__________   T   H   E      L   E   G   E   N   D     O   F
 /\         \    _________  ____       _________   _________
 \ \_____    \  /\    ____\/\   \     /\    __  \ /\    ___ \
  \/_____/   /  \ \   \___/\ \   \    \ \  \   \  \ \   \  \ \
        /   /    \ \   \___ \ \   \    \ \  \   \  \ \   \__\ \
       /   /_____ \ \    __\ \ \   \    \ \  \   \  \ \   ___  \
      /\         \ \ \   \_/__\ \   \____\ \  \__/  /\ \  \_/\  \
      \ \_________\ \ \_______\\ \________\ \______/  \ \__\\ \__\
       \/_________/  \/_______/ \/________/\/_____/    \/__/ \/__/
                    -= T H E   M I N I S H   C A P =-

                The Legend of Zelda: The Minish Cap (GBA)
                          FAQ/Walkthrough v1.1
                      by Michael Gonzalez (Coffee)
                               May 6, 2008

,----------------------------------------------------------------------.
|            FAQ/Walkthrough  || Version 1.1 || May 6, 2008            |
|----------------------------------------------------------------------|
|          by Michael Gonzalez (Coffee) <mpgonzalez@gmail.com>         |
|                      http://mpgonz.blogspot.com/                     |
`----------------------------------------------------------------------'


Contents:
 [1] INTRODUCTION
 [2] CONTROLS
 [3] WALKTHROUGH
        - Prologue
        - Earth Element
        - Fire Element
        - Ocarina of Wind
        - Water Element
        - Wind Element
        - Dark Hyrule Castle
        - The Ending
 [4] PIECES OF HEART
 [5] KINSTONE FUSIONS
 [6] FIGURINES
 [7] SWORD TECHNIQUES
 [8] SWORDSMAN NEWSLETTERS
 [9] PICOLYTE
 [10] SOUND TEST
 [11] GAME CREDITS
 [12] CREDITS & INFO


   NOTE: You can navigate quickly to a section of this document by
      using the search function (Ctrl+F) and querying an entry from
      the table of contents. For example, "[3] WALKTHROUGH".


v1.1 (05/06/2008):
- Totally revamped Kinstone fusions section
- All new Picolyte section

v1.0 (04/30/2008):
- First released version


,----------------------------------------------------------------------.
| [1] INTRODUCTION                                                     |
`----------------------------------------------------------------------'


                 - The Legend of Zelda: The Minish Cap -


It has been a good long three years since I wrote a FAQ, and I've
forgotten how time consuming-- and hopefully rewarding-- it all can be.
Much to my surprise, this has turned out to be, by a sizable margin, the
largest FAQ I have made so far. Even larger than Ocarina of Time. It's a
pleasant reminder that big things can come in tiny Game Boy Advance
cart-sized packages.

Minish Cap is woefully overlooked. Had it been released at the prime
of the Game Boy Advance's lifecycle, and maybe if it had more of the
classic Zelda story involving Gannondorf, then it would very probably be
regarded as one of the most satisfying and well-rounded games in the
series, on level with A Link to the Past. It's partly out of a desire to
give this game its due recognition that I've dedicated my time and
efforts into documenting all there is to know about it. Okay, yes,
mostly it's just because I have a ton of free time.

This is my fifteenth FAQ contributed to the internet, and sixth for a
Zelda game. I hope this document is of use to someone out there. A
friend told me, while I was in the process of making this document, that
I was the only person in the world left still playing Minish Cap. By
coming to this guide for help you have proven that that is not the case.


,----------------------------------------------------------------------.
| [2] CONTROLS                                                         |
`----------------------------------------------------------------------'


The controls for this game are pretty much the standard Zelda fare, with
context buttons and buttons you can assign items to... Very common
sense, not worth making a section of this guide to explain them. So why
did I make this section anyway? Hmm...


  Control Pad
    - Move your character in eight directions. 
    - Navigate the cursor in menus.

  A button
    - Use the inventory item assigned to this button in the start menu.
    - Talk to people.
    - Make selections in menus,

  B button
    - Use the inventory item assigned to this button in the start menu.
    - Scroll through dialogue text faster.

  R button
    - The context button. The icon at the upper right of the screen
      tells you what this button does, and it changes depending on the
      situation. It can be used to roll, pull, speak, etc.

  L button
    - Fuse Kinstones with characters who are willing to.
    - In the start button menu, switch between sub-screens.

