday, he teaches 
    him how to perform a rolling attack.  Run towards the back wall, and 
    press the A Button to roll into it.  When achieved, Orca will offer 
    to let you try out your sword skills.  You really don't need this 
    yet, but the opportunity is there if you want it.  
    
    Just outside the house, there is a man crouched near the bushes.  He 
    tells you about how crawling can allow you to sneak up on things, 
    like the black pig that is trotting around nearby.  On the hill 
    behind the brothers' home, there is a woman who has just built an 
    animal pen, and is anxiously waiting for some new pets.  She will 
    pay you 20 Rupees for every pig you bring to her.  There are three 
    to be found.  The black one is easier to catch than the pink ones.  
    You can earn 60 Rupees quite easily by completing this simple task.  
    The house near the mailbox is where Link lives.  If you crawl under 
    the porch and through the hole, you can find a chest with an ORANGE 
    RUPEE (100 Rupees).
    
    Inside, climb the ladder to the loft, and speak to Grandma.  She 
    wants Link to try on the HERO'S CLOTHES.  He reluctantly slips into 
    the green costume, and discovers that it's a perfect fit.  She then 
    segues into the story behind the shield that is hanging on the wall.  
    Afterwards, she tells Link to go find his sister. 
    
    Aryll hasn't left the watchtower.  Talk to her, and she will hand 
    over the TELESCOPE, which lets you view things over incredibly large 
    distances.  You should try it out immediately.  To do so, press 
    Start to open the inventory screen, and set the TELESCOPE to the X, 
    Y, or Z Buttons.  Now that you've equipped it, zoom in on the 
    postman (by using the C Stick) and you'll notice that he casts a 
    sudden glance into the sky.  Zoom out to spot a huge bird with a 
    girl clutched in its talons.  A pirate ship is firing rocks at the 
    creature, and, after a solid hit to the head, it drops the girl into 
    the forest on top of the island.  Aryll is obviously worried about 
    the girl, and implores Link to go rescue her.  But first, he needs a 
    sword. 
    
    Pay Orca another visit.  He wants to make sure that Link is prepared 
    to handle a weapon, and gives him a series of important combat 
    lessons.  Follow the onscreen instructions to execute these 
    techniques with ease.  If you mess up, Orca will strike Link, 
    knocking him to the floor.  
    
    Command #1: Use the Horizontal Slice by pressing the B Button.  
    Press the B Button to attack Orca repeatedly.  Land 8 hits to 
    continue.
    
    Command #2: Target Orca with the L Button, and then press the B 
    Button for the Vertical Slice.  Hit Orca 8 times.  
    
    Command #3: Press the L Button while holding Up on the Control 
    Stick, and then press the B Button to perform a Thrust.  Four 
    consecutive hits form a combo attack.  
    
    Command #4: Spin attack by holding down the B Button or by rotating 
    the Control Stick and pressing the B Button.  You must do this twice 
    to move on. 
    
    Command #5: Target Orca with the L Button, and then strafe around 
    him until the sword starts glowing.  This signals the Parry attack.  
    Press the A Button when this occurs, and Link will perform an 
    evasive maneuver, which is then followed by an automatic attack.  Do 
    this twice to proceed. 
    
    Command #6: Target Orca with the L Button and then press the A 
    Button to do a Jump Attack.  Repeat this to complete the exercise.  
    
    Orca hands over the HERO'S SWORD.  Before leaving, inspect the brown 
    belt on the shelf in the back of the dojo.  Orca will tell you about 
    KNIGHT'S CRESTS, and if you can bring him 10 of them, he will teach 
    you something special.  Go back across the wooden bridge and walk 
    towards the patch of tall grass.  The man you see here is having a 
    hell of a time chopping it down.  Use your new metal endowment to 
    help him out, and you will be able to retain all of the Rupees you 
    find under the weeds.  I got about 10 of them, but the actual amount 
    varies.  
    
    Enter the house near the tall grass, and crawl under the bed to grab 
    a GREEN RUPEE, and then continue through the small passage to find a 
    chest with a RED RUPEE.  There is a pig behind the house, in case 
    you want to capture it.  Follow the dirt path around the house, and 
    up the mountain trail.  Cut down the trees and keep going until you 
    reach a rope bridge.  It has split in two, so run towards the gap 
    and Link will jump safely to the other side.  Walk into the cave and 
    enter the forest. 
    
    Forest of Fairies
    
    The truth behind this place will be revealed later on.  For now, cut 
    a route through the grass.  Walk along the ledge on the right, and 
    then drop into the next section.  Up ahead is a monster called a 
    Bokoblin.  Link has never seen one before.  Target it with the L 
    Button, and then slash it four times.  If you take damage, you can 
    find Heart refills in the surrounding vegetation.  Crawl through the 
    log on the ground to find another RED RUPEE.  Climb onto the tree 
    stump and hop to the next ledge.  
    
    Ignore the large boulder, and walk up the slanted log to drop over 
    the stone wall.  You get to fight 2 more Bokoblins.  Lock onto to 
    the closest enemy, and begin attacking it.  If they gang up on you, 
    use the Spin attack to nail them both simultaneously, or just run 
    away, and let them approach you from a distance.  Once the creatures 
    are gone, the girl you were looking for falls from a tree.  Her name 
    is Tetra, and her pirate buddies come to see if she is all right.  
    Before Link can say anything, she runs off, promising to get revenge 
    on the feathered fiend that put her here.  
    
    When you exit the woods, Aryll shows up, and isn't around very long 
    before the big bird swoops down and grabs her.  No matter how hard 
    he tries, there is nothing that Link can do to rescue his sister.  
    Down at the beach, he begs to go with the pirates, who are initially 
    hesitant about taking along this pint-sized stowaway.  Tetra aggress 
    to let him come (after some urging by the postman), but only if he 
    can find a shield.  After all, he wouldn't last very long without 
    any defense.  Take Link back to his house, and climb to the loft.  
    The shield that was hanging there is gone.  Climb back down, and 
    Granny will admit that she knows that Aryll was kidnapped, and that 
    Link must try to save her.  She hands over the HERO'S SHIELD.  
    Corral the piggies if you haven't done so already for some extra 
    spending money, and then go to the docks and swim out to Beedle's 
    Merchant Ship. Pick up the BAIT BAG (20 Rupees), and then buy at 
    least 3 groups of ALL PURPOSE BAIT (10 Rupees each) and at least 4 
    HYOI PEARS (also 10 Rupees apiece).  Beedle will keep track of your 
    purchases, and when you have thirty of them, you can become a member 
    of his Silver Club.  Try out your new items by setting a HYOI PEAR 
    to one of the item buttons (X, Y, or Z).  Link will set in on his 
    head, and a seagull will fly down to grab it.  You are then given 
    control of the seagull.  Have it soar over the island, and pick up 
    the hard-to-reach Rupees that are scattered about.  A YELLOW RUPEE 
    sits on the cliff alongside the mountain trail.  A RED RUPEE is on 
    the roof of the watchtower.  A BLUE RUPEE is on the roof of the 
    house near the tall grass.  Collect the currency before boarding the 
    pirates' ship.
    
    
    V.	Pirate Ship
    
    Items: Spoils Bag
    Enemies: None
    
    
    Link isn't much help to Tetra and her crew.  She sends him to Niko, 
    who is waiting below deck.  Head through the cabin door and down the 
    stairs.  Niko isn't the brightest bulb in the package, and his 
    limited intelligence puts him at the bottom rung of the ladder.  
    That is, until you arrived.  He is in charge of administering a test 
    that all new pirates must take.  He demonstrates what you have to 
    do: step on the right switch, and then use the ropes to get across 
    the room.  However, there is a time limit, which means that error 
    has to be minimal.  
    
    You shouldn't have any trouble, unless you misjudge the distance 
    between a rope and a platform.  Jumping too early will deposit you 
    in the floor. To reposition yourself while holding onto a rope, 
    press the R Button to stop swinging, and then hold the R Button 
    while you move with the Control Stick.   When you pass the trial, 
    Niko will let you open the chest with the SPOILS BAG.  This lets you 
    store stuff left behind by fallen opponents.  It can hold up to 99 
    of 8 different items.  Once you have it, Tetra announces that you 
    have reached the Forsaken Fortress.  If you want more Rupees, you 
    can get some by picking up the barrels and tossing them against the 
    wall.  Go back to the top deck when you're done.  Climb the ladder 
    to the crow's nest.  
    
    The Forsaken Fortress is a very dangerous place.  The pirates would 
    be caught if they got any closer, so Tetra decides to catapult Link 
    inside the walls of the compound.  He endures a rough landing, and 
    to make matters worse, his sword ends up on a platform high above.  
    Until he gets it back, the shield will be his only means of 
    protection.  
    
    
    
    VI.	Forsaken Fortress
    
    Items: Heart Piece 
    Enemies: Moblin, Bokoblin, Miniblin
    
    From your starting point, head up the first set of stairs and grab 
    one of the barrels.  You can use the barrel as a disguise.  Just 
    stop walking to hide under it.  Climb the second set of stairs, and 
    navigate carefully past the two large searchlights.  If they spot 
    you, an alarm will sound, and Link will be thrown in jail.  A moving 
    barrel is very suspicious.  Gather the Rupees (the red ones in the 
    center are the most difficult), and then ditch the barrel and go 
    through the big wooden doors.  
    
    Note: I will assign a letter to each room.  This concept is derived 
    from the Bradygames Strategy Guide, and I will give the highest 
    credit to Doug Walsh, the author of that great tome.  I 
    simultaneously bless him and curse him for utilizing the most 
    fundamental labeling system imaginable. 
    
    In Room A, Link will encounter some pesky rats that will 
    occasionally bump into him and steal some Rupees.  They crawl around 
    on the walls and ceilings, and can take you by surprise if you 
    aren't prepared.  If you drop some ALL PURPOSE BAIT by the hole the 
    rats came out of, then they will sell you a variety of items.  The 
    prices have been slightly elevated, however.  Head through the door 
    on the right, and down the unguarded hallway.  
    
    In Room B, you will meet some Miniblins.  Since you can't fight 
    them, you have to find a way to keep them occupied while you make a 
    break for the next door.  Like with the rats, the Miniblins have 
    rapacious appetites, so litter the floor with a handful of ALL 
    PURPOSE BAIT. They will gulp it down quickly, so don't dawdle. 
    
    The next hallway has 2 Moblins.  Pick up the nearby barrel, and 
    slowly make your way across the chamber.  The Moblins won't notice 
    the barrel's displacement, but they will notice if it has legs.  So, 
    remain motionless until both Moblins have their backs to you, or 
    until they patrol the far side of the room.  This can take several 
    minutes, so just be patient, and don't press your luck.  If you are 
    spotted by a Moblin, then it will use its lantern to set the barrel 
    on fire, and Link will be thrown in jail.  
    
    In Room C, be cautious of the rats, and step on the switch hidden 
    behind the barrels.  This opens a cell with a chest.  Inside, you 
    will find your first HEART PIECE.  Collect four to earn another 
    Heart Container.  Now, you have to get to 2nd floor.  To do this 
    quickly, head back out into the previous corridor, and let the 
    Moblins get a good look at you.  
    
    The prison cell won't contain you for long.  Climb onto the table, 
    and leap to the bookshelf.  Pick up the vase and shatter it against 
    the wall to reveal a hidden passage.  Crawl through it to the other 
    end.  Once you drop to the floor, head down the walkway and open the 
    chest on the wooden balcony.  You now have the DUNGEON MAP.  Use the 
    rope to swing to the other side, and then exit through the door on 
    the left.  If you fall off the rope for some reason, just approach 
    he Moblins again, and let them escort you back to your cell.  
    
    You are now on a series of exterior walkways, which you can use to 
    reach the searchlights, which you need to put out of commission.  
    You learn about this from Tetra, who contacts you via the stone 
    pendant in your pocket.  Be sure to check it every time the 
    controller rumbles, and the A Button icon lights up.  
    
    Run forward and turn to your left, and climb the ladder against the 
    wall to find the first searchlight.  A Bokoblin is manning the 
    controls.  Target him with the L Button, and then press the R Button 
    to hold up your shield.  This will knock the stick out of his hands.  
    There are additional sticks in a vase near the edge of the roof.    
    Pick it up, and whack the Mr. Bokoblin five times to defeat him.  
    Remember that when you have a stick or any other enemy weapon, Link 
    will hold it with two hands, so if you use any other item, or go 
    climb onto something, you will drop the weapon.  Also, you can press 
    the A Button to throw the weapon.  Go back down the ladder, return 
    to the main walkway, and enter the door on the right. 
    
    
    Back in Room C (where the MAP was), and go through the door on the 
    right to reach the other walkway, and the next pair of Searchlights.  
    Pass under the arch on the left, and climb the ladder.  Take out the 
    Bokoblin.  Back on the main walkway, head through the door on the 
    left. In Room D, you will find some bunk beds.  Open the chest for 
    some extra Rupees, and then go back outside.  Don't wander into the 
    center of Room D, because the statue hanging on the wall will fire a 
    laser at Link. Go back to Room C (where the MAP was), and re-enter 
    the door on the left.  Cross the walkway and go through the next 
    door.  You are on the second level of Room B.  Get the COMPASS in 
    the chest behind the barrels, and then swing across to the other 
    side of the room.  
    
    Go through the door to find another external walkway.  Like before, 
    there's a path on the left that leads to a ladder.  Kill the 
    Bokoblin and disable the last Searchlight.  Continue going 
    counterclockwise, and pass through Room A.  On the next walkway, you 
    will find a crate.  Push it over the edge to fill in the gap at the 
    base of the ladder.  You can collect any of the Rupees you missed 
    when you first arrived.  Press forward to the next door and enter 
    Room E.  2 Moblins are on patrol.  Thankfully, you only have to slip 
    past the nearest one.  When it turns its back, dash for the stairs, 
    discard the barrel, and enter the double doors at the top of the 
    stairs.  
    
    You are back outside.  Walk up the spiraling pathway.  At the top is 
    another barrel.  Use it to sneak past the solitary Moblin guard, and 
    cross the narrow walkway on your left.  When you reach the tiny 
    ledge, watch for the A Button icon to say "Sidle", and then press 
    Link's back against the wall and transport him safely to the other 
    side.  Another thin ledge lies up ahead, but you don't have to worry 
    about it unless you want the two heart refills.  Ascend to the top 
    of the stairs, and get ready to fight a Bokoblin.  
    
    Unlike the others, this Bokoblin carries a sword and shield.  
    Speaking of swords, yours is laying nearby.  Roll forward to reclaim 
    it, and then dispose of this enemy.  2 or 3 hits should suffice.  
    Aryll is in the next room.  Before Link can free her, he is captured 
    by the big bird, and taken to a creepy man dressed in black (and it 
    ain't Johnny Cash).  This guy doesn't want to waste his time with a 
    kid, so he commands the bird to toss Link out into the Great Sea.  
    When Link regains consciousness, he finds himself on a boat.  
    However, this is no ordinary boat.  This is a talking boat.  It 
    introduces itself as the King of Red Lions, and then reveals what it 
    knows about Link, his journey, and the person who lives at the 
    summit of the Forsaken Fortress.  The King of Red Lions will become 
    the vessel that shuttles you across the Great Sea, plus it can offer 
    advice when you get confused about your current objectives.  
    However, before any of this can occur, you have to find a SAIL.  
    Luckily, you are sitting next to a place where you can certainly 
    find one. 
    
    
    VII.	Windfall Island 
    
    Items: Sail, Tingle Tuner, Picto Box, Heart Piece x2, Treasure Chart 
    7, Treasure Chart 23, 100 Rupees, 50 Rupees
    Enemies: None
    Sidequests/Mini-games: Zee Fleet
    
    Windfall Island is bustling with activity.  Walk forward and enter 
    the building on your right.  This is the Bomb Shop, and everything 
    is ridiculously overpriced.  You couldn't ever afford to buy 
    anything from here. However, if you sneak around to the rear of the 
    shop, and sidle along the ledge, you can climb the ivy on the wall 
    to find a secret entrance to the Bomb Shop. Smash the vases for 
    several Rupees.  Back outside; pass under the stone arch near the 
    mailbox to enter the main part of town.  The first building on your 
    right is the Potion Store, but you need a bottle to shop there.  The 
    next building on the right is a large house with a red door.  There 
    isn't much to do inside, but you can upset the rich man upstairs by 
    breaking one of sparkling vases.  Be careful, though, because if you 
    break too many, he will ask for compensation.  
    
    When you get back outside, follow the dirt path up the steps, and 
    you will eventually see a man who looks like an Eskimo.  Despite the 
    sunny weather, he is wearing a heavy blue-and-white coat.  His name 
    is Zunari.  He has traveled to Windfall from his chilly homeland, 
    but his ship got destroyed somehow, and he offers to sell you his 
    SAIL for 80 Rupees.  You should have the money, but if you don't, 
    wander around the village and chop down grass and bushes until you 
    have it.  You have what you what's required, but you shouldn't stop 
    exploring just yet.  Zunari will set up shop on Windfall Island, and 
    make a comment about the DELIVERY BAG, and how it would help him 
    increase his very sparse inventory. 
    
    The wooden stairs on your left lead to the Cafe.  Take the stairs 
    behind you, and enter the red brick building on the right.  Inside, 
    you will meet Lenzo, a pictographer (or photographer) whose PICTO 
    BOX has been stolen.  He claims to have more, but you should find it 
    for him just in case.  Exit the studio and go through the stone arch 
    up ahead.  Go down the wooden walkway into the grassy area, and turn 
    right to find the Jail.  Smash the jars on your left to find a 
    switch.  Step on it to open the cell door.  Inside, you will meet 
    Tingle, a rascally cartographer and thief.  He hands over the TINGLE 
    TUNER and TINGLE'S CHART, and then makes his escape.  Pull or push 
    the large crate in his cell to find a hidden passage.  As you crawl 
    through it, you have to watch out for wooden boards.  The best way 
    to do this is by using a first-person perspective, so your side 
    vision will be greatly improved.  The boards lead to dead ends with 
    trap doors.  There might be more than one correct path through this 
    maze, but I will list the one that worked best for me, starting at 
    the first intersection.
    
    Turn right
    Turn left 
    Go straight
    Turn right
    Turn left
    Turn right
    Turn right 
    
    At the end, you will find a chest with the PICTO BOX.  Take it to 
    Lenzo, and Link will be given permission to view the old man's 
    private collection in the room upstairs.  If you want the DELUXE 
    PICTO BOX (which has colorized film), you will have to become 
    Lenzo's assistant, and to do that, you will need to complete a 
    rather simple series of photographic tasks.  You will then have to 
    bring something back from Forest Haven.  The DELUXE PICTO BOX will 
    be given to you automatically after you beat the game for the first 
    time.  But, trust me when I say that you will want it before then.  
    
    Next to the camera shop, you will find the school, and a happy-go-
    lucky teacher named Mrs. Marie.  Talk to her to find out about the 
    trouble she's been having with a gang of boys called the Killer 
    Bees.  They hang around outside the school.  Try to encourage them 
    to practice better behavior.  At first, they won't listen to you, 
    and say some pretty nasty things.  However, their leader, Ivan (he's 
    wearing a hat) will challenge you to play a game of hide-and-seek.  
    The kids promise not to cheat; they will remain on the island, and 
    they won't hide in any of the buildings.  You might remember the 
    next segment from "Majora's Mask".  When you locate one of the 
    children, he will run away, and you have to tag him.  If you take 
    control of a seagull (using a HYOI PEAR), you can scour the island 
    and do a thorough sweep from the skies.  You should be able to spot 
    all of the kids by doing this.   Here are the hiding places.
    
    1)	Go through the arch to the left of the school, and look 
    behind the tall bush on the left.  
    2)	Behind the tombstone where Tott (the guy who likes to 
    dance) is standing.  
    3)	Roll into the large tree near the mailbox.
    4)	Behind the Bomb Shop.  Walk along the narrow ledge to the 
    other side.  
    
    The Killer Bees are now reformed, and they hand over a HEART 
    PIECE.  Tell Mrs. Marie about your accomplishment, and she 
    will give you a PURPLE RUPEE.  The Killer Bees will also 
    mention that today is Mrs. Marie's birthday, and that she 
    really likes jewelry, especially JOY PENDANTS.  There is one 
    stashed away on the tree near the Bomb Shop, but Link should 
    already have one, so you don't really need to bother.  Mrs. 
    Marie gives you a reward when you bring her 20 JOY PENDANTS 
    and something better when she gets 40 JOY PENDANTS.  
    
    Across from the school, you will find the Zee Fleet, which is 
    a mini-game that works kind of like "Battleship".  To win all 
    of the prizes (including the HEART PIECE and both TREASURE 
    CHARTS), you have to beat it in one of two ways.  Check the 
    mini-games section for more information.  (There are three 
    YELLOOW RUPEES behind the fake ship). 
    
    Go back to the King of Red Lions, and climb aboard.  The Sea 
    Chart will be explained to you.  Forsaken Fortress, Outset 
    Island, and Windfall Island are already filled in.  Hoist the 
    SAIL, and head east, following the wind.  Remember to line up 
    your boat with the yellow arrow.  Press the R Button to jump 
    over barrels and any other obstacles you encounter on the 
    surface of the water.  Eventually, you will reach Dragon Roost 
    Island.  On your way, you may find a small ship with four guys 
    in diving helmets.  They are known as the Salvage Corp., and 
    they will hand over TREASURE CHART 34 if you speak with them.  
    
    
    VIII.	Dragon Roost Island 
    
    Items: Delivery Bag, Wind Waker
    Enemies: None
    Sidequests/Mini-games: Mail Sorter
    
    Your objective here is to travel to meet with Valoo the great 
    Dragon, who will be able to give you DIN'S PEARL.  Before 
    undertaking this endeavor, The King of Red Lions forks over the WIND 
    WAKER.  After some song practice, head through the tunnel that's 
    straight ahead (indicated by the sign), and approach the Wind Shrine 
    on the other side.  With the TINGLE TUNER, you can uncover a hidden 
    cave by blowing up the large boulder near the tunnel.  You work your 
    way through a series of subterranean chambers.  In each room, there 
    are doors with torches above them.  Defeat the enemies that appear 
    and one of the torches will ignite.  When all of the torches are lit 
    up, the gated door unlocks, and you will find a chest with a PURPLE 
    RUPEE.  There are more Rupees in the surrounding jars.  Enter the 
    door across from the gated door to find the exit.  
    
    At the Wind Shrine, you will find a tablet with the WIND'S REQUIEM 
    etched on it.  Pull out the WIND WAKER and play the tune by tilting 
    the C Stick in the following directions: up, left, right.  You'll 
    meet Zephos, the god of wind, who tells you about his brother 
    Cyclos.  Go back to where your boat is, pluck a BOMB FLOWER, and use 
    it to destroy the boulder that is blocking your path.  Go up the 
    trail, clearing out any more boulders, and ignoring the broken 
    bridge.  Cross the narrow ledge above the bridge, remove the 
    boulder, and then use the crates to reach the mailbox.  
    
    Go through the opening, and head up the path until you run into the 
    postman (whose name is Quill) again.  He is amazed that you have 
    made it this far, and flies off to spread the news of your arrival.  
    Keep following the path until you reach the post office. 
    
    Inside, you will meet the ruler of the Rito tribe.  He and his 
    people want to help Link with his dilemma, but they have problems of 
    their own.  Rito youths earn their wings by taking a scale from 
    Valoo, who has lately been angry and unpredictable.  This has 
    frightened Prince Komali so much that he has all but given up the 
    tradition, content to stay on the ground for the rest of his life.  
    His father suggests that you try talking to him.  Perhaps you can 
    give him some courage.  Quill hands over the DELIVERY BAG. 
    
    Head up to the second floor, and enter the first room on your left 
    to find Medli.  She has a letter that needs to be delivered to 
    Komali.  Outside Medli's room is a guard who asks for GOLDEN 
    FEATHERS. Bring him 20 of them to receive something special.  Your 
    last stop on this floor will be the Mail Desk, where you can play 
    the Mail Sorter mini-game.  You earn a certain amount of Rupees for 
    each letter that you successfully sort.  The ultimate reward is a 
    HEART PIECE, but you can't get that right now.  
    
    Go back downstairs, and enter the hallway that's under the ramp.  
    This leads to Komali's room.  He reads his father's letter of 
    encouragement, but pays it no mind.  You see that he's clutching 
    DIN'S PEARL.   Exit back to the first floor and head down the 
    hallway on the left, past the Rito with the large staff.  
    
    
    IX.	Dragon Roost Cavern 
    
    Items: Bottle, Grappling Hook, Treasure Chart 39, Treasure Chart 11
    Enemies: Orange ChuChu, Bokoblin, Moblin, Kargaroc, Keese, Fire 
    Keese, Magtail
    
    Drop to the lower section and talk to Medli.  She tells you that she 
    is Valoo's attendant, and that her mentor was Komali's grandmother.  
    After the conversation, she asks you to help her reach the upper 
    ledge.  Pick her up, and walk up the small stone incline behind you.  
    Wait until the wind is blowing towards the ledge, and then throw 
    her.  She should make it.  If she doesn't, she will be knocked 
    senseless for a few moments, but you can keep trying until you are 
    successful.  When you have succeeded, Medli will give you a BOTTLE.  
    
    Fill the BOTTLE with some of the water around the base of the 
    boulder.  Then, walk back up the small ramp and jump onto the 
    collapsed bridge.  Climb to the top.  Pour the water on one of the 
    wilted Bomb Flowers, and watch as it sprouts back to life.  Pluck it 
    and toss it over the railing to destroy the boulder and unclog the 
    spring.  Now, you can swim across to the other side.  You'll see two 
    statues.  Pick up one of the Bomb Flowers and throw it into the 
    green basket that the first statue (on your right) is holding.  It 
    will fall over.  Take another Bomb Flower, and jump onto the first 
    statue, and aim for the basket held by the second statue (on your 
    left).  Be careful when you are jumping, because you might take an 
    accidental dive into the lava.  This might also happen if Link gets 
    caught in the Bomb Flower's blast radius. Once both statues have 
    fallen, they form a bridge to the entrance of Dragon Roost Cavern.  
    
    In the entrance chamber, pull the left statue forward.  Then, you 
    can pull the center statue to the left.  Go through the opening into 
    Room A. 
    
    On your left is a Mystical Jar.  If you can find the other ones, you 
    can create warp points that can allow you to backtrack through the 
    dungeon conveniently.  Defeat the Bokoblins, and use one of their 
    sticks to light the two torches on the left.  Open the chest for a 
    SMALL KEY.  Use the KEY to unlock the door, and then go through it.  
    Use the TINGLE TUNER to uncover a FAIRY (which you might want to put 
    in your BOTTLE) and some Rupees near the table on the right.  Then, 
    slash through the boards and enter Room B. 
    
    Walk to the left, past the locked door, and drop off the wooden 
    walkway to the rock landing.  Pull the block out of the wall, climb 
    onto it, and then jump to the next wooden walkway.  Jump across the 
    small gap to the bridge, and run to the other side, avoiding the 
    Keese.  Use the Bomb Flower to destroy the boulder, and then go 
    through the door. 
    
    In Room C, pick up one a water jug and throw it into the lava.  Use 
    the platform that appears (for 15 seconds!!) to reach the chest with 
    the DUNGEON MAP.  Now use one of the jugs near the chest so Link can 
    reach the other side of the room.  Climb the ladder and watch out 
    for the Orange ChuChu.  Go through the door at the top. 
    
    Room D has two passages that are blocked by thick boards.  Approach 
    the one in front of you and a Bokoblin will appear.  Kill him and 
    take the sword he was carrying.  Use it to break the boards on your 
    left.  Then, throw the sword up on the ledge to your left, take care 
    of the ChuChus, and then break through the boards beyond the pair of 
    torches to find a chest with a SMALL KEY.   Jump off the ledge, and 
    head through the door on your left.  
    
    Welcome back to Room B.  Toss a jar at the Bomb Flowers to remove 
    the boulder, and then walk across the wooden planks and open the 
    locked door in the distance.  
    
    Room E - ignore the area to your right.  You won't be able to get 
    across the lava until you have the GRAPPLING HOOK.  Walk forward and 
    kill the ChuChus, and the break the boards on your left and take out 
    the Bokoblin.  Use its Boko Stick to burn down the boards in front 
    of you.  Step on the button to open the door. 
    
    You are now outside.  Head across the bridge to your right, and slay 
    the Bokoblin.  Climb the ladder, and be sure to avoid the lava that 
    is spewing from the mountain.  Kill the Kargaroc (it might drop a 
    GOLDEN FEATHER), and then sidle across the narrow ledge, dodging the 
    lava.  Go around the boulder and jump up to grab the wooden ledge.  
    Have Link move to the left while hanging from his hands.  When you 
    get to safety, pick up the Bomb Flower and use it to blow up the 
    boulder below.  Go through the door to re-enter the dungeon.  
    
    Room F has two secret passages.  One of them leads to Rupees, and 
    the other leads further into the Cavern.  
    
    1st passage (w/ Rupees): pull all the blocks in the bottom row 
    forward.  Then, pull the center and right blocks in the middle row 
    forward halfway.  
    
    2nd passage: Pull left and center blocks of bottom row forward. 
    
    Climb up the blocks and go through the opening to Room G. 
    
    In Room G, the King of Red Lions will warn you about the rats you've 
    been seeing.  Pull the block out of the wall, and use it to reach 
    the upper ledge.  Open the chest on the right for the COMPASS.  
    Break the vase to get a stick, light it, and then toss it across the 
    room to burn down the boards.  Open the chest for a SMALL KEY, and 
    then unlock the door to go back outside.  
    
    Run up the crumbling staircase, and then turn left to find a 
    Kargaroc sitting in its nest.  Defeat it and pick up the SMALL KEY 
    it was protecting.  Unlock the next door.  
    
    Room H is dark.  Grab a stick from the vase, light it, and then 
    proceed down the small corridor to the main part of this room.  
    Fight off the Keese, and open the chest for a JOY PENDANT. Light the 
    torch (use the TINGLE TUNER near the torch to find another hidden 
    FAIRY), and then burn down the boards.  Light the two torches beyond 
    the boards to raise the metal bars blocking the door.  
    
    Back in Room B, use the Bomb Flower to blow the boulder off the top 
    of the Mystical Jar, and then cross the bridge to the other side.  
    Use the TINGLE TUNER to detonate a BOMB in the center of this ledge, 
    and a chest will appear.  Go through the door after you open it.  
    
    Room I has a Bokoblin.  Defeat him, and then search the vases on 
    your left to find another one.  Once he's dead, take the stick and 
    use it to light the unlit torch.  A chest appears.  Open it for a 
    TREASURE CHART.  Roll into the wall near the door to uncover the 
    final Bokoblin.  When he's gone, the doors will be unlocked.  Climb 
    the ladder, and then run to your left.  Roll into the wall to knock 
    the vase off the shelf, and then break it for a JOY PENDANT.  Now, 
    you can go through the door.  
    
    Room J has more water jugs and a small platform guarded by a 
    Magtail.  Toss a water jug at this creature to make it roll up into 
    a ball.  Hack at it with your sword to defeat it, and then take 
    another jug and throw it onto the lava fountain once it's stopped 
    shooting upward.  Jump onto the newly formed platform and ride the 
    fountain up to the wooden walkway.  Go through the next door.  
    
    Room K - you can't cross to the area on your right.  Pick up the 
    Bomb Flower near the skulls and destroy both boulders.  You'll 
    uncover the last Mystical Jar and another door.  Go through it to go 
    outside once again. 
    Run up the stairs on your right.  Don't stop moving because the 
    steps fall from under you.  At the top, go through the door, and you 
    will find Medli in a prison cell.  Defeat the 2 Bokoblins, and a 
    Moblin will appear.  Defeat it (and pick up your first SKULL 
    NECKLACE) to open the cell and free Medli. (in the back of her cell, 
    you can reveal a hidden jar full of Rupees with the TINGLE TUNER)  
    You'll find out why Valoo has been so upset.  You'll also receive 
    the GRAPPLING HOOK.  Head up the stairs on your left, and follow 
    Medli's instructions to reach the next platform.  Continue grappling 
    from beam to beam until you reach some boards.  Break through them 
    and fall back down to the foot of the falling staircase.  Use the 
    beams on your left to reach a new door.  
    
    Room L - Cross the bridge and defeat the Bokoblins.  Use the 
    GRAPPLING HOOK (in conjunction with L-targeting) to steal JOY 
    PENDANTS from them.  Pick up a stick, and then set the bridge's rope 
    supports on fire.  Link will be dropped directly below.  Open the 
    chest for a JOY PENDANT, and then go through the door.  
    
    Room B - wait for the lava fountain to subside, and then enter the 
    birdcage on the right.  Use a Spin attack to cut the ropes, and the 
    cage's bottom will fall into a circle of stones below.  Jump through 
    the opening in front of you, and then jump across the two suspended 
    platforms.  Climb the ladder and go through the doorway.  Use the 
    GRAPPLING HOOK to latch onto the lever hanging from the ceiling.  
    Swing forward to pull the lever, thus lowering the metal bars over 
    the door.  
    
    Room M - Swing across to the ledge opposite the entrance and use the 
    TINGLE TUNER to reveal a secret chest.  Open it for a TINGLE STATUE.  
    There are only five of these in the entire game, and you can't find 
    them any other way.  Latch onto the beam again, but this time, press 
    and hold the R Button and point Link to the left.  Swing to the next 
    ledge, and then jump across the suspended platforms.  Grapple onto 
    the next beam to reach the door. 
    
    Room N - Wait until the Magtail rises up and opens its pincers, and 
    then perform a Jump Attack to make it roll up into a ball.  Carry it 
    over to the switch and set it down.  When the flames have been 
    lowered, open the chest for the BIG KEY.  If you accidentally kill 
    the Magtail, don't worry, another one will crawl out of the lava.  
    
    Go back to Room L, and use a water jug and the lava fountain to 
    reach the upper part of the room.  Go through the door to go back 
    outside.   GRAPPLE across the beams and re-enter Room K.  Hop into 
    the Mystical Jar to return to the dungeon's entrance.  Go back to 
    Room E and cross the chasm on the right with the GRAPPLING HOOK.  
    Break through the boards and then open the chest for a TREASURE 
    CHART.  Warp back to Room K and swing across the lava pool with the 
    GRAPPLING HOOK.  Open the chests for a KNIGHT'S CREST and a YELLOW 
    RUPEE.  Ignore the Magtails, and break the vases for Hearts, 
    Fairies, and a JOY PENDANT.  Use the BOSS KEY to open the door.  
    ====================================================================
    Boss: Gohma 
    Attacks: Jab (1/4 Heart), Claw Slam (1/2 Heart), Flames (1/2 Heart)
    
    This gigantic insect is responsible for Valoo's discomfort.  Dodge 
    its Claw Slams, and use the GRAPLLING HOOK to latch onto Valoo's 
    tail.  Swing forward and jump off.  Hopefully, you'll land on one of 
    the wooden platforms.  Regardless, a large stone slab will fall from 
    the ceiling, and put cracks in Gohma's shell.  Do this twice more to 
    destroy the shell completely.  If you are on the platforms, then 
    this battle is much easier, because Gohma can't harm you.  Once the 
    shell is gone, you can work on the eye.  Target Gohma by pressing 
    the L Button, and use it to bring the eye into range.  Slash at it 
    repeatedly before Gohma retaliates.  Repeat this a second time to 
    finish the Boss for good.  Pick up the HEART CONTAINER and step into 
    the swirling wind to exit the Cavern.  
    ====================================================================
    
    Komali has regained his courage now that everything is back to 
    normal. He gives you DIN'S PEARL, and Valoo mentions "the wind god's 
    wind".  Play the WIND'S REQUIEM, and set the wind to blow south, 
    where the next pearl lies.  Before leaving, use a HYOI PEAR to take 
    control of a seagull.  Use the bird to detonate the Bomb Flowers on 
    the side of the mountain (you can see them from the beach in first-
    person perspective).  The resulting blast will destroy a boulder, 
    causing a chest to fall to the ground.  Open it for a SILVER RUPEE 
    (worth 200 Rupees).   Don't do this if you have more than 100 
    Rupees.   
    
    Get back in your boat, hoist the sail, and start towards your next 
    destination.  Along the way, you will meet a Merman, who reveals 
    some new details about Dragon Roost Island.  There are other Mermen 
    out there in the Great Sea, and if you feed them some ALL-PURPOSE 
    BAIT, they will fill in your Sea Chart.  If you haven't found the 
    Salvage Corp. yet, then you should bump into them around Eastern 
    Triangle Island (sector F4).  In the next sector (F5, Bomb Island), 
    look for a wooden Submarine.  Infiltrate it and clear out the 
    Bokoblins.  Open the chest that appears to find your second BOTTLE.  
    In Sector F6, you will automatically disembark at Forest Haven.  
    
    
    X.	Forest Haven 
    
    Items: Deku Leaf, Treasure Chart 3
    Enemies: Boko Baba, Octorok 
    
    Climb up the ledges past the mailbox.  The Bobo Babas will spring up 
    when you get close, so target them, and the slash them furiously.  
    They should raise up, exposing their stems.  Cut through the stems 
    to decapitate the nefarious plants.  They usually drop BOKO BABA 
    SEEDS four of them can be made into an ELIXIR that restores both 
    Health and Magic in the cave behind the Great Deku Tree).  Make your 
    way to the waterfall, and then swing to the first platform using the 
    GRAPPLING HOOK.  Jump across the other platforms, using your shield 
    (or sword) to deflect the Octorok's projectiles. When you reach the 
    last platform, latch into the overhead beam, and swing towards the 
    puddle in front of the cave entrance.  Enter to find the sanctuary 
    where the Great Deku Tree resides.  
    
    Make your way upstream to find the Great Deku Tree.  The guardian 
    spirit is being attacked by a legion of Red and Green ChuChus.  Roll 
    into the base of the tree to knock them off, and then defeat them 
    (picking up the JELLY they drop, as it can be used to make POTIONS 
    back on Windfall Island). The Deku Tree initially addresses you in 
    Hylian, but switches to English when he sees that you don't 
    understand.  He calls forth the Koroks, the cute little creatures 
    that live in the forest, and come together every year for a 
    ceremony.  However, it can't take place just yet because a Korok 
    named Makar has fallen into the Forbidden Woods.  Link must save 
    him.  In order to do so, he is given an invaluable item called the 
    DEKU LEAF.  However, you must retrieve it from one of the Deku 
    Tree's highest branches.   
    
    To reach this altitude, you are going to have to use the Baba Buds, 
    which will spit you into the air after approximately three seconds.  
    Tilt the Control Stick to get into position, making sure that the 
    landing place is centered at the top of the TV screen.  This gets a 
    lot easier with practice.  After the first four Buds, you will be on 
    a leaf canopy.  Use the GRAPPLING HOOK and the overhead beam to 
    reach the next Bud.  After the next set of Buds, you will finally be 
    able to nab the DEKU LEAF.  A Korok will draw your attention to 
    where he is standing, indicated by a large arrow made out of bushes.  
    This leads to the Forbidden Woods.  However, you don't want to go 
    there just yet.  Glide to the Baba Bud that's in front of you, and 
    as you launch out of it, glide over to the high ledge.  Exit through 
    the cave to a small ledge with an island in the distance.  This is 
    the Nintendo Gallery, and it involves the game's most complex and 
    difficult sidequest.  Don't worry about getting there just yet, 
    because there's an easier way.  Go back inside the Haven, and use 
    the Baba Bud on the ledge.  When you are tossed into the air, glide 
    to the branch, and the glide to the next ledge.  Refill your Magic 
    Meter by chopping down the bushes, and then enter the cave.  Here is 
    another small ledge with another small island in the distance.  
    Glide to this island (the wind should already be blowing to the 
    south), and open the chest for a TREASURE CHART.  Return to the Deku 
    Tree's chamber (by taking the platforms above the waterfall) and 
    head to the ledge with the grassy arrow on it.  
    
    Set the wind to blow to the southwest and glide to the island being 
    circled by the updraft.  Now, set the wind to blow northwest, take 
    out the DEKU LEAF, and use the updraft to gain enough altitude to 
    reach the entrance to the Forbidden Woods.  
    
    
    XI.	Forbidden Woods
    
    Items: Boomerang, Treasure Chart 15, Treasure Chart 1 
    Enemies: Mothula, Boko Baba, Morth, Peahat, Moblin, ChuChu
    
    Head up the path on the right, defeat the Green ChuChus, and then 
    open the chest for the DUNGEON MAP.  Now, go through the grass on 
    your left (dodging or killing the ChuChus), and pick up the Boko 
    Nut.  Toss it at the vines covering the door.  Make sure that you 
    hit the flower, because the outer leaves are completely 
    impenetrable.  
    Room A - Drop down to the lowest level, and take out the Boko Babas.  
    Use the DEKU LEAF to blow away the piles of leaves to find Rupees 
    (and a Fairy).  Take a stick (left behind by the Boko Babas), light 
    it with the torch, and throw it at the vine covering the chest 
    inside the tree trunk.  Open the chest to find a KNIGHT'S CREST.  
    Use the Baba Bud on the tree stump to reach the ledge on 2F.  You'll 
    have glide to most of the other Buds with the DEKU LEAF while 
    avoiding the large thorny vines protruding from the walls.  Destroy 
    the vine on the door with the Bomb Flower.  If you have been using 
    the TINGLE TUNER, then use the Baba Bud near the door to reach a 
    tiny ledge on the third floor.  You'll find another vine-covered 
    chest.  You can remove the vine with a Tingle BOMB and claim the 
    TREASURE CHART inside.  Without the TINGLE TUNER, you'll have to 
    come back with the BOOMERANG.  
    
    Room B - use the DEKU LEAF to blow the fan on the left.  When the 
    gondola appears, jump onto it, face the opposite direction of where 
    you want to go (in this case, you'll want to face south), and then 
    blow gusts of air with the DEKU LEAF to move the gondola across the 
    chasm.  Go through the door on the other side.  
    
    Room C - Use the GRAPPLING HOOK to steal GOLDEN FEATHERS from the 
    Peahats.  Once you've done so, use the DEKU LEAF to hit them with a 
    gust of wind to knock them out of the air.  This is the only time 
    they are vulnerable to a sword attack.  Clear the area of enemies, 
    and uncover additional treasure by dispersing the leaves.  Then, use 
    the Baba Bud to reach the upper part of the room.  Blow the fan on 
    your right to call the gondola, and then travel to the other side of 
    the room.  Now things get tricky.  Pick up the Boko Nut and set it 
    on the gondola.  Head back towards the door, and use the Nut to 
    destroy the vines.  Make sure that you set the Nut behind you or 
    else it will be blown off the gondola.  Also, you have to work 
    quickly, because the Nut hasn't fully matured, and it will rot 
    shortly after being plucked.  
    
    Room D - The Boko Nut looks ready for the taking, but it is actually 
    surrounded by a group of impenetrable vines.  Use the DEKU LEAF to 
    blow the Nut away from its current location, and then pick it up, 
    and toss it at the vines covering the door.  
    
    Room E - Head right and use the GRAPPLING HOOK to latch onto the 
    beam.  Take the two moving platforms to the ledge with the locked 
    door.  Pick up the Boko Nut, jump onto the hanging tree stump, 
    gather the Rupees, and then leap to the ledge with the pair of 
    torches.  Use the Nut to destroy the vines, and then go through the 
    door.  
    
    Room F - a new enemy awaits confrontation: the Morth.  These 
    annoying little critters can't cause any damage, but they can attach 
    themselves to Link's body, impeding his movement.  If they are 
    clinging to you, use a Spin Attack to knock them off.  The chest in 
    the small valley contains a YELLOW RUPEE.  You probably don't need 
    this, so leap over it and go through the next door.  
    
    Room G - this is a vine maze.  Cut down the bushes so that you can 
    remember the right path, and work your way to the left.  Pick up the 
    Bomb Flower and use it to destroy the boards.  Open the chest for 
    the COMPASS.   You'll notice more boards up ahead, but you can't get 
    to them because of the vines.  And, you can't carry the Bomb all the 
    way over to the other side before it explodes.  So, pick up the Bomb 
    Flower, and set it down as close to the vines as you can.  Use the 
    DEKU LEAF to blow it up on the ledge before it detonates.  The balst 
    will remove the wooden barrier.  Now, navigate the maze so you can 
    reach the right side of the room.  Open the chest for a SMALL KEY.  
    Use the Baba Bud and the DEKU LEAF to reach all of the platforms, 
    and break the last jar for a JOY PENDANT.  When you're finished, 
    return to Room E. 
    
    Room E - Use the SMALL KEY to unlock the door that you bypassed 
    earlier.  
    
    Room H - Deal with the Peahats and use the gondola to cross the 
    shallow water.  
    
    Room I - Not long after you enter this room, you will be assaulted 
    by a Mothula.  Slash at it quickly, and be prepared for the horde of 
    Morths it will release.  Once it's defeated, chop down the Boko 
    Babas, and use one of the Buds to reach the tree branches.  Use the 
    Bud sitting on top of the column to reach the next set of branches.  
    Take care of the Peahats (and stock up on GOLDEN FEATHERS).  Use the 
    GRAPPLING HOOK to latch onto the overhead beam, and then climb onto 
    it.  Now, you can grapple to the next beam.  Drop to the ledge 
    directly below.  Jump to the first moving platform, and then jump to 
    the second moving platform.  It will lift you to another ledge.  
    Open the chest for a JOY PENDANT.  Go back to the upper set of tree 
    branches and go through the unblocked door. 
    
    Room J - There is a Flying Mothula in this room.  Use the DEKU LEAF 
    to knock it on its back, and then remove its wings with a sword 
    attack or combo.  You'll have to repeat this process several times 
    to remove all four wings.  Without the ability to get airborne, this 
    creature behaves like an ordinary Mothula.  Defeat it and then open 
    the chest for the BOMMERANG.  Assign it to one of the Item Buttons 
    (X, Y, Z), and target the two switches above the door.  Once they 
    have both been activated, the door will be unlocked. 
    
    Back in Room E, take out the Peahats, and then use the BOOMERANG to 
    target the vines on the other door.  
    
    Room K - Use the BOOMERANG to cut down the Boko Nuts that are 
    hanging from the ceiling.  This clears a path to the other side of 
    the room.  Glide there with the DEKU LEAF.  Open the chest for a JOY 
    PENDANT and then go through the door. 
    
    Room C - Glide onto the large flower and use the BOOMERANG to sever 
    the vines that connect it to the ceiling.  It will crash through the 
    floor into the Basement.  Enter the door near the Baba Bud. 
    
    Room M - Clear the Morths off of the stepping stones, and then head 
    right, past the Green ChuChus and the tendrils that drain you of 
    Magic Power.   Go through the door. 
    
    Room N - Jump onto the flower and leap to the ledge.  Open the chest 
    for a YELLOW RUPEE.  Get back on the flower, and use the BOOMERANG 
    to detach it from the ceiling.  It falls into the water below.  The 
    flower forms a rudimentary bridge.  Dispose of the Octorok by 
    deflecting its projectile, and then use the Bomb Flower to destroy 
    the boards.  Go through the door behind the boards.  
    
    Room O - Destroy the Peahats (but not before stealing more GOLDEN 
    FEATHERS), and then jump to the small patch of land to the right of 
    the entrance.  Use the TINGLE TUNER to find a TINGLE STATUE.  Now, 
    clear the platforms of Morths and Boko Babas, and make your way to 
    the back of the area.  On the last platform, you will find a Baba 
    Bud.  Launch out of it and glide to the ledge.  Use the gondola to 
    reach the ledge with the Bomb Flower.  Pick up the Bomb Flower, jump 
    onto the gondola, and toss the Bomb into the hole on top of the tree 
    stump.  If done properly, the vines will be destroyed, and you can 
    jump into the hole, and open the chest for a TREASURE CHART.  
    However, this takes some time to perfect, so don't get frustrated if 
    you can't do it immediately.  Once you claim the TREASURE CHART, 
    exit through the crawlspace.  Return to Room N. 
    
    Room N - Cut down the flower again and use it to travel down the 
    watery passage.  As with the fans, you have to use the DEKU LEAF to 
    blow gusts of air in the opposite direction of where you want to go.  
    When you reach the far ledge, avoid the tendrils and ChuChus and go 
    through the door. 
    
    Room P - run up the path and stand in top of the tree stump.  You 
    have to activate all five switches by hitting them in the correct 
    order with the BOOMERANG.  Start with the one in the back of the 
    room, and move clockwise from there.  Open the chest for the BIG 
    KEY.  You'll now have to face a pair of Moblins.  Use the GRAPPLING 
    HOOK to steal their SKULL NECKLACES, and then stun them with the 
    BOOMERANG while you slash at them with your sword.  Once both 
    Moblins are defeated, return to the top of the tree stump where you 
    hit all the switches and grapple the overhead beam.  Swing to the 
    upper door to get back to Room M.  
    
    Room M - Return to Room C. 
    
    Room C - Blow the fan to create a large updraft around the flower.  
    Jump into the Baba Bud, and glide into the updraft to reach the 
    second floor.  Use the BOOMERANG to destroy the vines on the door. 
    
    Room Q - 2 Mothulas attack you in this room.  Stun them with the 
    BOOMERANG and try to handle them individually.  When they are 
    defeated, the doors will be unlocked and a chest will appear.  Open 
    the chest for a JOY PENDANT.  
    
    Room R - This is the last room before the Boss Chamber.  Break open 
    the Boko Nuts to find Rupees, refills, and ChuChus.  Use one of the 
    Boko sticks to burn the lid off of the Mystical Jar so that you can 
    warp back to the dungeon entrance, in case you missed the TREASURE 
    CHART in Room A.  Once you're prepared, unlock the door with the BIG 
    KEY. 
    ====================================================================
    Boss: Kalle Demos 
    Attacks: Swallow (1 Heart), Root Slap (1/4 Heart), Root Slash (1/4 
    Heart)
    Kalle Demos looks like a Boko Baba, but is protected by an enormous 
    flower that is connected to the ceiling by vines.  Use the BOOMERANG 
    to chop through the vines and send the flower pummeling to the 
    ground.  Move in and target the Boss, attack with a combo, and then 
    perform a backflip before the creature has a chance to swallow you.  
    You can only target five vines at once, so you have to throw the 
    BOOMERANG several times to nail them all.  The Root Slap and Slash 
    can both be avoided by rolling out of harm's way.  The patches of 
    grass around the arena can be cut down for extra Hearts. 
    ====================================================================
    When Makar is free, grab the HEART CONTAINER and step into the 
    swirling wind to warp back to Forest Haven.  The Great Deku Tree 
    will hand over FARORE'S PEARL.  You can then watch the ceremony.  
    Afterwards, the Koroks will be sent out into the world to plant Deku 
    saplings.  This figures into one of the game's sidequests.  
    
    Leave Forest Haven and board your boat.  If you captured the firefly 
    (check the sidequests section), you can receive the DELUXE PICTO BOX 
    from Lenzo on Windfall Island.  Check the mailbox near the King of 
    Red Lions to find a congratulatory letter from the Rito Chieftain.  
    It contains a HEART PIECE.  
    
    Your next objective is to find the water spirit, Jabun.  He lives at 
    Greatfish Isle, which lies to the northwest.  On your way there, 
    stop by Six-Eye Reef (D4) and enter the submarine.  Defeat the trio 
    of Moblins and open the chest for another HEART PIECE.  
    
    
    XII.	Finding Jabun 
    
    When you reach the location marked on the Sea Chart, you find 
    Greatfish Isle in a major state of disarray.  Quill informs you that 
    Jabun has escaped Ganon's carnage, and is hiding out behind a big 
    rock wall on Outset Island, Link's home.  He also tells you that 
    Tetra and her pirates are at Windfall Island, and it looks like they 
    are preparing to find Jabun, as well.  You know where you have to 
    go, but before leaving, dock at the base of the spiral hill.  Walk 
    to the top and make sure that the wind is blowing to the northeast.  
    Then, use the DEKU LEAF to glide towards the ledge on your right.  
    Your Magic Meter has to be full.  If successful, you'll find a chest 
    with a HEART PIECE.  
    
    Set the wind to blow northeast and push off for Windfall Island.  
    
    When you reach the island, you'll see the pirate ship. Check the 
    mailbox for a letter from Orca.  It contains a RED RUPEE.  The storm 
    has left the lively town completely deserted, so there isn't anybody 
    to talk to.  You can enter almost all of the buildings, except for 
    the Bomb Shop.  You hear a voice that says it is closed.  However, 
    you think differently.  Sidle the ledge at the back of the shop and 
    climb the ivy.  Enter the crawlspace.  The owner has been tied up by 
    the pirates.  They are stealing his inventory.  Tetra notices that 
    Link is spying, but she doesn't tell her crew.  Once Tetra, Gonzo 
    and Mako will discuss the password, which changes every day.  Write 
    it down or commit to memory, because you will be needing it soon.  
    Exit the Bomb Shop, and head up the bank on your left.  You can jump 
    onto the Pirate Ship near the tombstone.  
    