  Start
    - Pause game and view the start menu.
    - And, naturally, to return to gameplay when paused.

  Select
    - Hear some wisdom from Ezlo


,----------------------------------------------------------------------.
| [3] WALKTHROUGH                                                      |
`----------------------------------------------------------------------'


Notes on using this walkthrough:
--------------------------------
- A fundamental decision for a FAQ writer is whether to include
  non-essential quests in a walkthrough. Some readers may just want to
  do what needs to be done, while others want to do everything. I've
  attempted to strike a balance... as much as possible, unessential
  side-quests (Pieces of Heart, optional items, ability upgrades, etc.)
  are grouped and clearly marked under "Optional stuff" headings, unless
  they are not at all out of the way of the main quest.

- In my previous Zelda FAQs I placed bosses in a separate section from
  the walkthrough. This time the bosses are integrated into the
  walkthrough. It just makes more sense that way.

- I'm going to flesh out the story scenes and make no attempt to avoid
  spoilers, though personally I do not think there are any story plot
  points that I would consider spoilers.

- North is up, south is down, east is right, west is left. I generally
  use cardinal directions to avoid ambiguity when it's possible to go
  "up" or "down" stairs.

- It is not possible, under any circumstances, to accidentally do the
  wrong thing and get yourself permanently "stuck" in the game in a way
  that leaves you no choice but to restart the game from the beginning.
  This is a common and reasonable question, and I assure you the answer
  is no. Nintendo has all their bases covered.


Here's a summary map of Hyrule that perhaps you could use as a reference
for this walkthrough. Who knows, maybe it will be of some use.

     _____________ _________ _______________ _______________________
    |             |         |               |         |             |
    |  Mt Crenel  |  Royal  | Hyrule Castle |  Veil   | Cloud Tops  |
    |             | Valley  |    Garden     |  Falls  |             |
    |             |         |               |         |             |
    |             |         |_______________|         |             |
    |             |         |               |         |_____________|
    |_____________|_________| North Hyrule  |_________|__           |
    |             |         |     Field     |            |          |
    | Mt Crenel's |         |               |            |   Lake   |
    |    Base     | Trilby  |_______________|  Lon Lon   |   Hylia  |
    |_____________|  High-  |               |   Ranch    |          |
    |             |  lands  |  Hyrule Town  |            |          |
    |   Castor    |_________|               |____________|__________|
    |    Wilds    |         |               |         |             |
    |             | Western |_______________| Eastern |   Minish    |
    |_____________|  Wood   |               |  Hills  |    Woods    |
    |             |         | South Hyrule  |         |             |
    | Wind Ruins  |         |     Field     |         |             |
    |             |         |               |         |             |
    |_____________|_________|_______________|_________|_____________|


        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
        <<<<<<<<<<<<<<<<<<<<<<- PROLOGUE ->>>>>>>>>>>>>>>>>>>>>>>
        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm


             A long, long time ago, when the world was on
             the verge of being swallowed by shadow, the
             tiny Picori appeared from the sky, bringing
             the hero of men a sword and a golden light.

             With wisdom and courage, the hero drove out
             the darkness.

             When peace had been restored, the people
             enshrined that blade with care.

                                 ~  ~  ~

The game begins with Princess Zelda sneaking away from the castle and
coming over to your house, asking your Uncle Smith if you can go with
her to the Picori Festival in Hyrule Town. It's no problem, he has
something he wants you to do anyway.

Hop out of bed and go downstairs, then into the room at the right to
meet Zelda. Your uncle allows you to go to the festival, and gives you
the errand of bringing the minister at Hyrule Castle a sword-- the
SMITH'S SWORD. It's supposed to be awarded to the winner of the festival
contest. An important delivery!

Get 20 rupees from the chest in this room, then follow Zelda out of the
house. Once outside, continue to follow her on the path north towards
Hyrule Town, where the festival is taking place.


                        -- HYRULE TOWN / CASTLE--

You can talk to the people here to get some background on the Picori.
Here's a summary of what the people in town tell you: Long ago, the
Picori gave humans the magic light force and the Picori Blade to defeat
a swarm of troublesome beasts. This festival is held every year in
gratitude. Every hundred years, the legendary Picori come to Hyrule and
bring happiness to humans-- and they're scheduled for another visit!
Fascinating, eh?

Follow Princess Zelda around the place and keep talking to her. She's
got a short attention span and keeps running around the place.
Eventually she comes to a guy that gives her the choice of one of three
prizes... and she chooses the SMALL SHIELD! To give to you! Hurrah.
Well, no complaints, it's ultimately more useful than the Piece of Heart
and big rupee anyway.