    Approach the cabin door and enter the password.  Open the door and 
    go down the stairs.  You can also explore Tetra's room for some 
    familiar Legend of Zelda artwork.  Niko is waiting below deck, just 
    like before.  He has got a new challenge for you.  You have to cross 
    the room by swinging from rope to rope.  The platforms are gone, so 
    this can be tricky.  Just remember to press the R Button and 
    reposition yourself before each jump.  Even though there is a time 
    limit, you will be able to finish the course before it runs out.  
    Niko will let you open the chest with the BOMBS.  Tetra informs you 
    that you might have a head start, but that her ship can travel a lot 
    faster than your boat.  And she is going to leave at dawn.  Return 
    to the King of Red Lions (check the mailbox again and read the 
    letter to get BEEDLE'S CHART), and set the wind to blow to the 
    south.  Make the fairly long journey to Outset Island.
    
    When you get to Outset Island, you'll realize that Ganon has cast a 
    spell that prohibits the sun from rising.  Therefore, you don't have 
    to worry about Tetra and her boys getting to Jabun first.  The King 
    of Red Lions suggests that you visit your grandmother.  Before doing 
    so, go back to the Forest of Fairies. Climb the hill behind the 
    house with the tall grass.  At the top, you'll notice that the 
    bridge is gone.  Climb onto one of the wooden supports, set the wind 
    to blow west, and then glide across to the Forest entrance.  
    Remember the large boulder?  Use a BOMB to destroy it, and then drop 
    into the hole.  Walk up to the fountain to meet the Great Fairy.  
    She gives you a RUPEE BAG UPGRADE.  Link can now carry up to 1000 
    Rupees.  Fill up your BOTTLES with a couple of the smaller FAIRIES, 
    and then go talk to Grandma.   Outside Link's House, check the 
    mailbox to find another letter inviting you to come to Beedle's 
    Special Shop Ship near Rock Spire Island.  After reading it, you 
    will get a GREEN RUPEE. 
    
    Grandma isn't feeling well.  Release a FAIRY to make her feel 
    better, and she will give you some ELIXIR SOUP.  It will replenish 
    Health and Magic, plus, it will increase your attack power until you 
    get hit once.  There are only two servings, so make sure that you 
    use them wisely.  If you run out, just return to Outset Island and 
    talk to Grandma to receive another batch. 
    
    Visit Beedle and restock your BAIT BAG if necessary.  Then, circle 
    around the island until you find a whirlpool on the surface of the 
    water.  Sail into it and equip the BOMBS to an Item Button.  This 
    allows you to use the Bomb Cannon.  Blow away the chunks of stone 
    covering the cave, and you will automatically go inside.  Jabun only 
    speaks Hylian, so you won't know what he's saying until the second 
    Playthrough.   He will give Link NAYRU'S PEARL.  
    
    Back outside, The King of Red Lions will mark the locations of the 
    islands where you must set the PEARLS.  They are the Northern, 
    Southern and Eastern Triangle Islands.  
    
    Southern Triangle Island is surrounded by Seahats.  Use the 
    BOOMERANG to defeat them.  
    
    When all three PEARLS have been placed, a huge Triforce insignia 
    appears, and the Tower of the Gods rises from beneath the Great Sea.  
    
    
    XIII.	Tower of the Gods
    
    Items: Hero's Bow, Treasure Chart 6, Treasure Chart 30
    Enemies: Armos, Armos Knight, Wizzrobe, ChuChu, Darknut, Kargaroc, 
    Keese, Red Bubble
    
    The water levels will fluctuate throughout this dungeon.  You can 
    get around by boat, but there is no wind, so you will either have to 
    cruise (by pressing the R Button when you SAIL is lowered), or with 
    the SAIL, you can move the Control Stick back and forth to create 
    your own wind power.  
    
    Room A - this is the entrance chamber.  Use the Bomb Cannon to 
    destroy the fractured walls on your left.  Go to the back-right 
    corner.  Climb onto the pedestal when the water level rises, and 
    then jump onto the landing with the green and gold tiles.  Pick up 
    one of the Armos statues and set it down on the glowing tile near 
    the door.  Now that the bars are gone, enter the next room.  
    
    Room B - Stun the Yellow ChuChu with the BOOMERANG to remove its 
    electrical shield, and then defeat it with a sword slash.  When the 
    water drains from the pool, jump in and grab a box.  Set the box on 
    the tile, and a bridge will appear.  Climb the ladder to exit the 
    pool.  When the water rises, the box will be lifted from its 
    position, and the bridge will vanish.  However, the box will fall 
    back into place when the water lowers, so just wait for that to 
    happen.  Then, cross the bridge and pick up the statue.  Carry it 
    out of the room. 
    
    Room A - Set the statue in the indentation near the green and gold 
    tiles to your left.  A beam of light shines towards the ceiling, and 
    a large gate lowers.  Jump into the water and swim to the door 
    directly across from you.  
    
    Room C - Kill the Yellow ChuChu and then wait for the water to rise.  
    Climb onto the ledge on your right, and place a BOMB in front of the 
    fractured wall.  When the dust settles, open the chest for the 
    DUNGEON MAP. More ChuChus will appear.  Push one of the crates near 
    the segment of fractured wall in the back-left corner.  Pull out a 
    BOMB and toss it at the wall right before it detonates.  Jump into 
    the alcove and break the jar on the left for a JOY PENDANT. 
    
    Room A - Go through the passage on your right.  Place both Armos 
    Statues on the glowing tiles to open the door.  
    
    Room D - this is one of the trickiest (and most frustrating) rooms 
    in the dungeon.  You have a jar full of sticks, a large pool with 
    six crates, and two unlit torches on the other side of the pool.  
    It's obvious what you have to do, but it ain't easy.  Use the crates 
    to make a bridge.  You'll have to space them out in order to jump 
    across them without falling into the water.  There isn't any pattern 
    to this.  It's just a matter of good judgment.  Do a trial run 
    before grabbing a stick.  When you're successful, light the torches 
    and open the chest for a SMALL KEY.  It is possible to accomplish 
    this task with only four of the crates.  
    
    Room A - Use the King of Red Lions to get to the left side of the 
    room, where you destroyed the walls.  Climb over the one in the 
    back-left corner and go through the unlocked door. 
    
    Room E - Use the DEKU LEAF to blow air at the Red Bubble, turning it 
    into a helpless skull.  Kill it and then open the chest for the 
    COMPASS.  There is another chest in this room, but you can't get it 
    until later.  
    
    Room A - Wait for the water to lower, and then go down the stairs on 
    your right.  Use the SMALL KEY to unlock the door.  
    
    Room F - Defeat the 4 Yellow ChuChus to make a magical staircase 
    appear.  Pick up the statue and carry it out of the room. 
    
    Room A - Run up the stairs on your right and place the statue in the 
    indentation.  The waterfall in the middle of the room will recede, 
    revealing the tunnel it was hiding.  Get a stick from the vase on 
    your left, ignite it, and then run back down the stairs (when the 
    water has lowered, of course) and light the pair of torches near the 
    door that leads to Room F.  A chest will appear.  Open it for a JOY 
    PENDANT.   Now, you can enter the newly accessible tunnel. 
    
    Room G - There is Beamos in the center of this room.  It is 
    constantly looking for intruders, so slipping by it unnoticed is 
    nearly impossible.  However, you can easily outrun its laser.  Take 
    out the Rats with the BOOMERANG, and then place the Armos Statues on 
    two of the three glowing tiles.  Then, have Link stand on the last 
    one to activate the platforms.  Use them to reach the top of the 
    room, and go through the door.   If you jump to the solitary 
    platform across from the door and use the TINGLE TUNER, you will 
    find the third TINGLE STATUE.  
    
    Room H - This room has four doors.  However, only one is unlocked at 
    this time.  Go through the door with the glowing symbol on it.  
    
    Room I - Kill the ChuChu and jump onto the platform.  Ride it to the 
    other side, defeat the ChuChus, and go through the door.  
    
    Room J - Walk up the stairs and onto the platform in the center.  
    Jump off its northern side and approach the monument in the back of 
    the room.  Press the R Button to call down the statue.  Let it 
    follow over the curvy, narrow walkway.  When you reach the end, pick 
    up the statue, jump across the small gap, and go through the door.
    
    Room I - Jump onto the platform and ride it to the other side.  Go 
    through the door.  If the ChuChus are bothering you, set the statue 
    down and take care of them before continuing.  
    
    Room H - the statue leaps out of your hands and climbs onto a 
    pedestal.  A tablet appears in the shrine in the center of the room.  
    Walk up to it and pull out the WIND WAKER to learn the COMMAND 
    MELODY (left, neutral, left, neutral).  Go through the door with the 
    glowing symbol to enter the western wing. 
    
    Room K - Defeat the Red Bubbles, and then use the GRAPPLING HOOK to 
    cross the chasm.  Go through the door on the other side.  
    Room L - Latch onto the beam with the GRAPPLING HOOK and swing or 
    glide) to the monument.  Call down the statue.  Have Link stand on 
    the glowing tile, and play the COMMAND MELODY to take control of the 
    statue.  Navigate the statue across the magical bridge.  Press the R 
    Button to regain control of Link and swing (or glide) back across 
    the chasm. Pick up the statue and go through the door. 
    
    Room K - Set the statue on the glowing tile.  The King of Red Lions 
    will contact you with some information on these statues.  Latch onto 
    the beam and reposition yourself to face the unbarred door on the 
    right.  Swing to it and enter the next room.  You can also glide.  
    
    Room M - You'll fight a Darknut.  Lock onto it, and then strafe 
    until the A Button flashes.  Press A at this time to perform the 
    Parry attack.  With any luck, you will sever the straps on the 
    Darknut's armor.  Use Parry once more to remove the helm.  Steal a 
    KNIGHT'S CREST with the GRAPPLING HOOK, and then finish off the 
    fiend.  The best way to do this is by first stunning it with the 
    BOOMERANG and then slashing at it with your sword.  Combos are very 
    effective.  When the Darknut is defeated, open the chest for the 
    HERO'S BOW.  
    
    Room K -  Use the BOW to shoot the eye on the wall in front of you.  
    Also be sure to take down the Red Bubbles.  Swing or glide to where 
    you left the statue pick it up and use the two moving platforms to 
    cross the chasm.  
    
    Room H - The statue gets on its pedestal and another door opens. 
    
    Go back to Room E (where you got the COMPASS) and shoot the eye on 
    the wall to make a chest appear.  Open the chest for a TREASURE 
    CHART.  Then, go back to Room I, and shoot the eye there.  This 
    causes another platform to appear.  Use it to reach a door.  
    
    Room N - this is like an arena.  Throw BOMBS into the mouths of the 
    Armos Knights (which open after they leap three times).  Once both 
    are destroyed, get the JOY PENDANT in the chest and go back to Room 
    H.  Go through the door with the glowing symbol.
    
    Room O - Take out the Keese if they get in your way.  Approach the 
    edge of the pool and toss a BOMB at the fractured wall on the left.  
    Jump down into the alcove that's revealed and go through the door. 
    
    Room P - Play the WIND'S REQUIEM while standing on the blue wind 
    mark. A chest appears.  Defeat the two Armos Knights, and then open 
    the chest for a TREASURE CHART.  
    
    Room O - Swim across to the opposite door. 
    
    Room Q - There are lots of platforms here.  Use the DEKU LEAF to 
    help you navigate them carefully.  Take out the Red Bubbles with the 
    BOW.  Be sure to watch Link's shadow while you glide so that you can 
    land safely.  There are two platforms with eyes on them.  Use the 
    BOW to activate these platforms.  Open the first chest for a SMALL 
    KEY.  On the second eye platform, you can hit the eye switch above 
    the entrance.  This reveals a chest with a JOY PENDANT.  
    
    Room O - Climb the ladder to get out of the water.  Take two of the 
    four Armos Statues and throw them onto one of the scales hanging 
    over the water.  This will balance Link's weight.  Hop across and 
    unlock the door. 
    
    Room R - Climb into the small pillar in the center of the room, and 
    use the DEKU LEAF to glide over the barrier.  Call down the statue 
    and play the COMMAND MELODY.  The statue can pass harmlessly through 
    the barrier.  Have it stand on the glowing tile to lower the 
    barrier.  Have Link pick up the statue and exit the room. 
    
    Room O - Take out the Wizzrobe with the BOW.  Jump into the water 
    and climb the ladder.  Throw three Armos Statues onto a scale.  This 
    allows you to carry the statue across the pond.  
    
    Room H - A large beam of light appears in the shrine.  Step into it 
    to reach the third floor. 
    
    Room S - Take the pair of Armos Statues and set them on two of the 
    glowing tiles.  Let Link stand on the last one to lower the barrier.  
    Open the chest for the BIG KEY.  The Armos Statues will spring to 
    life.  Target one of them and fire an arrow at the opening on its 
    front.  While it's paralyzed, slash the red gem on its back to 
    defeat it.  When both statues are gone, the door opens.  You can use 
    the BOOMERANG to gather the items in the jars around the base of 
    each Beamos.  One of the jars has a JOY PENDANT.  
    
    You are now outside.  Use the BOW to destroy the Blue Beamos and the 
    Kargarocs.  At the top of the stairs, you'll find the Boss door. 
    ====================================================================
    Boss: Gohdan
    Attacks: Fireballs (1/2 Heart), Electricity (1/4 Heart), Hand 
    Clap/Hand Pound (1 Heart) 
    
    Gohdan consists of a giant head and two hands.  The first thing you 
    should do is target the nearest hand and fire an arrow at the 
    eyeball in its palm.  Once a hand has been hit twice, it flips over, 
    and stays out of the fight momentarily.  Once both hands have been 
    flipped over, the head will open its eyes.  Target one of the eyes 
    and shoot it with an arrow.  Once both eyes have been hit, the head 
    will fall to the ground with its mouth open.  Throw a BOMB into the 
    mouth to cause damage.  The head will spit fireballs at you, which 
    can be avoided quite easily by rolling.  The hands will sweep over 
    the arena occasionally, in an attempt to knock you into the 
    electrified floor.  Gohdan's attack speed will increase as the 
    battle goes on.  Once you toss three BOMBS into his mouth, you win.  
    If you run out of ARROWS (which is highly possible), Gohdan will 
    drop 10 of them from his nose.  
    ====================================================================
    Collect the HEART CONTAINER and step into the beam of light.  Latch 
    into the handle with the GRAPPLING BEAM and swing forward to ring 
    the gigantic bell.  A pathway opens on the surface of the Great Sea.  
    The King of Red Lions will automatically descend beneath the waves. 
    
    
    
    
    XIV.	Hyrule Castle
    
    Items: Master Sword 
    Enemies: Moblin, Darknut 
    
    At first, Hyrule Castle is drearily monochromatic.  Inside, you will 
    find Moblins and Darknuts that have been frozen place, as if in the 
    middle of a great battle.  One particular object dominates the room: 
    a statue of the Hero of Time, holding his sword triumphantly 
    overhead.  Beyond this statue are three large triangular blocks.  
    The King of Red Lions will contact you with some clues to this 
    baffling puzzle.  
    
    You can't pick up the blocks, so you will have to rotate them into 
    position.  Experimentation is really your only option.  You'll get 
    the hang of this eventually.  Once the blocks have been placed in 
    their proper locations, a Triforce mark starts glowing, and the Hero 
    of Time statue slides back, revealing some stairs. Head down the 
    stairs to enter the Basement.  A beam of light is illuminating the 
    Master Sword.  The King of Red Lions tells you that the Sword is the 
    only weapon that can defeat Ganon.  Once you remove the Master Sword 
    from its pedestal, color sweeps through the Castle, and the Moblins 
    and Darknuts are revived.  Return to the upper floor to engage in an 
    epic struggle. 
    
    Initially, this next segment may seem damn near impossible.  It will 
    be if you try to take on four of five enemies at once.  The key to 
    victory is to wipe out the Moblins first, because they are far less 
    threatening than the Darknuts.  Remember that Moblins wear SKULL 
    NECKLACES.  You can add around 7 or 8 to your collection.  Stun the 
    Moblins with the BOOMERANG, and then strike them with your sword.  
    Once the Moblins are gone, you can then work on the Darknuts.  
    Remember that they carry KNIGHT'S CRESTS.  Use Parry to get rid of 
    their armor and helms, stun them with the BOOMERANG, and then finish 
    them off with a flurry of sword slashes.  The BOW can be used to 
    cause damage from a distance.  By the way, you can't steal from the 
    Darknuts unless their helmets have been removed.  
    
    When all opponents have been defeated, the barrier blocking the door 
    will be lifted.  Head back outside and get on your boat.  Cruise 
    into the yellow light and return to the Great Sea.  Link realizes 
    that she should try to confront Ganon, so set a course for the 
    Forsaken Fortress.  But first, head to Eastern Fairy Island (by 
    sailing north to Sector E3) and use a BOMB to destroy the boulder 
    blocking the shell.  The Great Fairy will upgrade your BOMB BAG, 
    allowing you to carry up to 60 BOMBS at once.  Now, head northwest 
    to Forsaken Fortress.  
    
    Note: If you haven't done so already, go to Windfall Island and 
    speak with Tott, the guy who's dancing by the tombstone.  Pull out 
    the WIND WAKER and he will teach you the SONG OF PASSING (right, 
    left, down).  Also, if you can find one of the big cyclones, you can 
    get the BALLAD OF GALES.  When Cyclos appears (on his pink cloud), 
    shoot him with three ARROWS and he will teach it to you (down, 
    right, left, up).  There is usually a big cyclone somewhere near 
    Northern Triangle Island.  You'll encounter several during your 
    adventure.  
    
    
    XV.	Forsaken Fortress Revisited
    
    Items: Skull Hammer
    Enemies: Bokoblin, Floor Master, Moblin, Miniblin
    
    When you reach the Forsaken Fortress, look for a large wooden door.  
    It is on the southern side of the fortress.  Use the Bomb Cannon to 
    destroy it, and then sail inside. 
    
    The King of Red Lions assures Link that he can save Aryll with the 
    help of the Master Sword.  You start in the same place you did last 
    time.  Go up the stairs on the right and run into the courtyard.  
    You don't have to hide under a barrel.  
    ====================================================================
    Boss: Phantom Ganon
    Attacks: Energy Blast (1/2 Heart), Sword Strike (2 Hearts)
    
    This is almost identical to the battle you had in Ocarina of Time.  
    Phantom Ganon will teleport around the area.  He hovers in the air 
    and hurls energy blasts at you.  The easiest way to win this fight 
    is to hit the blasts back at Phantom Ganon.  Eventually, you'll nail 
    him, and he will fall to the ground.  Rush in with a combo to cause 
    damage.  Three combos will defeat him.  If you choose to dodge the 
    energy blasts, then the Phantom will come after you with its Sword.  
    Use a Parry attack or a regular thrust to stun the specter, and then 
    unleash a combo.  
    ====================================================================
    Open the chest to get the SKULL HAMMER.  Use it to pound the thorny 
    pegs on your left, and then go up the stairs.  Continue up the path 
    to the ladder.  Defeat the Bokoblin to disable the Searchlight.  
    Climb back down and go through the door on your left.  
    
    Kill the Bokoblin and then glide to the other side of the room.  
    Pound the thorny pegs and enter the next door.  Head through the 
    arch on your left and take out the next Searchlight. Keep moving 
    counterclockwise until you reach the last Searchlight. 
    
    While still on the second floor, return to Room E (where the big 
    wooden boat is) and go through the door at the top of stairs.  Head 
    up the next set of steps, follow the path, sidle the two ledges, and 
    then pound the peg in front of the door that leads to Aryll's cell.  
    
    Tetra shows up and has two of her men open the cell door.  Aryll and 
    the other two girls are set free.  However, the reunion is short-
    lived.  Tetra promises to take Aryll back to Outset Island while 
    Link deals with the feathered fiend that started all of this 
    trouble.  
    
    Once Tetra leaves, the enormous bird swoops in from the hole in the 
    ceiling.  Also, the room will begin to fill up with water.  Link 
    begins an arduous and exciting journey up the spiraling walkway 
    towards the roof.  The bird will use its beak to destroy the path 
    behind you, so keep running and don't slow down for anything.  Just 
    avoid the Bokoblins that appear.  If Link does take a tumble into 
    the drink, all is not lost.  Use the GRAPPLING HOOK to latch onto 
    the beams sticking out from the walls, and use them to reach the top 
    of the room.  The bird is waiting for you at the end of the walkway.  
    Bash its beak with the SKULL HAMMER to send it reeling into the 
    waters below.  However, it resurfaces when you step out onto the 
    roof. 
    ====================================================================
    Boss: Monstrous Helmaroc King 
    Attacks: Beak Strike (1/2 Heart),Claw Swipe (1/2 Heart), Spikes (1/4 
    Heart) 
    
    When the bird tries to ram you with its beak, dodge the attack, and 
    watch as the beak gets stuck in the ground.  Pound the head with the 
    SKULL HAMMER.  The bird rears back in pain.  Three more strikes with 
    the HAMMER will remove the metallic faceplate, revealing the 
    extremely sensitive crest.  Once the crest is exposed, wait for the 
    beak to get lodged again, and then strike the crest with your sword.  
    When the Helmaroc King flies high into the air, you can't L-target 
    him.  He likes to swoop down and hit you with his talons.  This 
    attack can be difficult to avoid, because you might not be able to 
    see the Bird until it nearly on top of you.  Just stand still, and 
    with any luck, the talons will go by you without causing damage.  
    Lastly, the bird will flap its wings, creating a strong wind 
    current.  When this happens, you can either run against the current 
    until it ceases, or let Link be blown into the spikes surrounding 
    the arena.  You can also line Link with the vertical spikes blocking 
    the bridge that leads to the highest section of the Fortress.  This 
    way, he won't take damage. 
    ====================================================================
    Collect the HEART CONTAINER and run up the path that was blocked by 
    the vertical spikes, and go through the door to find Ganon's 
    hideout.  Several plot details are revealed here, so I won't divulge 
    them.  You regain control of Link at Hyrule Castle.  
    
    Tetra is with you, so be sure to take her picture for the Nintendo 
    Gallery.  Lead her into the Basement where you go the Master Sword.  
    You'll meet the King of Hyrule, whose identity surprises Link.  More 
    of the story unfolds.  When you get back above the waves, you'll be 
    aware of your current objectives.  You have to visit the Earth and 
    Wind Temples so that the sages can pray to the gods to restore power 
    to the Master Sword.  Secondly, you have to reassemble the Triforce 
    of Courage.  
    
    Though the next section relates to the Earth Temple, I suggest 
    taking the time to complete some sidequests, gathering HEART PIECES 
    and TREASURE CHARTS.  You can even fill out the rest of your Sea 
    Chart, if you so desire.  Use the various chapters at the end of 
    this guide if you need assistance.  When ready, you can head to the 
    Earth Temple.  
    
    
    
    XVI.	Earth Temple
    
    Items: Mirror Shield, Treasure Chart 20, Treasure Chart 12
    Enemies: Blue Bubble, ChuChu, Darknut, Keese, Kargaroc, Floor 
    Master, Moblin, Magtail, Red Bubble, Poe, Stalfos, ReDead
    
    Play the BALLAD OF GALES and warp to Mother & Child Isles (Sector 
    B2). You'll automatically be transported into the grotto of the 
    larger island, where you'll meet the Fairy Queen.  She gives you the 
    FIRE & ICE ARROWS.  Play the BALLAD OF GALES a second time and warp 
    to Dragon Roost Island.  From there, head south to Fire Mountain.  
    Shoot an ICE ARROW through the lava spewing up from the top of the 
    volcano.  You have five minutes to claim the treasure inside Fire 
    Mountain.  Climbing up the spiraling cliffs and drop through the 
    hole at the summit.  Take care of the Kargaroc as quickly as 
    possible, because it will become a nuisance as you try to sidle the 
    ledge near the end of the path.  
    
    Inside Fire Mountain, use the BOOMERANG or the BOW to kill the Fire 
    Keese, and then jump on the platforms to reach the other side of the 
    cave.  Draw the Magtails away from the lava, and defeat them to make 
    a chest appear.  Open the chest for the POWER BRACELETS.  They will 
    be equipped automatically.  Pick up the gigantic stone on your 
    right, and step into the beam of light to exit this place.  
    
    Play the BALLAD OF GALES to warp to Outset Island, and then head 
    east to find Headstone Island (it is one of the two locations marked 
    on the Sea Chart).  Dock at the beach, and then pick up the large 
    rock and throw it against the wall to destroy it.  A cave is 
    revealed.  Inside, you will find an enormous stone tablet with 
    musical directions etched into it.  Pull out the WIND WAKER and 
    learn the EARTH GOD'S LYRIC.  You will be visited by Laruto, a Zora 
    who served as the Earth Sage before her soul was stolen by Ganon.  
    She tells you that you must play the EARTH GOD'S LYRIC to open the 
    eyes of the new sage, who will be carrying a harp like the one she 
    has.  Go back to Dragon Roost Island.  (Before leaving, stand on the 
    beach and use a HYOI PEAR to take control of a seagull.  Have it fly 
    to the highest spot on the island to find a HEART PIECE.  There are 
    also some Rupees that the seagull can collect as well.)
    
    When you get back to Dragon Roost Island, check the mailbox to 
    receive two letters.  You pay a C.O.D. charge of 201 Rupees for the 
    first letter, which is from Tingle.  He gives you the IN-CREDIBLE 
    CHART.  It points out the locations of all the TRIFORCE CHARTS.  
    Next is a letter from Aryll.  It contains a RED RUPEE.  Head into 
    the mail center.  Go to the second floor and out the door near the 
    mail desk.  Outside, turn to your right and use the GRAPPLING HOOK 
    to latch onto the beam.  Swing across to the other side, and climb 
    the ladder to find Medli.  Talk to her, and then take out the WIND 
    WAKER.  Play the EARTH GOD'S LYRIC and she will realize her destiny.  
    She urges you to take her to the Earth Temple, and to do so before 
    Komali finds out the truth about her.  When you get to Headstone 
    Island, the King of Red Lions will explain how Medli and Link must 
    work together in order to survive the Earth Temple.  
    
    Head into the cave and play the EARTH GOD'S LYRIC.  Medli will 
    follow along, and the large stone slab will break apart.  Go through 
    the door to enter the Temple.  
    
    In the first chamber, Pick up and Medli and jump off the edge of the 
    platform you're standing on.  She will carry you to the door.  Pick 
    her up and go through the door.  
    
    Room A - Link must take out the Moblins patrolling this room.  Once 
    they've been defeated, carry Medli up the stairs on the left.  When 
    you reach the top, carry her off the edge, and she will transport 
    both of you to the first switch. Have Link stand on it and play the 
    COMMAND MELODY.  Make Medli fly by pressing the A Button.  Take her 
    to the second switch.  When both switches have been depressed, the 
    door will be opened.  Have Medli drop off the pillar onto the floor, 
    and then press the R Button to regain control of Link.  Carry Medli 
    into the next room.  
    
    Room B - Kill all of the ChuChus except for the Dark ones.  Play the 
    COMMAND MELODY and take Medli into the beam of sunlight.  Press A 
    and she can reflect the sunlight with her harp.  Reflect the light 
    onto the Dark ChuChus to turn them to stone.  Then, concentrate the 
    light on the shimmering chest.  Finally, use the sunlight to 
    dissolve the statues along the wall.  This reveals a Magic Refill. 
    Switch back to Link.  Pick up the solidified ChuChus and throw them 
    to break them.  Both doors are opened.  Collect the DUNGEON MAP from 
    the chest.  Burn the lid off the Mystical Jar with a FIRE ARROW, and 
    carry Medli into the next room. 
    
    Room C - The blue cloud in this room will curse Link, prohibiting 
    him from using ANY of his items or weapons.  Play the COMMAND MELODY 
    and let Medli stand in the beam of sunlight on the right.  Focus the 
    sunlight towards the wooden peg to disperse the cloud.  Switch back 
    to Link and have him pound the peg with the SKULL HAMMER.  This 
    opens the door on the right.  Carry Medli into the next room. 
    
    Room D - Use the BOW to take down the Red Bubbles that rise from the 
    coffins.  Head to the back of the room, and climb the ladder on the 
    left.  Pull the block into the groove to reveal a beam of sunlight.  
    Play the COMMAND MELODY, and have Medli reflect the sunlight onto 
    the shimmering chest.  Open the chest for a SMALL KEY. Two Floor 
    Masters will appear.  Pick up Medli and run back to Room C.  
    
    Room C - Straight ahead of you is the locked door that leads to Room 
    E.  
    
    Room E - Kill the Green and Orange ChuChus.  Then, use a FIRE ARROW 
    to burn the tattered banner hanging on the wall.  Take Medli into 
    the beam of sunlight and turn the Dark ChuChus to stone.  Place them 
    on the pair of switches to lower a staircase.  Take Medli and run up 
    the stairs. Push the block to the lower floor.  The door opens.  
    Carry Medli into the next room.  
    
    Room F - Push the first block onto your left into its indentation.  
    A panel in the ceiling slides open, revealing a beam of sunlight.  
    Take control of Medli and have her use the sunlight to destroy the 
    sand statue on top of the block to the right.  Then, focus light on 
    the yellow symbols (on the wall) to reveal another block and a 
    Mystical Jar.  Push the remaining blocks into place to open the door 
    and reveal the chest with the COMPASS.  Throw Medli onto the upper 
    ledge, and carry her into the next room.  You'll find FAIRIES by 
    breaking the vase near the door. 
    
    Room G - Leave Medli at the base of the stairs.  Let Link take out 
    the Moblins, and then climb the ladder on the right.  Take control 
    of Medli and fly her to the ledge where Link is standing.  Use the 
    sunlight to destroy the sand statues, and then reflect the light 
    onto the Poes until they assume a physical form.  Link can defeat 
    the Poes very easily.  Once they're gone, a staircase appears.  Open 
    the chest behind the statues for a JOY PENDANT.  Leave Medli behind 
    for the time being.  Run up the steps and go through the door on the 
    left.  
    
    Room H - Jump off to the lower section of this room.  There is a 
    ring or caskets.  Starting with the first one on your left and 
    moving clockwise, you'll find 3 ReDeads, a YELLOW RUPEE, and a SMALL 
    KEY.  When the zombies have been defeated, the ladder will become 
    accessible.  Head back to Room G. 
    
    Room G - Unlock the door on your left. 
    
    Room I - In this room, you'll encounter your first Stalfos.  Use a 
    BOMB to blow it apart, and then target the Head.  Strike the head 
    with the BOOMERANG to make it stop moving, and then crush it with 
    sword strikes.  Once you defeat the first Stalfos, two more will 
    appear.  When they're gone, go up the steps and open the chest for 
    the MIRROR SHIELD.  Step into the sunlight and reflect it onto the 
    sun symbol above the door.  Head back to Room G. 
    
    Room G - Put Medli back in the sunlight.  Have her shine it towards 
    where the statues were earlier.  From there, Link can reflect the 
    light to the yellow symbol on the wall.  This reveals a secret 
    passage.  Run down the passage.  Use the sunlight to destroy the 
    statue.  Have Link stand where the statue was, and then have Medli 
    shine the sunlight onto him.  Link can reflect the light onto the 
    yellow wall symbol to find a little chamber with lots of Rupees.  
    Collect them and carry Medli through the door at the end of the 
    passage. 
    
    You are back in Room C.  Jump off the ledge with Medli in tow to 
    reach the ground level.  Play the COMMAND MELODY and put Medli in 
    either beam of sunlight.  Have her shine the light into the eye of 
    the sun statue.  Then, have Link do the same thing to the other eye.  
    This causes the blue could to dissipate permanently, revealing the 
    door to the Basement.  However, you should first take Medli back to 
    Room D. 
    
    Room D - Set Medli on the switch in the back of the room.  Head 
    through the door and shine the light onto the yellow wall symbols.  
    Open the chest for a JOY PENDANT.  Now you can go the Basement. 
    
    In the Basement, head down the winding staircase and take out the 
    Blue Bubbles hovering over the bridge.  If they touch Link, he'll be 
    cursed.  Carry Medli across the bridge and play the EARTH GOD'S 
    LYRIC.  The stone tablet breaks, and the next door is revealed.  The 
    hanging platforms on the right will lead to a ledge where the next 
    TINGLE STATUE can be found.  Carry Medli to the next room.  
    
    Room J - Leave Medli by the door and take out the pair of ReDeads.  
    Have Link reflect the sunlight onto the mirrors to destroy the large 
    statues, and then have him reflect it onto the small statue to 
    destroy it.  Grab Medli and go through the door on the right. 
    
    Room K - This room is full of cursed gas.  Leap into the cloudy 
    area, and run forward, dodging the Floor Masters. Open the chest for 
    a SMALL KEY.  The gas will disappear.  Defeat all of the Floor 
    Masters and another chest will appear.  Open it for a TREASURE 
    CHART.  Go back to Room J and go through the door on the opposite 
    side.  
    
    Room L - Drop Medli and run through the gas.  Pull the mirror into 
    the indentation and then pound the peg with the SKULL HAMMER.  This 
    sends light into the room beyond the fence.  Dash back through the 
    gas, and carry Medli back into Room J. 
    
    Room J - Toss Medli to the ledge with the locked door.  Push the 
    block forward until it touches the wall, and then climb onto the 
    ledge.  
    
    Room M - The large beam of sunlight serves many purposes.  First, 
    use it to defeat the Poes.  Take out the Red Bubbles, and then use 
    it to destroy the statues.  Have Link obliterate the pair of statues 
    against the wall to reveal alcoves with a YELLOW RUPEE and a Magic 
    Refill.  Have Medli step into the light beam, and have her reflect 
    the light slightly to the right of the fence.  From here, Link 
    should be able to reflect the light onto the statue across from the 
    fence.  Carry Medli into the next room. 
    
    Room N - This hallway is lined with sarcophagi.  Head forward, and 
    turn right to find a chest with a RED RUPEE.  Double back to the 
    room's entrance, and head down the hallway on the right.  Play the 
    EARTH GOD'S LYRIC to break the stone tablet, revealing the final 
    part of this dungeon.  Be sure to destroy the Keese, Redeads, and 
    the Stalfos in this hallway, while collecting any Hearts, Rupees, 
    and Refills that appear.  
    
    Descend the staircase.  On your left, use a BOMB to blow up the 
    boulder, unplugging the Mystical Jar.  Continue to the bottom and go 
    through the door.  
    
    Room O - Medli and Link will have master the art of cooperation in 
    order to solve the mystery of this confusing room.  Below is a step 
    by step description. 
    
    1.	Fly Medli onto the center platform.  Step on the switch to make a 
    beam of sunlight appear.  
    2.	Have Link push the two mirrors closest to the ladder down their 
    tracks until they slide into place.  One of them will be sitting 
    in the sunlight that Medli revealed.  
    3.	Stand on the pedestal on the right side of the room, and reflect 
    sunlight onto the large statue on your left.  Pull and push the 
    mirror that's revealed until it falls into place. 
    4.	This next part is tricky.  Have Medli stand on the right 
    pedestal, and reflect light towards the entrance.  Have Link 
    climb the ladder, and then bounce the light off of his shield 
    onto the 4 golden wall symbols on the left.  Pull the mirror from 
    the alcove and slide it into position.  
    5.	Near the pedestal that Medli is standing on is another wall with 
    4 golden symbols.  Let Link stand on the small platform near this 
    wall, and use Medli's sunlight to reveal another mirror.  Slide 
    it into position.  The shimmering chests contain a PURPLE RUPEE 
    and a JOY PENDANT. 
    6.	The sunlight has now been directed to the left side of the room.  
    A statue is automatically destroyed.  Pull the mirror out of the 
    alcove and slide it into position.  Now all of the mirrors are 
    positioned properly.  Also, if you stand on the pedestal, you can 
    discover another alcove by focusing light onto the yellow wall 
    symbol.  Go through the door at the end of the short corridor. 
    Use the sunlight to open the coffins.  Jump down and pull out the 
    block so you can get back to the top level.  Defeat the three 
    Stalfos in this room to find a chest with a TREASURE CHART. 
    7.	Have Link and Medli stand on the pedestals near the large sun 
    face.  Shine light into both of its eyes to open the last 
    chamber.  
    
    Room P - Approach the Darknut, and two Blue Bubbles will appear.  
    You have to take them out first.  Once you do, you can give the 
    Darknut your undivided attention.  Open the chest for the BOSS KEY.  
    
    Room N - Medli will be waiting for you by the entrance.  Carry her 
    through the door. 
    
    Run up the stairs until you reach the dead end.  Link has to climb 
    the ivy covered wall.  Medli has to fly.  Once they've been 
    reunited, pick Medli up and have her carry you to the Boss Door.  
    Break the jars for replenishment, and then enter the Boss chamber. 
    ====================================================================
    Boss: Jalhalla 
    Attacks: Blown into Spikes (1/4 Heart), Lantern (1 Heart), Flame 
    Breath (1 1/2 Hearts), Flop (no damage but cursed) 
    
    Jalhalla is initially transparent.  Focus sunlight on him for a few 
    moments, though, and he will assume a physical form.  Pick him up 
    and toss him into one of the purple spike columns.  He will pop like 
    a balloon.  You now have to destroy the Poes.  Stun them with the 
    BOOMERANG before striking. Jalhalla will be defeated when all the 
    Poes are gone.  
    ====================================================================
    Pick up the HEART CONTAINER and then watch as Medli takes over her 
    role as the Earth Sage.  The Master Sword regains some of its power, 
    but it won't be at full strength until you complete the Wind Temple. 
    
    
     
    
    
    XVII.	The Wind Temple
    
    Items: Hookshot, Treasure Chart 5, Treasure Chart 35
    Enemies: Armos, Armos Knight, Wizzrobe, Peahat, Stalfos, ChuChu, 
    Darknut, Blue Bubble, Keese, Floor Master, Bokoblin
    
    Link cannot enter the Temple until he finds something that allows him 
    to withstand the harsh winds that protect the Temple entrance on Gale 
    Isle.  You had a similar dilemma at the Earth Temple.  However, instead 
    of Fire Mountain, you will be going to its polar opposite, Ice Ring 
    Isle, in sector E6, just west of Forest Haven.  When you get there, you 
    will find the island surrounded by an impenetrable blizzard.  Sail in 
    as close as you can, and then pull out your BOW.  There is a large head 
    statue in the middle of the island, and it is breathing a constant 
    stream of frosty mist.  Shoot a FIRE ARROW at the statue to dissipate 
    the snow flurries, and then head towards the cave inside the statue's 
    mouth.  You have five minutes to find the treasure hidden within.  As 
    soon as you step onto the island, move left and look for the chest 
    covered in ice.  Melt the ice with a FIRE ARROW to get a TREASURE 
    CHART.  Then, Link has to climb up a series of slippery ledges.  
    Maneuver slowly and carefully towards the pool around the base of the 
    statue.  Jump on the platforms to reach the cave.  The DEKU LEAF can be 
    a great help, if the wind is blowing in the right direction.  
    
    Take out the Keese with ARROWS or the BOOMERANG, and then take the 
    narrow path to the right to reach the chest with the IRON BOOTS.  In 
    the corner, you will find a jar trapped under a thick sheet of ice.  
    Melt it with a FIRE ARROW and break the jar to find three fairies.  
    Once you have the IRON BOOTS, equip them, and then head straight, 
    towards the powerful gust of wind, which guards a secret hole.  Down 
    here, you will have to use FIRE ARROWS to free the enemies that are 
    imprisoned under the ice, and the defeat them.  When they are all gone, 
    a chest with an ORANGE RUPEE will appear. 
     
    Exit the cave and return to the boat.  Warp to Windfall Island, and 
    then head due north to Gale Isle.  
    
    Don the IRON BOOTS and walk through the winds to the statue.  Destroy 
    the statue with the SKULL HAMMER and enter the cave.  Approach the 
    large tablet and pull out the WIND WAKER to learn the WIND GOD'S ARIA 
    (up, up, down, right, left, right).  You will meet Fado, a member of 
    the Kokiri tribe.  He carries a violin, so that means that the new sage 
    must also carry a violin.   Does anyone come to mind?   Use the BALLAD 
    OF GALES to warp to Forest Haven. 
    
    Climb the ledges behind the mailbox and approach the waterfall on your 
    left.  You'll see music notes.  With the GRAPPLING HOOK, latch onto the 
    branch above you, and seeing into the hidden cave behind the waterfall.  
    Makar is already practicing for next year's festival.  Talk to him, and 
    then take out the WIND WAKER.  He asks you to conduct him.  Play the 
    WIND GOD'S ARIA, escort Makar back to Gale Isle, have him follow you up 
    the beach into the cave, and then play the ARIA again to gain access to 
    the Wind Temple.  
    
    Pick up Makar and carry him into Room A.  Drop into the grass below, 
    set Makar down, and then dispatch the Wizzrobe with a well-placed FIRE 
    ARROW.   Play the COMMAND MELODY to control Makar, and move the little 
    fellow onto the two dirt patches.  Press A when it glows to plant a 
    tree.  This is Makar's major ability, and it will be invaluable as you 
    work your way through the Temple.   A chest with an ORANGE RUPEE will 
    appear after both trees have been planted.  Fly Makar onto the ledge at 
    the back of this room, and have him stand on the switch.  Now, you can 
    regain control of Link.  Defeat the Stalfos (past the trees) and burn 
    the lid off the Mystical Jar (with a FIRE ARROW) to the left.    Climb 
    onto the big metal spring and equip the IRON BOOTS.  You'll push the 
    spring into the ground.  Face the entrance, and take off the BOOTS to 
    be thrown up on the ledge.  Another spring is located here.  This time, 
    when Link is tossed into the air, use the DEKU LEAF to glide over to 
    where Makar is.  Pick him up and enter the next room. 
    
    Room B is dominated by a wall that can be raised or lowered by using 
    the DEKU LEAF to blow air at the fan.  Set Makar down and use the BOW 
    to take out the Armos statues that come to life.  Once they're gone, 
    use the DEKU LEAF to make the wall swing up towards the ceiling, and 
    then transport Makar past the siding blade.  Use the COMMAND MELODY and 
    have Makar plant trees in the dirt patches.  This raises the portcullis 
    over the door.  
    
    In Room C, drop Makar and jump down into the grassy section below.  Use 
    the TINGLE TUNER to find a TINGLE STATUE in the center of this area.  
    Watch out for the tentacles in the bushes, because if they grab you, 
    they will drain your Magic Meter.  Slicing them up isn't that 
    effective, because they grow back almost instantly.  Climb the ivy to 
    get back to Makar, and play the COMMAN MELODY to take control of him.  
    Make him fly to each of the cliff platforms and plant seeds in the dirt 
    patches.  When the final tree has sprouted, the door opens, but four 
    Floor Masters appear and kidnap Makar.  Link can't do anything to 
    rescue his partner at the moment, so just head through the newly 
    unlocked door on your right.  
    
    Room D is the dungeon's central chamber.  Makar is stuck behind the 
    enormous statue on the left, but you can't get to him at the moment.  
    Use the GRAPPLING HOOK to steal GOLDEN FEATHERS from the Peahats If 
    necessary), and then strike them with the Boomerang to knock them down, 
    and finish them off with your sword.   Head to the only visible door, 
    and dodge the pair of Armos Knights. 
    
    In Room E, slay the Peahats, run past the sliding blade, and drop into 
    the hole on your right.  Take out the Floor Master, and then use the 
    DEKU LEAF to blow the fan and raise the wall.  Use the spring to get 
    back to the top half of the room, and then cross to the other side.  
    Eliminate the Peahats, and then blow the fan (very close to the sliding 
    blade) to uncover an alcove on the left.  Open the chest for a JOY 
    PENDANT and then exit through the door on the right. 
    
    Room F is really nothing more than a big canyon.  You will consume a 
    lot of magic power in this room, so come prepared (GREEN POTIONS are 
    great to have here).  Hack down the bushes near the entrance for some 
    Magic Refills if you need them.  Pull out the DEKU LEAF and use the 
    updraft to reach the ledge on your left.  Step on the switch to move 
    the gate into a different position, and then glide over to it.  A 
    Wizzrobe will appear on one of the four ledges beyond the gate.  Dodge 
    its fireball attack, and wait for it to get within targeting range.  
    Then, you can take it out with the BOW.   You can vanquish the Wizzrobe 
    from a distance, but you might waste an unhealthy number of arrows 
    doing so.  Glide over to each of the ledges, and when you reach the 
    second one on the left, glide through the opening in the fence and open 
    the chest for the DUNGEON MAP.  Glide back into the main part of the 
    room, and hit the updraft to glide through the next fence opening.  
    Keep using the updrafts to pass through the rest of the fences.  In the 
    last part of this room, you will find a group of Peahats and a 
    Wizzrobe.  Deal with the Peahats first, because they are an immediate 
    threat.  The Wizzrobe can be defeated from a distance like before, but 
    it is easier to glide over the ledge it's on and confront it directly.  
    Break the skulls and cut the bushes to replenish your magic and arrow 
    supply, and then pass through the door on the right.  
    
    You are back in Room D, only higher up.  Remove the lid from the 
    Mystical Jar on the right, and then stand on the metal button and equip 
    the IRON BOOTS.  The Basement is revealed.   Fall to the lowest floor 
    and go through the unlocked door.   
    
    Room G has a series of cracked tiles.  Stand on the center tile and put 
    on the IRON BOOTS to drop to the room below.   Kill the Floor Masters, 
    and then pull the box with the spring on it to the tile with the symbol 
    on it.  The spring should now be aligned with the hole in the ceiling.  
    Use the other box to reach the spring, and you will be tossed back into 
    the upper room.  Open the chest for a SMALL KEY and the spikes will 
    disappear.  Smash through the other cracked tiles to fight some new 
    enemies.   Once all of the tiles and enemies have been cleared, a chest 
    will appear.  Open it for a TREASURE CHART. 
    
    Return to the main Basement chamber and open the locked door.  
    
    Sub-boss: Lord Wizzrobe 
    ===============================================================
    This magician is far more powerful than any of the others you have 
    previously fought.  It summons creatures for assistance (Darknut, 
    Wizzrobe, Moblin, and Keese).  Take out these inferior enemies quickly, 
    and then shift your focus to Lord Wizzrobe.  He likes to hang around on 
    the upper ledges, so make sure that you L-target him before releasing a 
    FIRE ARROW.  Three FIRE ARROWS will end the battle.  
    ===============================================================
    Open the chest for the HOOKSHOT, which serves as an upgrade for the 
    GRAPPLING HOOK.  It has a longer reach, and can let you move to higher 
    places much more quickly.  Look for bull's eye target on the wall to 
    know when to use the HOOKSHOT.  Also, if paired with the IRON BOOTS, 
    the HOOKSHOT develops a second function.  
    
    Use the HOOKSHOT to pull Link to the ledge with the wooden button.  
    Pound it with the SKULL HAMMER to open the door.  Back in the Basement, 
    HOOKSHOT up the ledges until you get to the fourth one.  Glide across 
    to the platform on the far side, and open the chest for the COMPASS.   
    Break the jars for extra arrows and Magic Refills, and then use the 
    spring to get to another ledge.  HOOKSHOT up the next set of ledges to 
    get back to the first floor of Room D. 
    
    Pull yourself to the ledge with Makar's cell.  Put on the IRON BOOTS, 
    take out the HOOKSHOT, and aim for the bull's eye on the statue.  It 
    will fall over.  Enter the cell and open the chest for a JOY PENDANT.  
    Pick up Makar and head back down to the Basement.  Play the COMMAND 
    MELODY and take Makar to the dirt patches.  The trees will activate a 
    huge fan.  Have Makar fly back to the first floor, to the area on the 
    left of his cell.  Then, get control of Link, and use the DEKU LEAF and 
    the massive updraft to rejoin Makar.  Go through the door to re-enter 
    Room C.  Take out the Wizzrobe, and the Fire Keese if he releases any.  
    Use the HOOKSHOT to latch onto the trees that Makar planted earlier.  
    When Link reaches the door at the top, switch to Makar and have him fly 
    up there.  Pick him up and carry him into the next room.  
    
    In Room H, set Makar down and use the DEKU LEAF to destroy all of the 
    Blue Bubbles (if you need to get their attention, hit them with an 
    arrow).  Then, play the COMMAN MELODY and take Makar to each cliff, 
    planting seeds in the dirt patches.  The last patch is guarded by a 
    Floor Master, so be careful.   Have Link HOOKSHOT up to Makar, pick him 
    up, and go through the next door.  
    
    This is the second floor of Room D.  Place Makar on one of the 
    switches, and have Link stand on the other.  This causes some panels 
    above the Basement fan to slide open, moving a gate, and granting 
    access to the final sections of the Temple.   Leave Makar where he is, 
    and use the DEKU LEAF to reach the area between the two windmills.  Go 
    through the door.  
    
    Room I has six Armos statues.  Defeat them with the BOW, and then open 
    the chest for a SMALL KEY.  
    
    Back in Room D, glide over to the area on the right, between the 
    windmill and Makar.   Open the chest for a JOY PENDANT, and then glide 
    back to the first floor to the area with the Mystical Jar.   Fly Makar 
    to where Link is, and go through the door, back into Room F.  As soon 
    as you enter, look on the wall to the right to find a statue with a 
    bull's eye target.  Use the HOOKSHOT-IRON BOOTS combination to find a 
    JOY PENDANT.   Drop to the grassy area, and run under the fences.  
    Climb the ivy (Makar will have to fly) to the entrance of the room, and 
    then go through the door.
    
    Back in Room E, play the WIND GOD'S ARIA in front of the tablet to 
    reach the arena that was hidden behind it.  Inside, Link will have to 
    fight three Darknuts.  The one in black armor is the toughest, so try 
    to defeat the other two before tackling it.  Target the Darknut that is 
    closest to you, and then strafe around until the A Button flashes.  Use 
    the Parry attack to knock off the armor and the helm.  Then, you can 
    stun a Darknut with your Boomerang, and finish it off with a couple of 
    well-placed combos.  When the helm is gone, Darknuts are susceptible to 
    the temporary confusion of the Boomerang, and they are also vulnerable 
    to FIRE ARROWS.  However, you shouldn't try this approach unless you 
    have a full Magic Meter and a GREEN POTION.   After you've won, open 
    the chest for the BOSS KEY, and then go back to Room F.   Makar can 
    easily return to Room D, but Link has to glide through the fences 
    again.  
    
    In Room D, drop to the basement, and wait for the updraft to disappear.  
    Fall to the area under the fan, and use the SMALL KEY to open the door.  
    
    Room J has two Stalfos and a Wizzrobe.  Take out the skeletons first.   
    You can use BOMBS, or you can dismantle them with several continuous 
    strikes of the Master Sword.  You still have to destroy the heads to be 
    completely victorious.  Now, focus on the Wizzrobe.  Once it is 
    defeated, use the HOOKSHOT to reach the metal button on the uppermost 
    ledge.  Weigh it down with the IRON BOOTS to raise the bars over the 
    door.  Now, start pulling the statues off the wall to find a Bokoblin 
    (there might be two).  When it's dead, a chest appears.  Open it for a 
    TREASURE CHART.   Pick up Makar and go through the opposite door.   
    
    Room K features several Bokoblins and two Armos Knights.  Take them 
    out, and then have Makar fly over the wind barrier to the dirt patch.  
    Link can then use the tree to HOOKSHOT across the gap.  Kill the Floor 
    Master and the Peahats, and take Makar through the next door.  
    
    Room L has a nasty puzzle.  There are three crates, three sliding 
    blades, and two fans.  Here's the solution.
    
    Push the left crate forward and trap the first blade. 
    Push the center crate into the path of the second blade. 
    Push the right crate into the ditch to form a bridge.  
    Push the left crate across the ditch to block the third blade. 
    
    Pick up Makar and head past the blades and the wind currents (with the 
    IRON BOOTS) and through the door on the opposite side of the room.  Go 
    down the stairs and play the WIND GOD'S ARIA to remove the tablet.  
    Uncork the Mystical Jar with a FIRE ARROW, and then open the door with 
    the BOSS KEY. 
    