Time to go do that errand your uncle wants of you. Head straight north,
away from Hyrule Castle town and the Picori Festival, towards the Hyrule
Castle area. You'll reach some bastard Business Scrub that's attacking
the princess... good thing you have that shield! Stand at least a few
tiles away from him and hold up the shield (it's assigned to the
A-button by default) to deflect a nut back at the scrub. The poor guy.
Anyway, he's now out of your hair.

Continue on the path north until you meet the old Minister Potho, who is
waiting for you in front of the castle entrance. He takes the sword from
you, and Zelda goes off to prepare for things. Next thing you know it's
time for the awarding ceremony.

The sacred Picori Blade locks evil in the Bound Chest, and the winner of
the festival tournament gets the honor of touching the blade. (lol)
Unfortunately this year's winner is the evil sorcerer Vaati, who blasts
open the chest and destroys the blade, unleashing evil all over the
world. As if that wasn't enough, he turns Zelda to stone and knocks you
unconscious. For what it's worth, though, Vaati doesn't seem to have
found what he was looking for.

When you regain consciousness, head to the room at the left and join
your uncle. You're just in time for the king to explain what's going on
and what you're going to do next: You need to head for the Minish Woods
to get the Picori to repair the Picori Blade which can fix up Zelda to
her regular non-stone self. Whew. And only you can do it, because the
Picori oh-so-conveniently only show themselves to children!

You get the BROKEN PICORI BLADE, and the SMITH'S SWORD, and a MAP! The
map shows you where's this forest you're supposed to be going to.

This may seem a bit arbitrary, but I hereby declare the game's prologue
over. It's time to start on your quest.


        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
        <<<<<<<<<<<<<<<<<<<<- EARTH ELEMENT ->>>>>>>>>>>>>>>>>>>>
        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm


Head south until you exit Hyrule Castle and reach the garden, and just
keep going south until you reach the North Hyrule Field area. Things
aren't the same as they were a few minutes ago. Thanks a lot Vaati-- not
only are there monsters prowling the entire world, but now the main path
going back to Hyrule Town is blocked by some boulders that collapsed due
to Vaati's attack.

You can kill the monsters crawling this area by attacking them with your
sword, they're no biggie. Some construction workers are working on
repairing the mess that's blocking the way to Hyrule Town. From the
construction workers, head right on the path until you see some tree
stumps blocking your way. One slash from the sword will take care of
this problem. Continue right into a new region, Lon Lon Ranch. You'll
see a lot of things beyond the fences that you can't reach yet, but
don't worry about that... just head south on the path and you'll
eventually reach yet another new region, the Eastern Hills. Go down the
steps and stay on following the path until you cross the bridge to our
destination, the Minish Woods.


                           -- MINISH WOODS --

You can't get too lost in these woods, at least not yet, as the path is
still quite linear. Continue to the right through the woods until you
cross over a bridge, then head south through a foggy area, and just keep
going on this linear path... until you hear a cry, "Helllllp! Help
meeee!!!". Octoroks are attacking this defenseless green bird-blob
thing! Well? Help him!

Retrace your steps back on the path until you reach the source of the
cry for help. Easily vanquish the Octoroks with your sword-- this is no
epic boss battle here-- to rescue bird-blob. His name is Ezlo, and he
too is on a quest to break a curse of Vaati's, so the two of you pairing
up would be a natural fit! He'll try to follow you for a bit, but it's
no use with his total lack of legs. From now on, this guy is gonna be
your hat. Yes, bigmouth here is the Minish Cap, the reason for the
game's subtitle. You can press the Select button at any time to hear his
advice.

Go on south until you reach a tree stump, then Ezlo's gonna show you how
this thing works: You stand up there on the tree stump and press the
R-button to get yourself down to Minish size (humans call them "Picori",
but they refer to themselves as "Minish"-- and from now on, so will I).
So, stand on the stump and press the R-button to get yourself small.

In your new small state, go over to the left. Being Minish changes a few
things... you can't step into the shallow puddle to the north, but you
can go right through the hollow log tunnel at the left. Then use the
moving lilies as platforms to cross over the puddle into the northern
area. After crossing through a path with (relatively) huge acorns and
leaves, you'll arrive at last at the village of the Minish.