    ===============================================================
    Boss: Molgera 
    
    This gigantic sandworm is the only thing standing between you and the 
    completion of this dastardly Temple.  Molgera's only weak point is its 
    tongue, which it uses to capture its prey.  When Molgera rises to the 
    surface, press L to target the tongue, and use the HOOKSHOT to pull it 
    towards you.  Attack it as much as possible before it withdraws back 
    into the mouth.  Molgera will release a swarm of baby worms, but they 
    are more of a nuisance than a threat.  However, their presence is 
    effective, because targeting the tongue is nearly impossible with all 
    of the mini-Molgeras running around.  You can either destroy them or 
    ignore them, depending on your gameplay style.  If you choose the first 
    option, target one of the smaller worms and use the HOOKSHOT to pull 
    them out of the sand.  Defeat them with a few strikes of the Master 
    Sword.  The second option is more practical, even though you will 
    probably have to fire the HOOKSHOT at the tongue manually rather than 
    with the accuracy of L-targeting.  You will lose 2 Hearts if you get 
    hit by Molgera's Dive, or if the creature swallows you and spits you 
    back out.  FAIRIES are very important; as is the ELIXIR SOUP you got 
    from Grandma, if you still have it.  The Boss is defeated after you 
    perform 4 combos on the tongue.  Get the HEART CONTANER and step into 
    the light to exit the Temple.  Your Master Sword has regained its 
    power.  
    ===============================================================
    
    
    XIX. Triforce Shards
    
    Ganon has fled the Forsaken Fortress, and the King of Red Lions is 
    worried about Princess Zelda.   In order to return to Hyrule Castle, 
    you have to reassemble the Triforce of Courage.  Its 8 Shards are 
    scattered across the Great Sea.  To find them, you have to use the 
    TRIFORCE CHARTS, which must be deciphered by Tingle for a whopping 
    price of 398 Rupees per CHART.  Thus, you need approximately 3500 
    Rupees to complete this objective.  It would be extremely advantageous 
    to explore every individual sector of the Great Sea.  Use the Island 
    Guide to see what treasures you can find.  Below, I will list the 
    islands you have to visit in order to locate the TRIFORCE CHARTS.   
    
    Islet of Steel 
    Sector: B5 (letter refers to column, number refers to row)
    Head due south from Greatfish Isle 
    
    Use the Bomb Cannon to wipe out the gunboats surrounding the Islet, and 
    then eliminate the pair of turrets that are guarding the entrance.  
    Inside the fort, swim to the stairs, and then stand on the blue symbol 
    and play the WIND'S REQUIEM.  The chest with TRIFORCE CHART 1 appears.  
    Break the jars for Hearts, Rupees, and Bombs, and then exit.  
    
    Have the CHART deciphered by Tingle, and go to Greatfish Isle to pick 
    up the SHARD. 
    
    Private Oasis 
    Sector: E5 
    Head due south from the Tower of the Gods
    
    The Oasis is off-limits to anyone who doesn't have a CABANA DEED.  
    Thankfully, Mrs. Marie will give hers to you when she gets 20 JOY 
    PENDANTS.  Present the DEED to the butler and you can enter this 
    reclusive resort.   Use the GRAPPLING HOOK to latch onto the lever 
    hanging from the ceiling.  Swing back and forth to pull the lever and 
    open up a secret hole in the fireplace.  Fall through it to proceed.  
    
    You'll be in a sewer-like passageway.  Ignore the rats and follow the 
    path.  Drop down the hole and go through the crawlspace on the right.  
    
    Turn left
    Turn right
    Turn left
    Turn right
    
    This leads to a room full of jars.  Break all of them to find lots of 
    Rupees.   Enter the crawlspace again.
    
    Turn left
    Turn left
    
    This leads to the second ladder.   Climb it to find two wooden pegs.  
    Pound them with the SKULL HAMMER to raise the pair of gates.  Go 
    through the opening on the left, and descend the third ladder.  Avoid 
    or kill the thieving rats, and then enter the crawlspace on the left.  
    
    Turn left
    Turn left
    
    Open the chest for an ORANGE RUPEE, and then enter the other 
    crawlspace, across from the ladder.  
    
    Turn left
    Turn right
    Turn right
    
    Climb the fourth ladder.  Jump into the hole near the wooden peg.  
    Defeat the 2 ReDeads, break the jars, and enter the final crawlspace.  
    Climb the ladder at the end, play the WIND'S REQUIEM while standing on 
    the blue symbol, and open the chest for TRIFORCE CHART 2.   Pound the 
    wooden peg, go through the gate, and pound the other peg to find your 
    way back to the cabana.   Before leaving, you can check out the picture 
    puzzles.  
    
    Get the CHART deciphered by Tingle and go to Gale Isle to pick up the 
    SHARD. 
    
    Bird's Peak Rock 
    Sector: G5
    Head east from Private Oasis or northeast from Forest Haven 
    
    There are two islands here.  The smaller one has a mailbox and a Secret 
    Cavern, which is blocked by heavy iron bars.  To remove the bars, you 
    have to activate the six switches sitting on the stone pillars of 
    Bird's Peak Rock.  Use a HYOI PEAR to take control of a seagull, and 
    navigate your feathered comrade to the switches.  However, there is a 
    nest on each of the pillars, and the nests are being guarded by 
    Kangarocs.  These are very territorial creatures, and they will chase 
    after anything that gets close to their nests.  So, before using the 
    HYOI PEAR, pull out your BOW and try to eliminate as many Kangarocs as 
    you can.  You'll be shooting from quite a distance, so aim carefully 
    and don't waste too many arrows.  Go for the lower four switches first, 
    and then get the fifth one in the back.  The tallest spire should be 
    your last target.  If the seagull gets hits by a Kangaroc, you'll have 
    to use another HYOI PEAR.  If you run out, you'll have to buy some more 
    from one of Beedle's Shop Ships.  This, of course, is very 
    inconvenient.  When the gate rises, fall through the hole, and play the 
    WIND'S REQUIEM while standing on the blue symbol.  Open the chest for 
    TRIFORCE CHART 3.  Break the jars for a Magic Refill and some Rupees, 
    and then exit.  
    
    Get the CHART deciphered by Tingle and go to Stone Watcher Island 
    (Sector C5) to pick up the SHARD. 
    
    Diamond Steppe Island 
    Sector: A6
    Head northwest from Outset Island 
    
    Use the trees to HOOKSHOT to the top of the island, and then drop 
    through the hole to explore a ship graveyard.   This is a confusing 
    maze of Mystical Jars.  To make matters worse, there are Floor Masters 
    everywhere.  Dodge them, or use the BOW to take them out.  
    
    Hop into the first Jar that you see.  You'll appear beside the next one 
    you need to take.  Burn the lid off and jump inside.   Ignore the Jar 
    next to the one from which you emerge.  Instead, walk forward, past the 
    Floor Masters, to the pair of Mystical Jars in the back.  Enter the one 
    on the right.    Same scenario as last time.  Head to the pair of Jars 
    in the back, beyond the Floor Master, and take the one on the left.  In 
    the next room, avoid the Floor Master and open the chest for the GHOST 
    SHIP CHART.  Exit the maze and return to the King of Red Lions.  
    
    Play the SONG OF PASSING to make it night if it isn't already.  Open up 
    the GHOST SHIP CHART, and then check the SEA CHART to see which island 
    the supernatural vessel is sailing around.  When you pinpoint its 
    location, sail into it and prepare for a fight.  
    
    Use FIRE ARROWS to take out the Wizzrobe, then stand in the light and 
    reflect it onto the Poes, and finish them off with the Master Sword 
    when they turn solid.  Finally, defeat the ReDead and a ladder will 
    fall into place.  Climb it and enter the small room with the chest.  
    Break the six jars here for approximately 200 Rupees, and then collect 
    TRIFORCE CHART 4.  You will automatically be transported back to your 
    boat.  
    
    Get the CHART deciphered by Tingle and go to Outset Island to pick up 
    the SHARD.
    
    Needle Rock Island 
    Sector: A5 
    North from Diamond Steppe Island or southwest from Greatfish Isle
    
    West of Needle Rock Island are three gunboats. One of them is gold.  
    Sink it with the Bomb Cannon and then pull the chest out of the water 
    with the GRAPPLING HOOK (indicated by the ring of light on the surface 
    of the water).  Open the chest for TRIFORCE CHART 5.  
    
    Get the CHART deciphered by Tingle and go to Cliff Plateau Isles 
    (Sector G6) to pick up the SHARD. 
    
    Outset Island 
    Sector: B7
    Warp there with BALLAD OF GALES
    
    If you have 10 KNIGHT'S CRESTS, hand them over to Orca to learn the 
    HURRICANE SPIN. This attack is terrific against large numbers of 
    opponents in areas where maneuverability is cut short.  However, after 
    you use, Link will be dizzy for a brief period of time.  This leaves 
    him open for retaliation.   o up the eastern hill, near the broken 
    bridge that leads to the Forest Fairies.  There is a man standing near 
    the edge of the cliff, holding a telescope.  In the distance, you can 
    see a large face statue.  Play the WIND'S REQUIEM, set the wind to go 
    west, and then use the DEKU LEAF to glide over to the statue.  Unless 
    you doubled your Magic Meter, it will be nearly depleted by the time 
    you land.  Pick up the big rock and drop through the hole it was 
    hiding.
    
    Welcome to the Savage Labyrinth.  This is a dungeon with 51 Floors and 
    tons of enemies.  You'll have several opportunities to escape, but 
    working your way back through can be very frustrating.  Come prepared 
    with at least two FAIRIES, a BLUE POTION, and a complete stock of 
    ARROWS and BOMBS.  
    
    Note: The Savage Labyrinth provides you with the chance to make a major 
    dent in the Nintendo Gallery sidequest, because it forces you to face 
    off with almost every type of non-Boss and non-aquatic foe in the game.  
    Of course, since you can only carry 3 pictures at a time, you'll have 
    to make many trips back and forth, but there is a big payoff for those 
    with the patience to undertake this task.  
    
    Floor 1: Entrance
    
    Floor 2:  Keese x10 
    
    Floor 3: Miniblin x6
    
    Floor 4: Bokoblin x4 (with Boko Sticks)
    
    Floor 5: Red ChuChu x6 
    
    Floor 6: Magtail x4
    
    Floor 7: Keese x4, Miniblin x4
    
    Floor 8: Fire Keese x4, Magtail x2
    
    Floor 9: Bokoblin x4 (with torches), Fire Keese x2
    
    Floor 10: Moblin x2 
    
    Floor 11:  Exit Portal, Jars (Hearts & Rupees)
    
    Floor 12: Peahat x6
    
    Floor 13: Green ChuChu x4
    
    Floor 14: Boko Baba x5
    
    Floor 15: Bokoblin x4 (torches & shields) 
    
    Floor 16: Mothula x5 
    
    Floor 17: Boko Baba x3, Peahat x3
    
    Floor 18: Green ChuChu x4, Bokoblin x4 (with swords) (hidden in jars)
    
    Floor 19: Mothula x3, Bokoblin x2 (with swords and shields)
    
    Floor 20: Flying Mothula x2
    
    Floor 21: Exit Portal, Jars (Hearts & Rupees) 
    
    Floor 22: Wizzrobe x3
    
    Floor 23: Armos Statue x4
    
    Floor 24: Armos Knight x2
    
    Floor 25: Yellow ChuChu x6 (hidden in jars)
    
    Floor 26: Red Bubble x4
    
    Floor 27: Darknut x1, Bokoblin x2 (with swords & shields)
    
    Floor 28: Armos Statue x3, Wizzrobe x1
    
    Floor 29: Armos Knight x2, Red Bubble x2
    
    Floor 30: Darknut x2
    
    Floor 31: Jars (Hearts & Rupees), chest with TRIFORCE CHART 6
    
    You got what you came here for, but there is another prize to find.  
    Use the beam of light to destroy the sand statue, and continue through 
    the next series of chambers. 
    
    Floor 32: ReDead x6, beam of light
    
    Floor 33: Blue Bubble x5
    
    Floor 34: Dark ChuChu x5, beam of light
    
    Floor 35: Poe x5, beam of light
    
    Floor 36: Flying Mothula x3
    
    Floor 37: ReDead x3, Moblin x2, beam of light
    
    Floor 38: Dark ChuChu x5, Flying Mothula x1, beam of light
    
    Floor 39: Poe x5 (with lanterns), Moblin x2 (with lanterns)
    
    Floor 40: Blue Bubble x4, Stalfos x2, beam of light 
    
    Floor 41: Jars (Rupees), Exit Portal
    
    Floor 42: Miniblin x25
    
    Floor 43: Green ChuChu x10, Yellow ChuChu x10, Red ChuChu x10 (in a 
    circle, so the 
    Hurricane Spin is extremely effective, but only after you eliminate the 
    Yellow ChuChus, because they emit electricity.  The best strategy is to 
    use the BOW and fire arrows with L-targeting.)  
    
    Floor 44: Wizzrobe x5
    
    Floor 45: Bokoblin x15  (This room is almost entirely pitch black, so 
    stay near one of the torches, and let the Bokoblins come to you.  Slash 
    like mad or use the HURRICANE SPIN to clear them out in groups of three 
    or four.  )
    
    Floor 46: ReDead x4, Stalfos x2   
    
    Floor 47: Moblin x3, Darknut x2  (Use the BOOMERANG to stun the 
    Moblins, and try to get rid of them first.)
    
    Floor 48: Wizzrobe x3, Darknut x2 (Use ARROWS to take out the Wizzrobes 
    before engaging the Darknuts.) 
    
    Floor 49: Stalfos x3  (There are lots of Bomb Flowers here.  Use them 
    rather than the ones in your inventory. )
    
    Floor 50: Darknut x4, fire-breathing statues on the wall 
    Floor 51: HEART PIECE, Exit Portal
    
    Get the CHART deciphered by Tingle and go to Southern Triangle Island 
    (D5) and pick up the SHARD.
    
    Stone Watcher Island 
    Sector: C5
    Head southeast from Greatfish Isle 
    
    Lift the enormous stone head (with the POWER BRACELETS) and toss it out 
    of your way.  Fall through the hole underneath.  Enter each of the four 
    rooms and defeat the enemies that appear: 4 Armos Statues, 2 Moblins, 3 
    Wizzrobes, and 4 Bokoblins *with Boko Sticks & swords).  Once you have 
    done this, return to the center room and wipe out the 2 Darknuts.   
    Enter the barred door, play WIND'S REQUIEM on the blue symbol, and open 
    the chest for TRIFORCE CHART 7.  Break the two vases for Rupees, then 
    exit back to the world above.  
    
    Get the CHART deciphered by Tingle and go to Seven-Star Isles (F1) to 
    pick up the SHARD.
    
    Overlook Island 
    Sector: G1
    Head northeast from Dragon Roost Island 
    
    Use the HOOKSHOT to latch onto the tree strategically positioned on the 
    solitary mound of rock.  Work your way up the cliffs to the Secret 
    Cave.  Again, you have to enter the four rooms and defeat the enemies: 
    Stalfos, Wizzrobes, Stalfos, and Bokoblins.  Return to the central 
    chamber and battle the four Darknuts.  Remember that once you knock off 
    the helms, you can stun the Darknuts with the BOOMERANG, or damage them 
    with FIRE ARROWS.  When you've won, go through the barred door and play 
    the WIND'S REQUIEM on the blue symbol.  Open the chest for TRIFORCE 
    CHART 8.  
    
    Get the CHART deciphered by Tingle and go to Two-Eye Reef (D7) to pick 
    up the SHARD. 
    
    The Triforce of Courage has been successfully reassembled.  
    Congratulations!!!  Now, you can enter Hyrule Castle and confront 
    Ganon.  But first, you should try to complete all of the remaining 
    sidequests.  
    
    Warp to the Tower of the Gods, and approach the entrance.  Link will 
    show the TRIFORCE of COURAGE to the gods, and they will open the path 
    to Hyrule Castle.  The King of Red Lions declares Link as the Hero of 
    Winds.  Inside the Castle, head to the basement where you got the 
    Master Sword.  You see Zelda, but she disappears.  Then, you are 
    taunted by the voice of Ganon, who has come here once his power was 
    restored.  He sends a pair of Darknuts after you.  Use FIRE ARROWS to 
    burn the capes on their backs, and them take out in the usual manner.  
    Collect the spoils, and then exit through the door at the far end of 
    the upper hall (Link will go there automatically). Walk forward across 
    the bridge, and destroy the invisible barrier with a swipe of the 
    Master Sword.  Follow the dirt path, dodge what enemies you can, and 
    use the HOOKSHOT to cross the gap in the trail.  Enter the cave on the 
    other side.  
    
    Ganon's Tower
    
    Head to the center platform and cross the rope bridge on your left.  
    Slay the Bokoblin and enter the door. 
    
    In Room A, use the BOW to take out the skulls that are lined up on the 
    overhead beams.  A couple of the skulls are actually Red Bubbles, and 
    they will spring when you get close.  With that threat out of the way, 
    grapple onto the nearest beam.  Press the R Button to stop swinging, 
    and then climb up and grab the beam.  Link will pull himself up.  Jump 
    off and glide to the floating platform in the distance.  Grapple onto 
    the next beam.  Get on top of this beam and glide to the ledge on the 
    back.  There are two Red Bubbles here, but you should be able to get 
    through the door before they attack you.   In the next chamber, you'll 
    have a monochromatic Boss fight with Gohma.  Nothing has changed since 
    Dragon Roost Cavern. (During these particular sequences, you will only 
    have the items you had the first time you fought the Boss).  
    Afterwards, you'll be back in the center chamber.  Cross the second 
    bridge on your left.  
    
    Room B looks like the Forbidden Woods.  Blow the fan with the DEKU LEAF 
    to reel in the gondola.  Jump onto the gondola and blow the fan to move 
    it across the chasm.  When the gondola comes to a stop, jump to the 
    platform on the right, and when it lowers, blow the fan on the left.  
    This will bring in the second gondola. Glide to it when the platform 
    slides into its upper position.   When this gondola comes to a stop, 
    glide to the platform on the right, and then jump to the one on the 
    left.  Glide to the ledge in the back of this area.   Kill the Peahats, 
    and then enter the Boss door.  Defeat Kalle Demos and return to the 
    central chamber. 
    
    Cross the second bridge on your right.  Room C is a long hallway with 
    coffins on both sides.  Approach the coffins, and the lids will fall 
    off, revealing either a refill of some sort, an enemy, or nothing.  
    
    Right side
    
    1st casket: nothing
    2nd casket: nothing
    3rd casket: Fairy 
    4th casket: ReDead
    5th casket: nothing
    6th casket: Red Bubble
    
    Left side
    
    1st casket: ReDead
    2nd casket: Magic Refill
    3rd casket: Red Bubble
    4th casket: Arrows
    5th casket: bombs
    6th casket: nothing
    
    Run up the stairs at the end of the hallway.  You'll notice a switch 
    and a beam of sunlight.  Another long hallway lined with sarcophagi 
    lies ahead.  In one of the coffins, you will find a Dark ChuChu.  Use 
    the sunlight to turn it to stone, and then set it down on the button to 
    make the third set of stairs appear.  
    
    2nd hallway, right side
    (This hallway also has 2 Poes)
    
    1st casket: nothing
    2nd casket: Dark ChuChu
    3rd Casket: Magic Refill
    4th Casket: nothing
    5th casket: nothing
    6th casket: Fairy
    
    2nd hallway, left side
    
    1st casket: Magic Refill
    2nd casket: Dark ChuChu
    3rd casket: Magic Refill 
    4th casket: Dark ChuChu
    5th casket: nothing
    6th casket: nothing
    
    The third hallway has another switch that must be held down, but the 
    beam of light is at the end of hallway.  Use the MIRROR SHILED to 
    reflect it down the hallway, and try to hit the ChuChu that is closest 
    to the switch.  Once the ChuChu has been set into place, roll back 
    towards the last set of stairs.  Watch out for the Stalfos!!!   Enter 
    the Boss door to fight Jalhalla from the Earth Temple.  Defeat him to 
    warp back to the central chamber. (You can take out large groups of 
    Poes with the HURRICANE SPIN). 
    
    3rd hallway, right side
    
    1st casket: nothing
    2nd casket: Bombs
    3rd casket: Dark ChuChu
    4th casket: Arrows
    5th casket: Magic Refill
    6th casket: Dark ChuChu
    
    3rd hallway, left side
    
    1st casket: Dark ChuChu
    2nd casket: nothing
    3rd casket: Dark ChuChu
    4th casket: Magic Refill
    5th casket: nothing
    6th casket: Dark ChuChu
    
    Cross the first bridge on your right.  Room D resembles the Wind 
    Temple.  Walk forward and climb up onto the metal spring.  Use FIRE 
    ARROWS to take out the Wizzrobe, and then put on the IRON BOOTS.  This 
    compresses the spring.  Take them off and when you are hurled into the 
    air, glide over the ditch and the spikes with the DEKU LEAF.  Use the 
    metal spring behind the tower to give you enough altitude to pass 
    through the downdrafts up ahead.  Land near the vases, and kill the 
    Bokoblins.  Use the HOOKSHOT to latch onto the target and then enter 
    the Boss door to fight Molgera.  
    
    Back in the central chamber, the door with the four symbols will now be 
    unlocked.  Enter and head up the stairs, ignoring the Miniblins.  Go 
    through the door at the top of the stairs.  
    
    You are now on the second floor.  Enter the door on the right and 
    notice the pattern of the candelabras.  Now, exit this room.  Back in 
    the circular chamber, go through the door on the left.  Use the 
    BOOMERANG to hit the switches in accordance with the candelabras.  I 
    believe the correct order is listed below.  If not, then please e-mail 
    me. I am not sure if it the same from game to game.  
    
    Switch #1: back-right
    Switch#2: front-left
    Switch #3: front-right
    Switch #4: back-left
    
    This opens a portal that transports you back to the Great Sea, near 
    Forsaken Fortress.  Do what you need to do, and then return to Ganon's 
    Castle.  
    
    Go back to the room with the candelabras and drop into the seemingly 
    bottomless hole.  You are now confronted by one of the game's trickiest 
    puzzles.  You have to navigate a series of identical rooms, each one 
    guarded by a Phantom Ganon.  This is the same deity you fought at the 
    Forsaken Fortress, but the Master Sword is now so powerful that you can 
    destroy this thing with a single blow.  However, it stays in midair 
    throughout much of the battle, so you have to volley its energy blasts 
    back and forth until you get a successful hit, and the specter falls to 
    the ground.  Or, when it makes clones of itself, wait for them to 
    disappear, and the real Phantom will lurk around for a few moments.  
    One sword strike will send it to its knees, another will eliminate it.  
    There are eight Phantom Ganons in all.  Every time you defeat one, its 
    sword will topple over.  The hilt will point out the correct door to go 
    through.  Make sure that you pay attention to this.  If not, you will 
    end up traveling in a circle, and you won't make any progress (unless 
    you extremely lucky).  When the last Phantom has fallen, a chest will 
    materialize in the center of the room.  Open it for the LIGHT ARROWS.  
    Go through the next door, and you will find yourself back in a familiar 
    place.  Use a LIGHT ARROW to kill the Phantom Ganon that appears, and 
    then use its discarded sword to break down the brick wall.  
    
    Head up the stairs and take out the Moblins and Darknuts with the LIGHT 
    ARROWS.  Go through the double doors at the top to meet with Ganon.  
    =======================================================================
    Boss: Puppet Ganon
    
    Phase I: The Marionette
    
    As you would expect, this Boss is suspended from the ceiling by 
    strings.  Use the BOOMERANG to sever them (only the blue ones, because 
    the red one can't be damaged).  Each string has to be struck twice in 
    order to become disconnected.  There will be a steady supply of Keese, 
    so kill them in order to keep your health and magic replenished.  To 
    defeat the Marionette, you need to shoot three LIGHT ARROWS at the 
    crystal on its tail.  This isn't difficult, as long as you remember to 
    remove the string that is attached to the tail.  With each successful 
    hit, the Marionette will be lifted up, and then set back down, all 
    strings reassembled.  It doesn't have ay attacks to speak of, except 
    for the spin thing it does after at least four of the blue cords have 
    been cut.  You should be all right if you stay out of the center of the 
    room. 
    
    Phase II: The Spider
    
    The Spider spins around near the ceiling before being dropped to the 
    floor.  Watch its reflection in the water, and position yourself so 
    that you are near the crystal when the Spider falls.  Fire a LIGHT 
    ARROW to cause damage.  Do this three times to move on to the final 
    stage of the fight. 
    
    Phase III: The Snake
    
    The red string is now used to guide the Snake around the room in a very 
    reckless fashion.  It never stops moving, and L-targeting is almost 
    impossible.  You can stun the Snake briefly by hitting it in the head 
    with the Master Sword, but this is incredibly risky.  Just stand near 
    the wall and fire LIGHT ARROWS when the crystal comes into view.  
    Expect to deplete your Magic Meter many times.  POTIONS work great 
    here, but if you don't have any, there are plenty of Morths to hack up 
    for Magic and health refills.  
    =======================================================================
    
    
    Ganon emerges after the battle.  Your victory has proven to him that 
    Link is indeed a hero.  He retreats to the roof with an unconscious 
    Zelda in tow.  Climb the red rope to the large chandelier. Use the 
    beams and the GRAPPLING HOOK to reach the third floor, and break the 
    jars along the way for valuable health and magic refills.  Burn the lid 
    off the Mystical Jar and HOOKSHOT to the door that leads out onto the 
    roof.  
    =======================================================================
    Boss: Ganondorf
    Attacks: Sword Slash (1 Heart)
    
    Princess Zelda will take the BOW and fire LIGHT ARROWS at Ganondorf.  
    When he gets struck by one, he will be stunned.  Move in and nail him 
    with a combo.  Ganondorf is a fast and clever opponent.  You won't land 
    any strikes if you stand face-to-face with Ganon.  Rely on the Parry 
    attack, and follow it up with repeated slashes to Ganon's backside.  
    This is an excellent way to keep him distracted while Zelda shoots 
    LIGHT ARROWS.  After three hits from the LIGHT ARROWS, Ganon will knock 
    Zelda unconscious. Link has to fend for himself.  Continue using the 
    Parry attack, and deflect Ganon's sword slashes with the shield as best 
    you can.  With the third Parry attack, Zelda recovers.  Realizing that 
    he is once again outnumbered, Ganon will become almost impossible to 
    hit.  Zelda comes up with a strategy: she fires the LIGHT ARROWS at 
    Link, and he must deflect them with his shield so that they will hit 
    Ganon.  When you succeed in doing this, perform a Parry attack to place 
    the Master Sword firmly in Ganon's forehead.  
    =======================================================================
    You have completed The Legend of Zelda: The Wind Waker.  Watch the 
    ending and save in an empty file to start the second Playthrough.
    
    
    
    
    XX. 2nd Playthrough Extras
    
    1.	Link will wear his blue pajamas throughout the entire game.  
    Grandma will never give him the HERO'S CLOTHES.  
    2.	Aryll will wear a purple dress with a skull on it.  
    3.	You will automatically begin with the DELUXE PICTO BOX.
    4.	All of the figurines you acquired for the Nintendo Gallery will 
    be carried over.  Also, you can purchase some pictographs from 
    Lenzo.
    5.	All of the Hylian dialogue will be translated into English.  Now, 
    you can understand what Valoo, Jabun, and the Great Deku Tree 
    were saying.  
    
    
    
    XXI.	Lenzo's Apprentice 
    
    Location: Windfall Island
    Reward: Joy Pendant, Deluxe Picto Box
    
    Once you have the PICTO BOX, go back to Lenzo's studio and look at 
    his private collection upstairs.  Afterwards, talk to him, and he 
    will give you the opportunity to become his assistant.  There is one 
    requirement.  Lenzo wants to evaluate your pictography skills.  
    There are three assignments.  
    
    1.	The Love Letter 
    
    Go to the docks and stand by the man near the end of the pier.  Pull 
    out the camera and zoom in on the mailbox.  It may take several 
    minutes, but eventually, a guy in red overalls will stop by the 
    mailbox and deposit a letter.  To meet Lenzo's approval, you have to 
    catch him just as he drops the letter into the box.  
    
    2.	The Coward at the Cafe 
    
    The Cafe, if you remember, is up the stairs next to Zanuri's Shop.  
    Inside, you will see a man standing in the back, near a table.  Pick 
    up one of the jars and toss it at him, and then take a full body 
    photo to capture his funny reaction.  
    
    3.	The Secret Couple
    
    Pull out the camera and stand by the arch near the school.  Take a 
    picture of the red-headed man talking to the woman in the orange 
    dress.  Make sure that the kids don't get in the way.  
    
    When all three pictures have been taken successfully, Lenzo will 
    give you a JOY PENDANT.  Now comes the final element of this quest.  
    To colorize the film in the PICTO BOX, Lenzo needs you to bring him 
    one of the glowing fireflies from Forest Haven.  There are several 
    to choose from, but you'll need the brightest one.  It is usually 
    separated from the other fireflies.  Try looking for it in a bush or 
    a corner.  
    
    
    
    XXII.	The Trading Game
    
    Location: Windfall Island, Bomb Island, Greatfish Isle, Mother & 
    Child Isles
    Reward: Magic Armor, Heart Piece
    
    Once you have the DELIVERY BAG, return to Windfall Island and speak 
    with Zunari.  It may take a couple of tries, but he will eventually 
    notice that you have it.  He will then explain the Merchant's Oath 
    to you, and asks you to spread to other merchants who travel around 
    to various locations in the Great Sea.   
    
    Note: The trading process is made much simpler by the Ballad of the 
    Gales.  Don't use it to get to the Mother & Child Isles, however, 
    because you will be dropped inside of the larger island, and you 
    won't be able to get out unless you play the song a second time and 
    warp to a different location.  Warp to Windfall and head west to 
    reach Mother & Child Isles without much effort.  
    
    Note: Sometimes, you don't have to exchange the items at the 
    indicated destination.  Merchants will usually offer to trade the 
    item that they just gave you for the next one in the sequence.  
    
    The TOWN FLOWER can be exchanged for the SEA FLOWER at Greatfish 
    Isle for a fee of 20 Rupees.  
    
    The SEA FLOWER can be exchanged for the EXOTIC FLOWER at Greatfish 
    Isle for a fee of 25 Rupees.  
    
    Return to Windfall after you have the EXOTIC FLOWER, and Zunari will 
    give you the MAGIC ARMOR. 
    
    The EXOTIC FLOWER can be exchanged for the PINWHEEL at Mother & 
    Child Isles for a fee of 55 Rupees. 
    
    The PINWHEEL can be exchanged for the SICKLE MOON FLAG at Bomb 
    Island for a fee of 40 Rupees. 
    
    The SICKLE MOON FLAG can be exchanged for the FOUNTAIN IDOL at 
    Greatfish Isle for a fee of 65 Rupees. 
    
    The FOUNTAIN IDOL can be exchanged for the BIG SALE FLAG at Mother & 
    Child Isles for a fee of 35 Rupees. 
    
    The BIG SALE FLAG can be exchanged for the HERO'S FLAG at Bomb 
    Island for a fee of 75 Rupees. 
    
    The HERO'S FLAG can be exchanged for the POSTMAN STATUE at Greatfish 
    Isle for a fee of 100 Rupees.  
    
    The POSTMAN STATUE can be exchanged for the SHOP GURU STATUE at 
    Mother & Child Isles for a fee of 200 Rupees.  
    
    Deliver the SHOP GURU STATUE to the merchant on Greatfish Isle to 
    receive a HEART PIECE. 
    
    All of the items that you trade successfully will be on sale by 
    Zunari back on Windfall Island.  Look in the Shops section for a 
    complete listing.  These items serve no integral purpose, but they 
    can be used to decorate the Private Oasis and Windfall Island.  
    
    
    XXIII.	Pictograph Sidequests (with DELUXE PICTO BOX)
    
    The Lunar Riddle 
    
    Location: Windfall Island 
    Reward: Treasure Chart 31
    
    On the steps outside the mansion with the fancy red door, there is a 
    man who repeatedly claims that you don't understand how he feels.  
    Talk to him three or four times and he will change his mind.  He 
    asks you to show him a picture of something "perfectly round and 
    pale."  Of course, he is talking about the moon.  At some point 
    during your adventure, snap the moon when it's full, and then return 
    to Windfall (at daytime) and present your results to the downtrodden 
    fellow.  His spirits will be lifted, and he'll reward you with 
    TREASURE CHART 31. 
    
    You're So Vain
    
    Location: Windfall Island
    Reward: Treasure Chart 33
    
    Outside the Potion Shop, there's a woman who is wearing an apron.  
    Talk to her, and she will more or less admit that she likes to look 
    at pictures of herself.  Oblige her vanity by stepping back and 
    getting a full body photo.  Hand it over to her and get TREASURE 
    CHART 33.  You might as well take another for the Nintendo Gallery.  
    
    Link the Matchmaker 
    
    Location: Windfall Island
    Reward: Heart Piece
    
    Across from the school is a lady in an orange dress.  Talk to her 
    and she will tell you about the advice she go from Lenzo.  If she 
    gives a picture of herself to the guy she has a crush on, romance 
    will surely develop.  Get a full body photo, and then find the man 
    (with orange hair) who takes his daily stroll around town.  Hand him 
    the picto, and he will become very excited.  He gets courageous, and 
    proclaims that he will finally ask the woman of his dreams out on a 
    date.  Play the SONG OF PASSING two times to fast-forward to the 
    next day, and check at the Cafe to see if the two lovebirds are 
    there.  Talk to both of them to receive a HEART PIECE.  Sometimes, 
    it might take two days for the couple to meet at the Cafe.  
    
    Lenzo's Secret
    
    Location: Windfall Island
    Reward: Treasure Chart 24
    
    Across from Zunari's Shop, you'll find a pair of gossiping ladies.  
    Their central point of discussion is Lenzo's alleged female 
    companion.  They might reward somebody who could verify the rumor.  
    Enter the Zee Fleet building, go up the stairs, and exit back 
    outside.  Leap onto the awning near the Ferris wheel, and use the 
    DEKU LEAF to glide over to the ledge above the entrance to Lenzo's 
    studio.  Go through the door, open the treasure chests, and then 
    crawl through the small passage.  Sure enough, Lenzo is carrying on 
    a conversation with a mysterious woman.  Take a picture of them 
    together, and return it to the gossipers.  They will identify the 
    woman as a former beauty queen, and discover that she and Lenzo 
    share a passion for pictographs.  Now that they know the truth, they 
    will thank Link by giving him TREASURE CHART 24.
    
    
    XXIV.	Volunteer Association
    
    Location: Windfall Island
    Reward: Heart Piece
    
    Once you either begin or complete The Trading Game sidequest, Zunari 
    will place brown pedestals all over Windfall Island.  He will also 
    sell TOWN FLOWERS for 10 Rupees apiece.  The Joyous Volunteer 
    Association is headed by Mrs. Marie.  Talk to her for a free 
    membership.  Then, you can start placing TOWN FLOWERS in the 
    pedestals.  
    
    Potion Shop: 2 pedestals
    Between Potion Shop and Mansion: 1 pedestal
    Mansion (lower floor): 6 pedestals (2 on stage)
    Mansion (upper floor): 5 pedestals 
    Wooden Deck, on right path after mansion: 2 pedestals
    In front of Zanuri's Shop: 2 pedestals
    Around Sam's bench: 3 pedestals
    Lenzo's Studio: 2 pedestals 
    School: 4 pedestals
    Zee Fleet Building: 4 pedestals 
    Through arch left of school: 6 pedestals 
    
    You don't have to fill up all the pedestals.  There are, I believe, 
    37 of them.  Plant TOWN FLOWERS in at least 28-30 pedestals and talk 
    to Sam, the guy sitting on the bench near Zanuri's Shop, to receive 
    the HEART PIECE.  
    
    
    XXV.	Maggie and Mila 
    
    Location: Windfall Island
    Reward: Heart Piece, Bottle
    
    After your second trip through the Forsaken Fortress, you will 
    rescue Aryll and two other girls, Maggie and Mila.  Back on Windfall 
    Island, they switch social stature.  Maggie and her father become 
    wealthy, while Mila and her dad live in poverty.  
    
    Head to the upper floor of the Mansion.  Maggie's father hates 
    postmen.  Maggie is standing near the window, and gives you a nicer 
    reception than her old man.  She tells you that she fell in love 
    with a Moblin named Moe while she was in Forsaken Fortress.  She has 
    written several love letters, but has not gotten a response.  She 
    hands over her newest letter, and asks you to deliver it for her.  
    Place it in the mailbox, and play the SONG OF PASSING to fast-
    forward to the next day.  Return to the Mansion to find Maggie's 
    father arguing with Quill.  The Rito becomes frustrated, and says he 
    is going someplace to "cool his feathers".  Head to the Cafe and 
    speak with Quill.  He gives you a letter from Moe.  Deliver it to 
    Maggie and receive a HEART PIECE. 
    
    At night, you'll find Mila between the Potion Shop and the Mansion.  
    Talk to her, and she will tell you to go away.  Run up the stairs 
    towards Zanuri's Shop, and Mila will run off.  Follow her.  Keep 
    your distance, because she stops momentarily to check to see if 
    anyone is spying on her.  Eventually, she will head back to Zanuri's 
    Shop, and attempt to break into his safe.  Catch her in the act, and 
    announce that you are an "ally of justice".  Agree to hear her 
    story, but refuse to let her go on the grounds of being honest.  She 
    promises to change her ways, and hands over a BOTTLE in gratitude.  
    
    
    XXVI.	Orca Trials 
    
    Location: Outset Island
    Reward: Rupees, Heart Piece
    
    Return to Outset Island at any point during your adventure, and talk 
    to Orca to enter a series of trials.  You have to hit Orca a certain 
    number of times before he hits you three times.  This can be 
    extremely easy or pretty difficult, depending on your approach. 
    Don't ever underestimate the old geezer, because he can often take 
    you by surprise.  Thrusts are the best way to go.  Use about five or 
    six of them, and then back until he takes his shot.  Combos are a 
    good way to rack up the hits, as well.  Always try to stay in the 
    center of the room, and use Parry attacks whenever possible.  
    
    50 Blows     Purple Rupee      Upgraded to rank of Knight
    100 Blows    Orange Rupee      Upgraded to rank of Swordsman 
    500 Blows    Heart Piece       No rank upgrade
    1000 Blows    Silver Rupee     Upgraded to rank of Master
    
    
    XXVII.	Wilted Deku Trees
    
    Location: Forest Haven, The Great Sea
    Reward: Heart Piece
    
    You don't want to try this sidequest until you learn the BALLAD OF 
    GALES.  Go to Forest Haven and talk to the Great Deku Tree.  Have 
    him tell you about the Koroks and the Forest Water, which is what 
    you wade through to reach the Deku Tree.  Put some in an EMPTY 
    BOTTLE.  It will retain its magical properties for 20 minutes, but 
    that is more than enough time to complete this sidequest.  
    
    1.	Sail east from Forest Haven to reach Cliff Plateau Isles.  Use 
    the Secret Cave to reach the upper ledge where the sapling is.  
    2.	Warp to Southern Fairy Island and sail west to Shark Island.
    3.	Warp to Greatfish Isle and water the tree on top of the spiraling 
    hill.  
    4.	Sail southwest from Greatfish Isle to Needle Rock Isle.
    5.	Warp to the Tower of Gods and sail south to the Private Oasis. 
    6.	Warp to the Tower of Gods again and sail north to Eastern Fairy 
    Island. 
    7.	Warp to Tingle Island and sail northwest to Mother & Child Isles.  
    8.	Sail north from Mother & Child Isles to Star Island.  
    
    Once all the trees have been watered, you will get a HEART PIECE. 
    XXVIII.	Mini-Games 
    
    1. Zee Fleet 
    
    Location: Windfall Island
    Price: 10 Rupees
    Reward: Heart Piece, Treasure Chart 7, Treasure Chart 23, Orange 
    Rupee, Purple Rupee
    
    The Zee Fleet mini-game is played a lot like Battleship.  You are 
    supplied with 24 Bombs.  There are three squids to destroy.  Each 
    squid is a different size.  One requires four hits, one requires 
    three hits, and the smallest one requires two hits.  Their locations 
    are completely random.  Pick a square on the grid and press the A 
    button to fire.  If you miss, you'll hear "Sploosh", and an "X" will 
    appear in the square.  If you do get a successful hit, you'll hear 
    "kaboom", and a yellow symbol will appear in the square.  At first, 
    space out your guesses, so you can cover a larger area.  The squid 
    groups may be positioned vertically or horizontally, but never 
    diagonally.  To get one of the prizes, you have to beat the high 
    score, which is initially set at 20 Bombs.  
    
    2. Mail Sorter
    
    Location: Dragon Roost Island
    Reward: Heart Piece, Rupees
    
    Approach the counter on the second floor of the mail center and talk 
    to the postal worker.  He is looking for part-time help, and 
    recruits you for the position.  Your first assignment is to sort 10 
    letters in 30 seconds.  This is incredibly easy.  When finished, 
    you'll get 1 Rupee for every two letters that you sorted correctly. 
    Your next task is 20 letters in 30 seconds.  This is a little more 
    difficult, but not by much.  You'll receive 1 Rupee per letter.  Now 
    comes the hard part: at least 25 letters in 30 seconds!!!   This 
    requires superlative hand-eye coordination.  It took me nearly an 
    hour to do this.  However, the more you fail, the better your 
    chances improve, because you'll usually get five or more letters 
    that are exactly the same.  If you complete this segment, you'll 
    receive three Rupees per letter.  
    
    Your 25-letter achievement will go down as legend.  When you come 
    back later, you'll find a new employee named Baito, who asks you to 
    repeat your historic task.  Do so, and he gives you a letter that 
    you need to mail to his mother.  Once you deposit it in the mailbox, 
    play the SONG OF PASSING to fast-forward to the next day, and check 
    the mailbox to find a letter from Baito's mother.  You'll get the 
    HEART PIECE.  
    
    3. Pig-Sitting
    
    Location: Windfall Island
    Price: 3 Skull Necklaces
    Reward: Purple Rupee
    
    There is a pirate on the dirt path near the Bomb Shop.  If you give 
    him three SKULL NECKLACES, he will let you earn some money by 
    finding his three pigs and bringing them to him.  
    
    Pig #1: Grass near beach
    Pig #2: grass near beach, but closer to Bomb Shop
    Pig #3: grassy slope leading to jail cell
    
    4. Auction
    
    Location: Windfall Island
    Reward: Heart Piece, Treasure Chart 38, Treasure Chart 18, Joy 
    Pendant 
    
    At night, Zanuri holds an auction in the Mansion.  The event is open 
    to the public.  Zanuri will try to trick into saying that you don't 
    need an explanation of the rules.  If you aren't sure what to do, 
    answer that you are "not fine with that", and he will explain how 
    the auction works.  
    
    The crowd has one minute to place its bids.  To give Link a chance 
    to bid, you have to press the A Button repeatedly.  You can offer 
    any amount of Rupees, as long as you go higher than the current bid, 
    and you don't wager more Rupees than you have.  
    
    The best way to win the auction items is to wait until Zanuri 
    announces that there are 10 seconds left.  Fill up the gauge about 
    three-quarters of the way, and then finish filling it up after the 
    5-second announcement.  Bid at least 20 Rupees more than the current 
    price. The crowd will be stunned, and you can walk away with the 
    prize. 
    
    Treasure Chart 38    
    Opening Bid: 60 Rupees
    Estimated Winning Bid: 180 Rupees
    
    Heart Piece
    Opening Bid: 80 Rupees
    Estimated Winning Bid: 225 Rupees
    
    Joy Pendant
    Opening Bid: 40 Rupees
    Estimated Winning Bid: 120 Rupees
    
    Treasure Chart 18
    Opening Bid: 60 Rupees
    Estimated Winning Bid: 180 Rupees
    
    
    5. Barrel Shoot
    
    Location: Spectacle Island
    Price: 50 Rupees
    Reward: Treasure Chart 17, Heart Piece, Orange Rupee
    
    You have 10 chances to sink five barrels that are sitting in the 
    water.  Use the Control Stick to move the cannon around, and press 
    the A Button to fire a cannonball.  
    
    Obviously, in order to hit a barrel, you must be lined up with it.  
    However, the more important factor here is trajectory.  Use the 
    angle gauge in the lower right-hand corner to experiment with 
    various distances.  Most of the barrels fall within the 25-42 degree 
    range.  It just takes practice.  Make sure you have at least 500 
    Rupees.  This gives you a lot of chances, and you'll probably have 
    money to spare.  Sink all the barrels to receive a HEART PIECE.  
    Sink all the barrels in less than 10 shots to get a TREASURE CHART.  
    Sink the barrels a second time to get the other TREASURE CHART.  
    
    6.	Merman Target Practice
    
    Location: Great Sea
    Reward: Rupees
    
    Once a Merman has filled an island in on your Sea Chart, you can 
    feed him some more ALL-PURPOSE BAIT, and he will give you the 
    opportunity to shoot him with the BOW.  You have 10 arrows and no 
    time limit.  Wait for the Merman to leap out of the water, and then 
    watch his shadow to see where he'll fall.  Nail him just before he 
    hits the water.  You get 10 Rupees for each successful hit.  
    
    7.	Picture Puzzles
    
    Location: Private Oasis
    Reward: Lots of Rupees
    
    When you give Mrs. Marie 20 JOY PENDANTS, she will hand over the 
    CABANA DEED.  Use this to enter the cabana at the Private Oasis.  
    You'll have to come here to find a TRIFORCE CHART, but you can also 
    come here to solve the picture puzzles hanging on the walls.  You 
    have to use the Control Stick to move the pieces of the puzzle into 
    place.  There are 16 puzzles, and I have only completed 5 of them. 
    You get 50 Rupees per puzzle.  There is no time limit, so you can 
    work on them as long as you want.  
    
    
    XXIX.	Island Guide
    
    Note: If you look at the Sea Chart, you will distinctly see a series 
    of columns and rows.  I assign a letter to each column, and a number 
    to each row.  That is how I will list the location of each island in 
    this section.  
    
    
    Forsaken Fortress
    Sector: A1
    Treasure: Use TREASURE CHART 25 to find a SILVER RUPEE.
    ====================================================================
    
    Four-Eye Reef
    Sector: A2
    Treasure: Use TREASURE CHART 41 to find the GREAT FAIRY CHART.  
    Destroy the gunboats and turrets to reveal a chest with TREASURE 
    CHART 19.  
    ====================================================================
    Western Fairy Island 
    Sector: A3
    Treasure: Use TREASURE CHART 8 to find a SILVER RUPEE.
    Use the SKULL HAMMER to pound the peg in front of the seashell.  
    Enter the shell and talk to the Great Fairy to get an ARROW upgrade. 
    ====================================================================
    Three-Eye Reef
    Sector: A4
    Treasure: Use TREASURE CHART 38 to find a HEART PIECE. 
    Destroy the gunboats and turrets to reveal a chest with TREASURE 
    CHART 32.  
    ====================================================================
    Needle Rock Isle 
    Sector: A5
    Treasure: Use TREASURE CHART 28 to find a SILVER RUPEE.
    Use a FIRE ARROW to melt the ice covering the secret cave.  Drop 
    into the hole to find a Ship Graveyard.  There are six well-hidden 
    torches scattered throughout this area.  Light them all to find a 
    chest with an ORANGE RUPEE. Here are the torch locations. 
    
    1.	near the signpost
    2.	bow of the ship on the right
    3.	Stand on mound near the exit, and shoot a FIRE ARROW through the 
    opening in the railing straight ahead. 
    4.	Left part of ship in distance
    5.	on the left, high up on the ship
    6.	back-left corner, in crow's nest
    
    There is another chest on this island, as well.  Take out the 
    Kargarocs flying around the large stone tower, and then use a HYOI 
    PEAR to take control of a seagull.  Have the seagull activate the 
    switch on top of the tower.  This lowers the ring of fire around the 
    chest.  Open it for a HEART PIECE. 
    ====================================================================
    
    Diamond Steppe Island 
    Sector: A6
    Treasure: Use TREASURE CHART 23 to find a HEART PIECE.
    Big Octo: 8 eyes, ORANGE RUPEE
    
    You'll need to navigate the Mystical Jar maze to find the GHOST SHIP 
    CHART.  This is discussed in the walkthrough, because you need to 
    find the Ghost Ship to pick up one of the TRIFORCE CHARTS.
    ====================================================================
    Horseshoe Island 
    Sector: A7
    Treasure: Use TREASURE CHART 9 to find a SILVER RUPEE. 
    
    Thick vines block the path around Horseshoe Island.  To get rid of 
    them, you must use the DEKU LEAF to blow the Boko Nuts into the 
    holes beyond the vines.  It's a lot like bowling.  Each hole is 
    marked by a flag.  Once the last hole has been filled, a chest will 
    appear.  Glide over and open it for TREASURE CHART 28.  Fall into 
    the hole near Old Man Ho Ho (the guy with the Telescope).  Kill the 
    Mothulas with FIRE ARROWS and open the chest that appears to claim 
    TREASURE CHART 8.  
    ====================================================================
    Star Island 
    Sector: B1
    Treasure: Use TREASURE CHART 7 to find a SILVER RUPEE.
    Wilted Deku Tree  
    
    Use a Bomb to destroy the boulder in the southwestern corner.  Drop 
    into the hole, and fight off the Magtails, Bokoblins, and Moblins.  
    Open the chest that appears after the battle for a HEART PIECE. 
    ====================================================================
    Mother & Child Isles 
    Sector: B2
    Treasure: Use TREASURE CHART 29 to find a SILVER RUPEE
    Wilted Deku Tree
    Traveling Merchant
    
    The FIRE & ICE ARROWS are obtained here. Check the walkthrough for 
    all the details. 
    ====================================================================
    Rock Spire Island 
    Sector: B3
    Treasure: Use TREASURE CHART 2 to find a HEART PIECE. 
    Beedle's Special Shop Ship can be found sailing around this island.  
    Platforms: ORANGE RUPEE
    
    Run up the slope to the ledges above the water, and use BOMBS to 
    clear the boulders off of the pedestals.  This unblocks the path to 
    the Secret Cave.  Drop into the hole.  Use a stick to light the 
    torches in this room, and then take out the Keese with the 
    BOOMERANG.  Open the chest that appears to claim TREASURE CHART 37.
    ====================================================================
    Greatfish Isle
    Sector: B4
    Treasure: Use TRIFORCE CHART 1 to find a TRIFORCE SHARD. 
    Beedle Shop Ship
    Wilted Deku Tree
    Traveling Merchant
    ====================================================================
    Islet of Steel
    Sector: B5
    Treasure: Use TREASURE CHART 35 to find a SILVER RUPEE.
    ====================================================================
    Five-Eye Reef
    Sector: B6
    Treasure: Use TREASURE CHART 12 to find a SILVER RUPEE
    
    Destroy the gunboats and turrets to reveal a chest with TREASURE 
    CHART 41. 
    ====================================================================
    Outset Island 
    Sector: B7
    Treasure: Use TRIFORCE CHART 4 to find a TRIFORCE SHARD. 
    Beedle Shop Ship
    ====================================================================
    Northern Fairy Island 
    Sector: C1
    Treasure: Use TREASURE CHART 24 to find a SILVER RUPEE
    Submarine: TREASURE CHART 22
    
    The Great Fairy gives you a RUPEE BAG upgrade. 
    ====================================================================
    Spectacle Island
    Sector: C2
    Treasure: Use TREASURE CHART 22 to find a SILVER RUPEE
    Beedle Shop Ship
    Barrel Shoot mini-game
    ====================================================================
    Tingle Island 
    Sector: C3
    Treasure: Use TREASURE CHART 10 to find a SILVER RUPEE
    Big Octo: 12 eyes, HEART PIECE
    
    Sell TINGLE STATUES for 50 Rupees apiece.  Receive 500 Rupees if you 
    collect all five TINGLE STATUES.  Tingle will decipher TRIFORCE 
    CHARTS for 398 Rupees apiece. 
    ====================================================================
    Cyclops Reef
    Sector: C4
    Treasure: Use TREASURE CHART 21 to find the LIGHT RING CHART
    
    Destroy the gunboats and turrets to reveal a chest with TREASURE 
    CHART 21. 
    ====================================================================
    Stone Watcher Island
    Sector: C5
    Treasure: Use TRIFORCE CHART 3 to find a TRIFORCE SHARD.  
    Platform: HEART PIECE (destroy all turrets)
    ====================================================================
    Shark Island 
    Sector: C6
    Treasure: Use TREASURE CHART 16 to find a SILVER RUPEE
    Wilted Deku Tree
    Beedle Shop Ship
    
    There are four switches that must be triggered in a particular 
    order.  Pound the wooden peg with the SKULL HAMMER, and then step on 
    the switch on the ledge.  Hit the next switch to turn it yellow, and 
    then run to the other end of the island and stand on the metal 
    button and equip the IRON BOOTS to push it down.  If the sequence is 
    done correctly, an updraft will appear, and the flames around the 
    Secret Cave will be lowered.  
    
    Drop into the hole to enter the game's most fast-paced battle.  
    You'll be confronted by legions of Darknuts, Bokoblins, Miniblins 
    Moblins, and Wizzrobes.  Once all the enemies are defeated, open the 
    chest that appears for a SILVER RUPEE.  
    ====================================================================
    Headstone Island 
    Sector: C7 
    Treasure: Use TREASURE CHART 40 to find a SILVER RUPEE.
    Submarine: TREASURE CHART 14
    ====================================================================
    Gale Isle 
    Sector: D1
    Treasure: Use TRIFORCE CHART 2 to find a TRIFORCE SHARD. 
    ====================================================================
    Windfall Island 
    Sector: D2
    Treasure: Use TREASURE CHART 18 to find a GREEN RUPEE.
    Beedle Shop Ship
    ====================================================================
    Northern Triangle Island 
    Sector: D3
    Treasure: Use TREASURE CHART 26 to find the OCTO CHART.
    ====================================================================
    Six-Eye Reef
    Sector: D4
    Treasure: Use TREASURE CHART 6 to find a SILVER RUPEE
    Submarine: HEART PIECE
    
    Destroy the gunboats and turrets to reveal a chest with TREASURE 
    CHART 26.
    ====================================================================
    Southern Triangle Island
    Sector: D5
    Treasure: Use TRIFORCE CHART 6 to find a TRIFORCE SHARD.
    Beedle Shop Ship
    ====================================================================
    Southern Fairy Island
    Sector: D6
    Treasure: Use TREASURE CHART 4 to find a HEART PIECE.
    Platforms: TREASURE CHART 40
    ====================================================================
    Two-Eye Reef
    Sector: D7
    Treasure: Use TRIFORCE CHART 8 to find a TRIFORCE SHARD
    Big Octo: 4 eyes, Great Fairy (doubles Magic Meter)
    
    Destroy gunboats and turrets to reveal a chest with TREASURE CHART 
    13. 
    ====================================================================
    Crescent Moon Island
    Sector: E1
    Treasure: Use TREASURE CHART to find a HEART PIECE
    Submarine: TREASURE CHART 9
    
    The chest sitting on the island contains TREASURE CHART 10.
    ====================================================================
    Pawprint Isle 
    Sector: E2
    Treasure: Use TREASURE CHART 30 to find a HEART PIECE.
    Beedle Shop Ship
    
    Crawl through the hole in the base of the dome structure in the 
    middle of the island.  Fall through the hole into the Secret Cave.  
    Blow up the boulders and open all of the chests.  One of them 
    contains the HEART PIECE.   
    
    Outside the dome, use the HOOKSHOT to latch onto the oddly shaped 
    tree. Drop into the Secret Cave and defeat the Wizzrobes to reveal a 
    chest with a SILVER RUPEE.
    ====================================================================
    Eastern Fairy Island
    Sector: E3
    Treasure: Use TREASURE CHART 3 to find a SILVER RUPEE
    Wilted Deku Tree
    
    Blow up the boulder in front of the seashell and drop through the 
    hole to meet with the Great Fairy.  You'll get a BOMB upgrade.
    ====================================================================
    Tower of the Gods
    Sector: E4
    Treasure: Use TREASURE CHART 14 to find a SILVER RUPEE 
    Beedle Shop Ship
    ====================================================================
    Private Oasis 
    Sector: E5
    Treasure: Use TREASURE CHART 1 to find a SILVER RUPEE
    Wilted Deku Tree
    Big Octo: 8 eyes, ORANGE RUPEE
    
    Stand on the railing on the deck of the cabana and use the HOOKSHOT 
    to latch onto the tree on top of the cliff.  Open the chest to find 
    TREASURE CHART 27.
    ====================================================================
    Ice Ring Isle
    Sector: E6
    Treasure: Use TREASURE CHART 17 to find a SILVER RUPEE.
    ====================================================================
    Angular Isles
    Sector: E7
    Treasure: Use TREASURE CHART 15 to find a HEART PIECE.
    
    Head to the larger island and slide the blocks with the symbols 
    around until you can reach the top of the island.  Open the chest 
    for the HEART PIECE.
    ====================================================================
    Seven Star Isles
    Sector: F1
    Treasure: Use TRIFORCE CHART 7 to find a TRIFORCE SHARD
    Big Octo: 12 eyes, HEART PIECE
    Platform: TREASURE CHART 16
    ====================================================================
    Dragon Roost Island 
    Sector: F2
    Treasure: Use TREASURE CHART 39 to find a SILVER RUPEE
    Beedle Shop Ship
    
    Go outside on the second floor and approach the left landing 
    platform.  Use the DEKU LEAF to fly to the rock spires, and you 
    eventually reach the hidden cave.  Open the chest for an ORANGE 
    RUPEE.
    ====================================================================
    Fire Mountain
    Sector: F3
    Treasure: Use TREASURE CHART 37 to find a SILVER RUPEE
    Big Octo: 8 eyes, ORANGE RUPEE
    ====================================================================
    Eastern Triangle Island
    Sector: F4
    Treasure: Use TREASURE CHART 34 to find a SILVER RUPEE
    Beedle Shop Ship
    ====================================================================
    Bomb Island
    Sector: F5
    Treasure: Use TREASURE CHART 20 to find a HEART PIECE.
    Submarine: BOTTLE
    Traveling Merchant
    
    Destroy the boulder on top of the island and drop into the hole. 
    You'll have to use the Magtails to depress some switches.  Use a 
    Jump attack to make them roll into a ball, and then you can pick 
    them up. In the first room, you just have to drop a Magtail on the 
    switch.  In the second room, you have to throw the Magtails into the 
    indentations beyond the torches.  There are more details about this 
    in the Islands Guide. With both switches depressed, you can open the 
    chest surrounded by fire.  Inside, you'll find a HEART PIECE.  
    ====================================================================
    Forest Haven
    Sector: F6
    Treasure: Use TREASURE CHART 31 to find a HEART PIECE
    Beedle Shop Ship
    ====================================================================
    Boating Course
    Sector: F7
    Treasure: Use TREASURE CHART 32 to find the SEA HEARTS CHART.
    
    On the smaller island, you can find a Secret Cave.  Inside, distract 
    the Miniblins with ALL-PURPOSE BAIT and flip the three switches with 
    the BOOMERANG.  Open the chest that appears for the SUBMARINE CHART.
    ====================================================================
    Overlook Island 
    Sector: G1
    Treasure: Use TREASURE CHART 13 to find the SECRET CAVE CHART.
    ====================================================================
    Flight Control Platform
    Sector: G2
    Treasure: Use TREASURE CHART 19 to find the ISLAND HEARTS CHART.
    Submarine: PLATFORM CHART
    
    Win the Bird-Man Contest by reaching the finish line before you run 
    out of Magic power.  Make sure that your Magic Meter has been 
    doubled by the Great Fairy that was trapped by the Big Octo near 
    Two-Eye Reef.  Hit only the second and third updrafts, and make sure 
    the wind is blowing to the northwest.
    ====================================================================
    Star Belt Archipelago 
    Sector: G3
    Treasure: Use TREASURE CHART 27 to find a SILVER RUPEE
    ====================================================================
    Thorned Fairy Island
    Sector: G4
    Treasure: Use TREASURE CHART 5 to find a HEART PIECE.
    
    Pound the pegs with the SKULL HAMMER to remove the vines blocking 
    the seashell.  The Great Fairy allows you to carry more ARROWS.
    ====================================================================
    Bird's Peak Rock 
    Sector: G5
    Treasure: Use TREASURE CHART 36 to find a SILVER RUPEE.
    ====================================================================
    Cliff Plateau Isles
    Sector: G6
    Treasure: Use TRIFORCE CHART 5 to find a TRIFORCE SHARD.
    Wilted Deku Tree
    
    Jump across the small islands to reach the Secret Cave.  Inside, 
    leap across the floating tree stumps to get to the grassy ledge.  
    Kill the Boko Babas, and use the torches to find the right path 
    through the thick, thorny vines.  Use the Baba Bud to reach the tree 
    trunk in the back of the chamber.  From here, you can hop down and 
    open the chest for a JOY PENDANT.  Get back on top of the tree trunk 
    and destroy the boards with a FIRE ARROW.  Once the boards are gone, 
    glide to the ledge they were covering and exit the cave.  Open the 
    chest to find TREASURE CHART 25.
    ====================================================================
    Five-Star Isles 
    Sector: G7
    Treasure: Use TREASURE CHART 33 to find a HEART PIECE
    Submarine: HEART PIECE
    ====================================================================
    
    
    
    
    XXX. Heart Pieces
    (locations are listed by their horizontal position on the Sea Chart.) 
    
    
    Forsaken Fortress
    =======================================================================
    In Room C, step on the switch behind the barrels to enter the jail cell 
    and open the chest. (Check the walkthrough) 
    =======================================================================
    
    Star Island 
    =======================================================================
    Use a Bomb to destroy the boulder in the southwestern corner.  Drop 
    into the hole, and fight off the Magtails, Bokoblins, and Moblins.  
    Open the chest that appears after the battle. 
    =======================================================================
    
    Crescent Moon Island 
    =======================================================================
    Use Treasure Chart 11, and pull the chest out of the water with the 
    GRAPPLING HOOK. 
    =======================================================================
    
    Seven-Star Isles 
    =======================================================================
    Defeat the Big Octo and pull the chest out of the water with the 
    GRAPPLING HOOK. 
    =======================================================================
    
    Spectacle Island 
    =======================================================================
    Play the Cannon mini-game and destroy all of the barrels in at least 10 
    shots.  
    =======================================================================
    
    Windfall Island 
    =======================================================================
    1)	Find and tag all of the schoolchildren in a game of hide-and-
    seek.  This can be done on your first trip to Windfall Island. 
    
    2). 
    First prize in the Zee Fleet mini-game.  This can be done on your 
    first trip to Windfall Island.  
    
    3). Talk to the woman in the orange dress across from the school, 
    and then take her picture.  Show it to the guy with orange hair who 
    likes to walk around town.  Play the SONG OF PASSING to fast-forward 
    a day or two, and go to the Cafe.  They should be out on their first 
    date.  Talk to both of them to get your reward. 
    
    4). Go to the mansion (with the fancy red door) at night and 
    participate in the auction.  You can win the HEART PIECE with an 
    approximate bid of 230 Rupees.  To make this easier, wait until the 
    last five seconds, and then bid 20 Rupees higher than the current 
    price. This will stun the crowd, and you can claim your prize.  
    
    5). Buy Town Flowers from Zanuri, and place them in the metal 
    pedestals scattered around the island.  Once most of the pedestals 
    have been filled up, talk to the guy sitting on the bench, near the 
    cliff, facing the sea.  
    
    6). Go up the stairs near the Zee Fleet mini-game, and exit through 
    the door to get back outside.  Talk to the guy with the yellow hat 
    to learn that the windmill is actually a Ferris wheel.  Play the 
    WIND'S REQUIEM, and have the wind blow to the north.  Then, find the 
    ladder on the side of the windmill and step on the switch at the 
    top.  Now, at night, jump into one of the gondolas, and shoot a FIRE 
    ARROW through the center of the rotating Lighthouse beacon.  When 
    the light is restored, talk to the guy with the yellow hat a second 
    time to receive the HEART PIECE.  
    
    7). Do everything described above, and a chest will appear on a 
    small island behind the Bomb Shop.  Set the wind to blow in the 
    right direction, and use the DEKU LEAF to glide to the chest.  (If 
    the tide is high enough, you might not need the DEKU LEAF.)  
    
    8). Requirement: Delivery Bag 
    Go up the stairs near the Zee Fleet building and enter the mansion 
    (with the fancy red door). Talk to Maggie's father, and then talk to 
    Maggie.  Take her LETTER and drop it off in the mailbox near the 
    docks.  Return the next day and her father will be arguing with 
    Quill, the flying postman.  Once Quill leaves, find him in the Cafe, 
    and he will hand over a LETTER for Maggie.  Deliver this to her and 
    she will give you the HEART PIECE as a token of gratitude.  
    
    ====================================================================
    
    Pawprint Isle 
    ====================================================================
    1). Use Treasure Chart 30, and pull the chest out of the water with 
    the GRAPPLING HOOK. 
    
    2). Crawl through the hole in the base of the dome structure in the 
    middle of the island.  Fall through the hole into the Secret Cave.  
    Blow up the boulders and open all of the chests.  One of them 
    contains the HEART PIECE.
    ====================================================================
    
    Greatfish Isle 
    ====================================================================
    Head up the spiral hilltop and set the wind to blow to the 
    northwest.  Make sure your Magic Meter is completely filled up, and 
    then glide to the ledge jutting out from the large mound of rock on 
    the right.  Open the chest in the small cavern to find the HEART 
    PIECE. 
    ====================================================================
    
    Dragon Roost Island 
    ====================================================================
    1). Play the Mail Sorter mini-game and deposit 25 letters in 30 
    seconds.  Return later and repeat the feat for the part-time worker.  
    Send the letter to his mother, and then use the SONG OF PASSING to 
    fast-forward to the next day.  Check the mailbox and read the letter 
    that the boy's mother has sent to you.  It contains a HEART PIECE.  
    
    2). Give 20 GOLDEN FEATHERS to the guard outside Medli's room.  He 
    will reward you with an ORANGE RUPEE, but, more importantly, his 
    girlfriend will send Link a letter that contains the HEART PIECE.
    ====================================================================
    
    Flight Control Platform 
    ====================================================================
    Win the Bird-Man Contest by reaching the finish line before the 
    other competitors.  Use only the second and third updrafts, and make 
    sure that the wind is blowing to the northwest. 
    ====================================================================
    
    Rock Spire Island
    ====================================================================
    1). Use Treasure Chart 2 and pull the chest out of the water with 
    the GRAPPLING HOOK. 
    
    2.) Buy the HEART PIECE from Beedle's Special Shop Ship for 950 
    Rupees.  
    
    3). Destroy the gunboats sailing near Rock Spire Island.  One of 
    them is gold, which you have to sink to get a TRIFORCE CHART.  
    However, the other two will yield an ORANGE RUPEE and a HEART PIECE. 
    ====================================================================
    
    Tingle Island 
    ====================================================================
    Defeat the Big Octo and then pull the chest out of the water with 
    the GRAPPLING HOOK. 
    ====================================================================
    
    Six- Eye Reef
    ====================================================================
    Enter the submarine and defeat the 3 Moblins.
    ====================================================================
    
    Three-Eye Reef
    ====================================================================
    Use Treasure Chart 27 and pull the chest out of the water with the 
    GRAPPLING HOOK.
    ====================================================================
    
    Thorned Fairy Island
    ====================================================================
    Use TREASURE CHART 5 and pull the chest out of the water with the 
    GRAPPLING HOOK. 
    ====================================================================
    
    Needle Rock Isle
    ====================================================================
    Take out the Kangarocs circling the tall stone spire, and then use a 
    HYOI PEAR to control a seagull.  Have the seagull hit the switch on 
    top of the rock tower to lower the flames surrounding the chest.  
    Open the chest for the HEART PIECE.
    ====================================================================
    
    Stone Watcher Island 
    ====================================================================
    Use the Bomb Cannon on your boat to take out the gun turrets on the 
    platform.  The HEART PIECE is inside the chest that appears. 
    ====================================================================
    
    Bomb Island 
    ====================================================================
    1). Use TREASURE CHART 20 and pull the chest out of the water with 
    the GRAPPLING HOOK. 
    
    2). Destroy the boulder on top of the island and drop into the hole. 
    You'll have to use the Magtails to depress some switches.  Use a 
    Jump attack to make them roll into a ball, and then you can pick 
    them up. In the first room, you just have to drop a Magtail on the 
    switch.  In the second room, you have to throw the Magtails into the 
    indentations beyond the torches.  There are more details about this 
    in the Islands Guide. With both switches depressed, you can open the 
    chest surrounded by fire.  
    ====================================================================
    
    Diamond Steppe Island
    ====================================================================
    Use TREASURE CHART 23 and pull the chest out of the water with the 
    GRAPPLING HOOK. 
    ====================================================================
    
    Southern Fairy Island 
    ====================================================================
    Use TREASURE CHART 4 and pull the chest out of the water with the 
    GRAPPLING HOOK. 
    ====================================================================
    
    Forest Haven 
    ====================================================================
    1). Read the letter from Komali's father after defeating Kalle 
    Demos.
    
    2). Use TREASURE CHART 31 and pull the chest out of the water with 
    the GRAPLING HOOK. 
    ====================================================================
    
    Outset Island 
    ====================================================================
    1). Once you have a sword, talk to Orca and hit him 500 times before 
    he hits you three times.  This will probably be one of the first 
    HEART PIECES that you'll collect. 
    
    2). Catch the black pig and put it in the woman's pen on the hill 
    behind Orca's house.  Come back later (once you have the POWER 
    BRACELETS) and check on the pig.  It has become enormous.  Pick it 
    up and carry it to the black patch of dirt across the wooden bridge, 
    near the tall grass.  Spread some ALL-PURPOSE BAIT on the ground and 
    the pig will dig up the HEART PIECE.
    
    3). Fight your way to the 51st floor of the Savage Labyrinth and open 
    the chest to claim the HEART PIECE.  
    ====================================================================
    
    Angular Isles
    ====================================================================
    1). Use TREASURE CHART 15 and pull the chest out of the water with 
    the GRAPPLING HOOK. 
    
    2). Head to the larger island and slide the blocks with the symbols 
    around until you can reach the top of the island.  Open the chest 
    for the HEART PIECE.
    ====================================================================
    
    Five-Star Isles
    ====================================================================
    1). Use TREASURE CHART 33 and pull the chest out of the water with 
    the GRAPPLING HOOK.
    
    2.) Infiltrate the Submarine and defeat the enemies inside.  Climb 
    the ladder and open the chest for the HEART PIECE.
    ====================================================================
    
    Headstone Island
    ====================================================================
    Use a HYOI PEAR to take control of a seagull, and have the bird nab 
    the HEART PIECE from the rock at the very top of the island.
    ====================================================================
    
    
    The Great Sea
    ====================================================================
    1). After you've cleared the Forbidden Woods, the Koroks are sent 
    into the world to plant Deku tree saplings one several of the 
    islands in the Great Sea.  During your travels, you'll notice that 
    they aren't growing very well.  Once you have an EMPTY BOTTLE and 
    the BALLAD OF GALES, return to Forest Haven and talk to the Great 
    Deku Tree.  He will give you some FOREST WATER.  You have twenty 
    minutes to visit eight islands and revive the Deku saplings with the 
    magical drink.  Once you succeed, you'll be rewarded with a HEART 
    PIECE.  This sidequest has its own section, so check it for more 
    information.
    
    2). Give the traveling merchant on Greatfish Isle the Shop Guru 
    Statue. 
    ====================================================================
    
    
    XXXI. Fairy Locations
    
    Northern Fairy Island 
    Sector: C1
    Reward: Rupee Bag Upgrade (to 5000)
    
    Western Fairy Island 
    Sector: A3
    Reward: Arrow Upgrade (to 60)
    You need the SKULL HAMMER to pound the wooden peg. This lowers the 
    flames surrounding the shell. 
    
    Mother & Child Isles 
    Sector: B2
    Reward: Fire and Ice Arrows
    You need to use the BALLAD OF GALES to warp to this island in order 
    to meet with the fairy. 
    
    Eastern Fairy Island 
    Sector: E3
    Reward: Bomb Upgrade (to 60) 
    Use a BOMB to blow up the boulder in front of the shell
    
    Southern Fairy Island 
    Sector: D6
    Reward: Bomb Upgrade (to 99)
    You need FIRE ARROWS to destroy the boards covering the shell 
    entrance
    
    Thorned Fairy Island
    Sector: G4
    Reward: Arrow Upgrade (to 99)
    You need the SKULL HAMMER to the pound the wooden pegs.
    
    Outset Island 
    Sector: B7
    Reward: Rupee Bag Upgrade (to 1000)
    Use the DEKU LEAF to reach the Forest of Fairies, and then use a 
    BOMB to remove the boulder. 
    
    Two-Eye Reef
    Sector: D7
    Reward: Doubled Magic Meter
    Defeat the Big Octo to release the fairy.
    ====================================================================
    
    
    
    
    XXXII. Songs 
    
    Wind's Requiem 
    Notes: Up, left, right
    Location learned: Dragon Roost Island, at Wind Shrine
    Use: changes direction of wind
    
    Song of Passing
    Notes: right, left, down
    Location learned: Windfall Island, from Tott, the dancing man by the 
    tombstone
    Use: Changes day to night and vice versa
    
    Command Melody 
    Notes: left, neutral, right, neutral (neutral means that you don't 
    tilt the C-stick)
    Location learned: Tower of the Gods
    Use: take control of other characters
    
    Ballad of Gales
    Notes: down, left, right, up
    Location learned: from Cyclos, after shooting him with Arrows
    Use: creates warp points across the Great Sea
    
    Earth God's Lyric
    Notes: down, down, neutral, right, left, neutral 
    Location learned: Headstone Island
    Use: awakens Earth Sage, allows you to enter Earth Temple
    
    Wind God's Aria 
    Notes: up, up, down, right, left, right
    Location learned: Gale Isle
    Use: awakens Wind Sage, allows you to enter Wind Temple 
    ====================================================================
    
    
    XXXIII. Charts Index
    
    1). Forbidden Woods   
    Leads to: SILVER RUPEE (E5)
    
    2). Give Maggie's father 20 SKULL NECKLACES
    Leads to: HEART PIECE (B3)
    
    3). Glide from the highest ledge above the Great Deku Tree to the 
    island beside Forest Haven (not the Nintendo Gallery)
    Leads to: SILVER RUPEE (E3)
    
    4). Buy from Beedle's Special Shop Ship at rock Spire Island for 900 
    Rupees. 
    Leads to: HEART PIECE (D6)
    
    5). Wind Temple 
    Leads to: HEART PIECE (G4)
    
    6). Tower of the Gods
    Leads to: SILVER RUPEE (D4)
    
    7). Win from Zee Fleet mini-game
    Leads to: SILVER RUPEE (B1)
    
    8). Defeat enemies in Secret Cave on Horseshoe Island
    Leads to: SILVER RUPEE (A3)
    
    9). In Submarine near Crescent Moon Island 
    Leads to: SILVER RUPEE (A7) 
    
    10). Treasure Chest on Crescent Moon Island 
    Leads to: SILVER RUPEE (C3)
    
    11). Dragon Roost Cavern
    Leads to: HEART PIECE (E1)
    
    12). Earth Temple
    Leads to: SILVER RUPEE (B6)
    
    13). Destroy all turrets and gunboats at Two-Eye Reef
    Leads to: SECRET CAVE CHART (G1)
    
    14). Defeat the rats in the submarine near Headstone Island
    Leads to: SILVER RUPEE (E4)
    
    15). Forbidden Woods
    Leads to: HEART PIECE (E7)
    
    16). Clear platforms near Seven-Star Isles 
    Leads to: SILVER RUPEE (C6)
    
    17). Win Cannon Game at Spectacle Island 
    Leads to: SILVER RUPEE (E6)
    
    18). Win at auction on Windfall Island
    Leads to: GREEN RUPEE (D2)
    
    19). Destroy all turrets and gunboats at Four-Eye Reef
    Leads to:  ISLAND HEARTS CHART  (G2)
    
    20). Earth Temple
    Leads to: HEART PIECE (F5)
    
    21). Destroy all turrets and gunboats at Cyclops Reef
    Leads to: LIGHT RING CHART (C4)
    
    22). Submarine near Northern Fairy Island
    Leads to: SILVER RUPEE (C2)
    
    23). Win from Zee Fleet mini-game
    Leads to: HEART PIECE (C6)
    
    24). Show the gossiping women on Windfall Island a photo of Lenzo 
    and his mysterious lady friend. 
    Leads to: SILVER RUPEE (C1)
    
    25). Use Secret Cave on Cliff Plateau Isles, and take the 
    underground passage to reach the other side of the island, with the 
    high cliffs.
    Leads to: SILVER RUPEE (A1)
    
    26). Destroy all turrets and gunboats at Six-Eye Reef
    Leads to: OCTO CHART (D3)
    
    27). Use HOOKSHOT to get to the top of the waterfall at Private 
    Oasis
    Leads to: SILVER RUPEE (G3)
    
    28). Blow all Boko Nuts into the holes on Horseshoe Island
    Leads to: SILVER RUPEE (A5)
    
    29). Inside secret room in Lenzo's studio.  Get there by gliding 
    from the awning near the Ferris wheel to the balcony.  
    Leads to: SILVER RUPEE (B2)
    
    30). Tower of the Gods
    Leads to: HEART PIECE (E2)
    
    31). Show the man on the steps outside the mansion on Windfall 
    Island a picture of the full moon. 
    Leads to: HEART PIECE (F6)
    
    32). Destroy all turrets and gunboats at Three-Eye Reef
    Leads to: SEA HEARTS CHART (F7)
    
    33). Show the woman outside the Potion Shop on Windfall Island a 
    picture of herself. 
    Leads to: HEART PIECE (G7)
    
    34). Get from divers on salvage ship
    Leads to: SILVER RUPEE (F4)
    
    35). Wind Temple
    Leads to: SILVER RUPEE (B5)
    
    36.) Frozen chest on Ice Ring Isle
    Leads to: SILVER RUPEE (G5)
    
    37). Defeat enemies in Secret Cave on Rock Spire Island
    Leads to: SILVER RUPEE (F3)
    
    38). Auction on Windfall Island 
    Leads to: HEART PIECE (A4)
    
    39). Dragon Roost Cavern 
    Leads to: SILVER RUPEE (F2)
    
    40). Clear platforms near Southern Fairy Island
    Leads to: SILVER RUPEE (C7)
    
    41). Destroy all turrets at Five-Eye Reef
    Leads to: GREAT FAIRY CHART (A2)
    
    Tingle Chart
    Where to find: free Tingle from his cell on Windfall Island
    Use: reveals location of Tingle Island 
    
    Beedle's Chart
    Where to find: Check the mailbox for a letter after obtaining the 
    BOMBS by passing Niko's second trial. 
    Use:  shows location of every Beedle's Shop Ship
    
    Platform Chart
    Where to find: Defeat enemies in submarine near Flight Control 
    Platform 
    Use: Reveals location of every platform 
    
    IN-credible Chart
    Where to find: Check mailbox after completing Hyrule Castle and 
    learning about Princess Zelda and the King.  Requires a C.O.D. of 
    201 Rupees. 
    Use: Reveals location of Triforce Charts
    
    Light Ring Chart 
    Where to find: Use TREASURE CHART 21 to locate the chest near 
    Cyclops Reef
    Use: reveals location of light rings that appear on surface of water 
    
    Ghost Ship Chart
    Where to find: Complete Mystical Jar maze on Diamond Steppe Island
    Use: Reveals location of Ghost Ship
    
    Sea Hearts Chart
    Where to find: Use TREASURE CHART 32 to locate the chest near the 
    Boating Course. 
    Use: Shows where all sunken chests with HEART PIECES can be found.  
    There are 11 of them.
    
    Secret Cave Chart 
    Where to find: Use TREASURE CHART 13 to locate the chest near 
    Overlook Island.    
    Use: Reveals all Secret Cave locations
    
    Submarine Chart 
    Where to find: Drop into Secret Cave at the Boating Course and hit 
    all the switches.  Open the chest appears.
    Use: Reveals locations of all submarines
    
    Island Hearts Chart 
    Where to find: Use TREASURE CHART 19 to find the chest near the 
    Flight Control Platform 
    Use: Shows all islands where HEART PIECES can be found, and the 
    total number of PIECES for that island.
    
    Octo Chart
    Where to find: use TREASURE CHART 26 to locate the chest near 
    Northern Triangle Island
    Use: Reveals locations of the six Big Octos, as well as the number 
    of eyes each one has.
    
    Great Fairy Chart
    Where to find: Use TREASURE CHART 41 and locate the chest near Four-
    Eye Reef
    Use: reveals location of the 8 Great Fairies
    ====================================================================
    
    
    XXXIV. Nintendo Gallery (figurines list only, everything else is 
    described in the walkthrough)
    
    ====================================================================
    
    Forest Haven (14) 
    
    Makar - get his picture while he's with you in the Wind Temple
    
    Fado - buy from Lenzo during the 2nd play-through
    
    Great Deku Tree - 1st trip to Forest Haven
    
    Elma - Forest Haven, before Forbidden Woods, or near wilted Deku 
    tree
    
    Hollo - Forest Haven - he makes the BLUE POTION 
    
    Olivio - Forest Haven, before Forbidden Woods, or near wilted Deku 
    tree
    
    Drona - Forest Haven, before Forbidden Woods, or near wilted Deku 
    tree
    
    Rown - Forest Haven, before Forbidden Woods, or near wilted Deku 
    tree
    
    Irch - Forest Haven, before Forbidden Woods, or near wilted Deku 
    tree
    
    Linder - Forest Haven, before Forbidden Woods, or near wilted Deku 
    tree
    
    Aldo - Forest Haven, before Forbidden Woods, or near wilted Deku 
    tree
    
    Oakin - Forest Haven, before Forbidden Woods, or near wilted Deku 
    tree
    
    Carlov the Sculptor - Nintendo Gallery  
    
    Manny - Nintendo Gallery 
    
    
    ====================================================================
    
    Dragon Roost Island  (18)
    
    Medli - take her picture while she's with you in the Earth Temple
    
    Laruto - buy from Lenzo during 2nd play-through 
    
    Komali - in his room - or after Medli goes to the Earth Temple
    
    Rito Chieftain - in room behind Hoskit
    
    Kogoli - must take his picture before Medli realizes she is the 
    Earth Sage
    
    Pashli - always busy
    
    Skeet & Akoot - Chieftain's bodyguards - behind Chieftain - just 
    have to snap one of them 
    
    Koboli - behind mail counter
    
    Baito - behind mail counter
    
    Hoskit - guard who asks for GOLDEN FEATHERS
    
    Quill the Postman - Windfall Island Cafe (during Maggie sidequest)
    
    Valoo - great Dragon on top of Dragon Roost Island 
    
    Zephos & Cyclos - snap Cyclos before getting the BALLAD OF GALES, 
    and you will get Zephos automatically 
    
    Ilari - walks around with red envelope  
    
    Namali - walks around with red envelope
    
    Basht & Bisht - Island police - standing outside door that leads to 
    Dragon Roost Cavern - ledge outside Chieftain's room - just have to 
    snap one of them 
    
    Obli - host of Bird-Man Contest on Flight Control Platform
    
    Willi - Obli's brother - Flight Control Platform 
    ====================================================================
    
    Common Enemies (19) 
    
    Floor Master - Forsaken Fortress, Wind Temple 
    
    Magtail - Dragon Roost Cavern
    
    Keese & Fire Keese - Dragon Roost Cavern, Savage Labyrinth 
    
    Bokoblin - Forsaken Fortress, virtually everywhere else
    
    Red Bubble & Blue Bubble - Tower of the Gods, Savage Labyrinth, Wind 
    Temple
    
    Rat - Forsaken Fortress
    
    Boko Baba - Forbidden Woods, Forest Haven (outside)
    
    Miniblin - Forsaken Fortress, Savage Labyrinth 
    
    ChuChu - many colors - doesn't matter what one you take a picture of 
    
    Peahat - Forbidden Woods, Wind Temple, Savage Labyrinth 
    
    Gyorg - Great Sea
    
    Octorok - Great Sea, Forest Haven (outside)
    
    Seahat - Great Sea
    
    Armos - Tower of the Gods, Savage Labyrinth 
    
    Kargaroc - Dragon roost Island, Bird Peak's Rock
    
    Armos Knight - Tower of the Gods, Savage Labyrinth 
    
    Morth - Forbidden Woods, other Temples, Savage Labyrinth
    
    Poe - Earth Temple (Boss fight with Jalhalla is your best chance)
    
    ReDead - Earth Temple, Savage Labyrinth
    ====================================================================
    
    Ganon's Army (18)
    
    Darknut - Tower of the Gods, Hyrule Castle, Savage Labyrinth
    
    Gohdan - Tower of the Gods - Boss
    
    Darknut - Tower of the Gods - carry shields
    
    Wizzrobe - Tower of the Gods 
    
    Mighty Darknut - Hyrule Castle - some of them have capes 
    
    Moblin - Forsaken Fortress, Hyrule Castle, Savage Labyrinth 
    
    Phantom Ganon - Forsaken Fortress - buy from Lenzo during 2nd play-
    through, or take during final battle 
    
    Lord Wizzrobe - Wind Temple - Sub-Boss
    
    Stalfos - Earth Temple, Savage Labyrinth 
    
    Jalhalla - Earth Temple Boss
    
    Ganondorf - Ganon's Castle - take during final battle 
    
    The Monstrous Helmaroc King - Forsaken Fortress - Boss
    
    Mothula - Forbidden Woods, Savage Labyrinth
    
    Puppet Ganon - Ganon's Castle - take during battle (marionette 
    phase)
    
    Molgera - Wind Temple Boss
    
    Kalle Demos - Forbidden Woods Boss
    
    Gohma - Dragon Roost Cavern Boss
    
    Big Octo - Great Sea
    ====================================================================
    
    Outset Island (14)
    
    Crab - on beach 
    
    Mesa - Patch of tall grass
    
    Jabun - buy from Lenzo during 2nd play-through
    
    Orca - Lower section of two-story house
    
    Sturgeon - upper section of two-story house
    
    Sue Belle - woman with vase on her head
    
    Seagull - flying in the sky over the Watchtower
    
    Aryll - get by taking picture of Grandma
    
    Grandma - house near mailbox
    
    Wild Pig - either black or pink
    
    Rose - in pen on hill behind two-story house
    
    Abe - tells you about black pig at the beginning of the game
    
    Joel - on wooden bridge
    
    Zill - kid with stuff hanging out of his nose
    ====================================================================
    
    Windfall Island (27)
    
    Minenco - Lenzo's lady friend
    
    Anton - takes daily strolls around town - has orange hair
    
    Missy - elderly woman - at auction
    
    Kreeb - operates Ferris wheel - wears a yellow hat
    
    Garrickson - red coveralls - he's the one who places the love letter 
    in the mailbox when you have to take the picture for Lenzo
    
    Pompie & Vera - gossiping ladies 
    
    Zunari - shop guru 
    
    Tott - likes to dance - standing near a tombstone
    
    Lenzo - in his studio 
    
    The Killer Bees - four boys outside of school
    
    Mrs. Marie - schoolteacher - she collects JOY PENDANTS
    
    Potova & Joanna - girls who like to spread rumors 
    
    Maggie - upper floor of mansion, near window 
    
    Maggie's Father - upper floor of mansion
    
    Mila - thief - in daytime, she is standing near Zunari's Shop
    
    Mila's Father - standing under tree near docks & mailbox
    
    Gummy - at auction
    
    Kane - near mailbox 
    
    Dampa - near Bomb Shop (guy with the pigs)
    
    Candy - at the edge of the dock
    
    Linda - lady in the orange dress across from the school
    
    Sam - guy who sits on bench
    
    Gillian - Cafe manager
    
    Gossack - scared guy in Cafe (you took his picture for Lenzo)
    
    Bomb Master Cannon - owner of Bomb Shop
    
    Doc Bandam - Potion Shop owner 
    
    Kamo - guy on steps in front of mansion
    ====================================================================
    
    The Great Sea (24)
    
    Fairy - any of the Great Fairy chambers or dungeons
    
    Great Fairy - Buy from Lenzo during 2nd play-through
    
    Queen of Fairies - buy from Lenzo during 2nd play-through
    
    Traveling Merchants - snap them during the Trading Game sidequest
    
    Old Man Ho Ho - guy with Telescope, found on several islands
    
    Mako - obtained automatically after taking Tetra's picture
    
    Niko - obtained automatically after taking Tetra's picture
    
    Zuko - obtained automatically after taking Tetra's picture
    
    Nudge - obtained automatically after taking Tetra's picture
    
    Senza - obtained automatically after taking Tetra's picture
    
    Gonzo - obtained automatically after taking Tetra's picture
    
    Tetra - take her picture in the Tower of the Gods before she awakens 
    as Princess Zelda
    
    Merman - near every island in the Great Sea
    
    King of Hyrule - buy from Lenzo during 2nd play-through 
    
    Link & the King of Red Lions - obtained after collecting every other 
    figurine in the Nintendo Gallery (except Knuckle)
    
    Princess Zelda - take her picture during the final battle, save the 
    game, and then restart.  You can travel to the Nintendo Gallery and 
    drop it off before continuing.  
    
    Salvage Corp - found in the Great Sea at various locations, always 
    near an island 
    
    Salvatore - operator of the Zee Fleet and Cannon mini-games
    
    Loot the Sailor - operator of Boating Course
    
    Beedle - any of the Shop Ships (except the special one)
    
    Tingle - Tingle Island
    
    Ankle - Tingle Island
    
    David, Jr. - Tingle Island
    
    Knuckle - find him on Outset Island using the TINGLE TUNER, pass his 
    challenge, and then return to Tingle Island and take a picture of 
    him (he is in the flowers).  If you get the Link & King of Red Lions 
    figurine before this one, then you won't ever be able to get it. 
    ====================================================================
    
    
    XXXV.	Bestiary  (enemies, not Bosses)
    
    Armos 
    Special types: none
    Spoils: none
    
    Armos statues come to life when you approach them.  As they leap 
    toward you, fire an ARROW through its front opening (its eye, in 
    other words), and then attack the red gem on its back while it's 
    paralyzed. 
    
    Armos Knight 
    Special types: none
    Spoils: none
    They will leap at you three times, and then open their mouths.  
    Throw a BOMB into their mouths at this moment to defeat them. 
    
    Big Octo 
    Special types: 4-Eye, 8-Eye, 12-Eye
    Spoils: Heart Pieces or Rupees
    
    Gigantic creatures that live under the water.  They won't appear 
    until your boat is directly overhead.  Use the BOMERANG to destroy 
    their eyes, and they will leave behind valuable prizes.  
    
    Blue Bubbles 
    Special types: none
    Spoils: none
    
    Skulls protected by mystical energy. Link will be cursed if he 
    touches them.  Use the DEKU LEAF to dissipate the fog, and then 
    attack the skull as it lies helplessly on the ground.  
    
    Boko Baba
    Special types: none
    Spoils: Baba Seeds
    
    They look like Baba Buds from a distance, but as you draw closer, 
    they will spring into action, lunging forward and biting with their 
    powerful jaws.  You can defeat them in several ways, but the 
    BOOMERANG is most efficient. 
    
    Bokoblin 
    Special types: armed with torches, swords, and shields
    Spoils: Joy Pendant
    
    The game's most common enemy.  They can be defeated easily with 
    numerous sword slashes.
    
    ChuChu 
    Special types: Green, Red, Blue, Yellow, and Dark 
    Spoils: ChuChu Jelly
    
    Gelatinous creatures that crawl on the ground in the form of a 
    puddle.  Green and Red ones can be easily dispatched with Link's 
    sword.  Blue and Yellow ones are electrified, and must be knocked 
    out with the BOOMERANG before being attacked.  The Dark ones are 
    very rare; they will turn to stone if hit by sunlight.  Pick them up 
    and shatter them on the ground to defeat them.  
    
    Darknut
    Special types: can carry shields or wear capes
    Spoils: Knight's Crest
    
    The armored brutes in Ganon's army.  Strafe around them until you 
    can unleash a Parry attack.  This should remove their armor and 
    helm.  Then, you can stun them with the BOOMERANG, and hit them with 
    sword combos.  The toughest ones wear capes, which must be burned 
    off with a FIRE ARROW before the armor straps are exposed.  
    
    Floor Master
    Special Types: None
    Spoils: None
    
    Floor Masters are incredibly fast.  Strike them from a distance with 
    the BOW.  If you want to use the sword, be sure to stun them with 
    the BOOMERANG before attacking.  If they grab Link, he will be 
    transported to another part of the dungeon.  While this may 
    sometimes be only a minor setback, on other occasions, it can be 
    extremely frustrating.  Floor Masters also have the ability to toss 
    jars, skulls, and other objects within their reach. 
    
    Gyorg 
    Special types: none
    Spoils: none
    
    Named after a Boss from Majora's Mask, these aquatic predators will 
    swim right at Link, hoping to collide with his boat, throwing him 
    into the water.  They frequently travel in groups.  You can jump 
    over them like any other obstacle, but it is easier just to target 
    them with the L Button and use the BOOMERANG or BOW to damage the 
    dorsal fin. 
    
    Kargaroc 
    Special types: none
    Spoils: Golden Feather
    
    These feathered fiends don't pose much of a threat once you have 
    access to long-range weapons, like the BOW or BOOMERANG.  They will 
    try to dive bomb you, but you should be able to take them out before 
    they make contact.  They are extremely pesky when you have to 
    control a seagull.
    
    Keese 
    Special types: Fire Keese
    Spoils: none
    
    Small bats that always attack in large numbers.  The BOOMERANG is 
    the most effective to deal with them (because you can take out five 
    at once), but a continuous series of sword slashes works well at 
    close range. 
    
    Magtail 
    Special types: none
    Spoils: none
    
    Worm-like creatures that live in lava.  They have a hard external 
    coating that makes them resistant to high temperatures, and protects 
    them from attack.  The only way to defeat them is by performing a 
    well-timed slash on their solitary blue eye.  This causes them to 
    roll into a ball, which can be used to weigh down switches and serve 
    other functions as needed.  
    
    Miniblin 
    Special types: none
    Spoils: none
    
    The foot soldiers of Ganon's army.  They usually attack in monstrous 
    swarms, which can be dispatched very easily with the HURRICANE SPIN.  
    However, the best course of action is just to scatter some ALL-
    PURPOSE BAIT on the ground and slip by while they're gobbling it up. 
    
    Moblin 
    Special Types: some carry lanterns
    Spoils: Skull Necklace 
    
    These porcine foes mostly serve as Ganon's security force.  The 
    spears they carry have a long reach, and they can take quite a 
    beating.  Use the BOOMERANG to stun them before attacking.  
    
    Mothula 
    Special Types: Winged, Morth 
    Spoils: None
    
    These insects are first encountered in the Forbidden Woods.  They 
    are incredibly fast, which makes them deadly in areas where movement 
    is restricted.  FIRE ARROWS can destroy them instantly, as can a 
    single blow from the Master Sword (except in the case of Winged 
    Mothula).  They often release Morths, which can no damage, but they 
    can attach themselves to Link, slowing him down considerably.  If 
    Morths are clinging to you, use a Spin attack to quickly escape from 
    their grasp. 
    
    Octorok 
    
    Special Types: River, Ocean 
    Spoils: None
    
    These eight-armed opponents are more of a nuisance than a threat.  
    They will emerge from their aquatic habitats long enough to spit 
    rocks at you.  The rocks can be deflected with the shield, or hit 
    back with the sword.  Either way, you must hit an Octorok with its 
    own projectile to defeat it.  The Ocean Octoroks are a lot bigger 
    than the River variety.  
    
    
    Peahat 
    
    Special Types: none
    Spoils: Golden Feather
    
    Flying monsters that are found most commonly in Forest Haven, and 
    are first encountered in the Forbidden Woods.  Unless you have the 
    BOW, you must knock the Peahats out of the air (with either the 
    BOOMERANG or DEKU LEAF) before you can strike them with your sword. 
    
    Poe 
    
    Special Types: various colors, some carry lanterns
    Spoils: none
    
    Poes are ghosts that must be turned solid before they can be 
    defeated.  They are vulnerable to sunlight.  Concentrate sunlight on 
    them until they become clearly visible.  Then, finish them off with 
    a few strikes of your sword.  
    
    ReDead 
    
    Special Types: none
    Spoils: none
    
    Boy, can these things be annoying.  When they scream, Link will be 
    paralyzed for several seconds.  During this time, a ReDead can 
    literally squeeze the life out of him.  Like with Poes, use sunlight 
    to stun them, and then slash them with your sword.  They are very 
    slow, so avoiding them isn't that difficult. 
    
    Seahat 
    
    Special Types: none
    Spoils: none
    
    Much larger than the Peahats, Seahats live in the Great Sea.  They 
    are always seen in clusters, usually around a specific island.  
    You'll probably meet them for the first time near Southern Triangle 
    Island.  Use the BOOMERANG to take them out.  If you don't have the 
    BOOMERANG, then just try to avoid them.  
    
    Stalfos 
    
    Special Types: none
    Spoils: none
    
    Quite possibly the strongest enemy on the game, and also one of the 
    slowest.  These skeletons carry enormous axes, which they will swing 
    if you get close.  Use a BOMB to blow them apart.  The Body will 
    reform as long as the Head is still active, so quickly strike the 
    head with the BOOMERANG and then crush it with a series of sword 
    attacks. 
    
    Wizzrobe 
    
    Special Types: High Level Wizzrobe
    Spoils: None
    
    Magicians who teleport from place to place, using a variety of 
    attacks.  If they get close enough, you can dispatch them with the 
    sword, but usually, they keep their distance.  The BOW is the most 
    effective way of dealing with Wizzrobes, especially if you have the 
    FIRE ARROWS.  
    
    
    
    
    XXXVI.	Big Octos
    
    1). Two-Eye Reef (Sector D7)   4 Eyeballs  
    Reward: Great Fairy (doubled Magic Meter)
    
    2). Diamond Steppe Island (Sector A6)   8 Eyeballs 
    Reward: Orange Rupee
    
    3). Private Oasis (Sector E5)  8 Eyeballs 
    Reward: Orange Rupee
    
    4). Fire Mountain  (Sector F3)   8 Eyeballs 
    Reward: Orange Rupee 
    
    5). Tingle Island (Sector C3)  12 Eyeballs 
    Reward: Heart Piece
    
    6). Seven-Star Isles  (Sector F1)  12 Eyeballs 
    Reward: Heart Piece 
    
    To find the Big Octos, go to the square that they are located in 
    (the OCTO CHART is highly recommended), and look for a flock of at 
    least six seagulls.  CRUISE towards the birds, and have the 
    BOOMERANG at the ready.  The Big Octo will emerge from the center of 
    a large whirlpool.  To make this task even easier, find a platform 
    and use the TELESCOPE to spot the seagulls.  The PLATFORM CHART will 
    help you in this area.
    
    
    
    XXXVII.	Items
    
    Bait Bag 
    Location: Buy from Beedle Shop Ship 
    Use: Carries All-Purpose Bait and Hyoi Pears
    
    Boko Baba Seeds 
    Location: defeat Boko Babas
    Use: Ingredient in Blue Potion at Forest Haven 
    
    Bombs 
    Location: Tetra's Pirate Ship (in chest) 
    Use: blows stuff up, allows use of Bomb Cannon on King of Red Lions
    
    Boomerang 
    Location: Forbidden Woods
    Use: Retrieve spoils, attack, flip switches
    
    Bottle
    Location: Beedle Special Shop Ship, Mila Sidequest, Given by Medli 
    before Dragon Roost Cavern, Submarine near Bomb Island 
    Use: Stores things
    
    ChuChu Jelly
    Location: spoil from ChuChus
    Use: makes potion
    
    Deku Leaf 
    Location: Forest Haven (after Forbidden Woods) 
    Use: Gliding, blows gusts of wind
    
    Delivery Bag 
    Location: Dragon Roost Island
    Use: Stores special items
    
    Golden Feather
    Location: spoil from Peahats and Kargarocs
    Use: Give to Hoskit on Dragon Roost Island
    
    Grappling Hook
    Location: Dragon Roost Cavern
    Use: Climbing, swinging, stealing spoils from enemies
    
    Hero's Bow
    Location: Earth Temple
    Use: shoots arrows
    
    Hero's Charm
    Location: Windfall Island (give 40 Joy Pendants to Mrs. Marie)
    Use: Shows enemies' health
    
    Hero's Shield
    Location: Outset Island (from Grandma)
    Use: Defense
    
    Hero's Sword
    Location: Outset Island (from Orca)
    Use: attack
    
    Hookshot
    Location: Wind Temple
    Use: Climbing, pulls object to Link
    
    Iron Boots
    Location: Ice Ring Isle
    Use: Walking through strong winds, depresses metal switches and 
    springs
    
    Knight's Crest
    Location: spoil from Darknut 
    Use: give to Orca on Outset Island
    
    Magic Armor
    Location: Windfall Island (from Zanuri during Trading Game 
    sidequest)
    Use: Defense against enemy attack (consumes magic)
    
    Master Shield
    Location: Earth Temple
    Use: Defense, reflects sunlight 
    
    Master Sword
    Location: Hyrule Castle
    Use: attack
    
    Picto Box 
    Location: Windfall Island (in Tingle's cell)
    Use: Taking pictures
    
    Power Bracelets 
    Location: Fire Mountain
    Use: lift heavy objects
    
    Sail
    Location: Windfall Island
    Use: Sailing
    
    Skull Hammer
    Location: Forsaken Fortress (2nd visit)
    Use: Pounds stuff
    
    Spoils Bag
    Location: Pirate Ship
    Use: Stores spoils
    
    Telescope 
    Location: Outset Island (from Aryll)
    Use: Viewing distant objects
    
    Tingle Tuner
    Location: Windfall Island (free Tingle from his cell)
    Use: Call Tingle for assistance
    
    Wind Waker
    Location: Dragon Roost Island
    Use: conducts songs
    
    
    
    XXXVIII.	Shops
    
    
    Beedle Shop Ship
    ====================================================================
    All-Purpose Bait  
    Quantity: 3
    Price: 10 Rupees
    
    Arrows
    Quantity: 30
    Price: 30 Rupees
    
    Bait Bag 
    Quantity: 1
    Price: 20 Rupees
    
    Bombs
    Quantity: 30
    Price: 30 Rupees
    
    Hyoi Pear 
    Quantity: 1
    Price: 10 Rupees
    
    Red Potion
    Quantity: 1
    Price: 60 Rupees
    
    Silver Membership - 30 purchases - Complimentary ID 
    Gold Membership - 60 purchases - Fill-up Coupon 
    Neither certificate will be accepted at the Special Shop Ship 
    ====================================================================
    
    Beedle Special Shop Ship
    ====================================================================
    Bottle
    Quantity: 1
    Price: 500 Rupees
    Heart Piece
    Quantity: 1
    Price: 950 Rupees
    
    Treasure Chart 4
    Quantity: 1
    Price: 900 Rupees
    ====================================================================
    
    Potion Shop
    ====================================================================
    Red Potion
    Jellies needed: 4
    Price: 20 Rupees
    Effect: restores health
    
    Green Potion
    Jellies needed: 4
    Price: 10 Rupees
    Effect: restores magic
    
    Blue Potion
    Jellies needed: 15
    Price: 60 Rupees
    Effect: restores health and magic 
    ====================================================================
    
    Tingle Items
    ====================================================================
    Seagull Pen 
    Price: 0 Rupees
    Effect: mark things in Sea Chart
    
    Tingle Watch 
    Price: 0 Rupees
    Effect: Tells time
    
    Tingle Bomb
    Price: 10 Rupees
    Effect: blows things up (reveals chests with TINGLE STATUES)
    
    Red Ting
    Price: 10 Rupees
    Effect: Refills health when you become exhausted
    
    Green Ting
    Price: 20 Rupees
    Effect: replenishes magic power
    
    Tingle Balloon
    Price: 30 Rupees
    Effect: allows Link to float in the air
    
    Tingle Shield
    Price: 40 Rupees
    Effect: defends against enemy attacks for 10 seconds
    
    Blue Ting
    Price: 40 Rupees
    Effect: replenishes magic, boost strength
    
    Kooloo-limpah
    Price: 60 Rupees
    Effect: varies
    
    Tingle Statue passwords
    
    Dragon - Outset Island
    Forbidden - Similar Place
    Goddess - Hidden Jar
    Earth - Leaf Flight
    Wind - Western Edge 
    ====================================================================
    
    
    XXXIX.	Version History
    
    Version 1 (4/8/03)   Completed walkthrough up to Wind Temple.  
    Compiled information on Hearts and sidequests. 
    
    Version 1.5 (4/15/03)   Completed walkthrough.  Found all Treasure 
    Charts and added Bestiary and Items section.  
    
    Version 2 (4/25/03) All sections complete.  
    ====================================================================
    
    XL.	Copyright 
    
    This guide can be posted on any site, as long as my permission is 
    properly obtained.  Copyright info is pretty much cliche, so I won't 
    go into that many details. 
    ====================================================================
    
    XLI.	Credits and Thanks 
    
    Doug Walsh - Whose excellent guide for Bradygames helped in almost 
    every conceivable way, especially in terms of layout.
    
    Zack Keller - again, an invaluable resource who helped in typing and 
    revising.  
    
    Jerry Pollack - A close friend of mine who has a knack for finding 
    Heart Pieces.  
    
    Teddy - my adorable Pomeranian, who seems to bring me good luck.  I 
    always play games better when he's around.
    ====================================================================
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
      
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
      
    
    
    
     
    
     
    
    
    
    
    
    
    
    
    
    
    
    	
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    

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