                          -- MINISH VILLAGE --

"Pico picori!" "Ripi ripico picori!" ...you're surrounded by them, but
can't understand a word they're saying. :( Go up to the northeast part
of the village and you'll find a large house with a sky blue roof.
Inside there is Festari, some sort of Minish guru who can speak your
language. After speaking with him, exit the house and head to the
southeast where you'll find a house shaped like a barrel. Inside the
house, move the nearest crate to the side (not forward!), then proceed
to get the JABBER NUT on the table. After eating it, you can understand
the language of the Minish all over the town.

You can now go around the town speaking to everyone to learn all sorts
of stuff... everything interesting, nothing particularly essential. What
is essential though is that you go see the elder, who lives in the
mushroom-like house at the northwest corner of the village. He tells
you that to repair the Picori Blade you'll need four "mystic elements"--
and suddenly this Zelda game's collection quest becomes clear, all
marked nicely for you on the map.

Return to Festari at the blue-roof house in the northeast of the
village. Now he moves out of the way, granting you access to the beyond.
Go on through the tunnels, up on the path until you reach what looks
like a little palace. Proceed forth, young hero, into the game's first
dungeon: Deepwood Shrine.

[Note: By now it's also possible to have acquired the first two Pieces
of Heart, listed in the appropriate section of this guide.]


                          -- DEEPWOOD SHRINE --

Some of the doors in this dungeon are obstructed by huge spider webs.
Ignore the doors with webs for now, you can't go through those until you
get this dungeon's item. In the first room, push aside the statue
blocking the north exit, then proceed to the next room. The floor
switches in this dark room each light the torch they're next to. Light
all four torches, then a chest will appear in the middle of the room.
Open the chest to get your very first small key. The first of many. Use
it to go on through the locked door (stand beside the door, facing it,
and press the R-button).

At the upper-right, grab on to the lever and pull (stand in front of it
and press the R-button to grab it, then use the directional pad to
pull). Pulling it all the way extends the bridge. Now you're faced with
an apparent dead end and a mushroom. Grab and pull on this mushroom at
least three tiles back... and release! The further you pull back, the
further it will fling you, so use it to fling yourself over the water.
Go on north to the next room.

The next room features a huge barrel. Or more appropriately, a regular
size barrel-- you're just really small, remember? :) It's the dungeon's
central room, and we'll be coming back to it a few times. I will call
adeptly call it the barrel room. Go up the steps at the right and hit
the switch to light a fire that burns the vines connected to the barrel.
Without those vines holding it, it's starting to look a little unstable.
Go down the steps and into the barrel, then emerge on the other side of
the room. Go up the steps to this platform at the left... push the
statue onto the first switch to hold it down, then step on the second
switch yourself. With both switches pressed at the same time, another
fire ignites, burning away the remaining vines connected to the barrel.
Get back into the barrel. Now you can move the barrel by walking up or
down on it! Configure the barrel so that there's a door at the
lower-left, then go out through there and continue to the left room.

There are two ways to use the mushroom here. First, pull it all the way
back to fling yourself to the far side, so you can collect the dungeon
map from the big chest. Then fall back down, and use the mushroom again,
this time pulling it back just far enough so that you reach the gap in
the skidmarks on the floor. This brings you to the land between the two
waters, so you can continue to the room at the left.

The switch here extends the bridge, but it retracts as soon as you step
off of the switch. You need something to hold it down... like that pot
at the other end of the room. Push the pot over the switch to hold it
down, then cross over the bridge and go into the south room.

Here's a lesson on pulling and pushing statues. Grab and pull the left
statue away from the switch, then stand on the other side and pull it
until it's over the switch. Then pull the other statue over the switch,
and open the resulting chest for a small key. Now you'll have to retrace
your steps a bit... go all the way back to the barrel room.

Inside the barrel, configure it so that there's a door at the
upper-right. Proceed through it, and use your key to open the locked
door at the upper-right of the barrel room.

Pull the mushroom about three tiles back (not all the way!), then
release it to fling yourself over the water. Step on the switch at the
left to extend the bridge, then pull back this other mushroom... all the
way this time... then fling yourself to the southern end of the room.
Proceed to the right room.

Go around to the far end of this room and pull the right statue three
tiles to the right (PAST the switch), then return over to the left side
and push the left statue onto the switch, keeping the door open and
allowing you to go ahead to the north. Some sort of danger music begins
to play, I don't know why, because these guys are pushovers. Kill them
with three sword hits each, then take the small key and proceed to the
left room.

Hey, we're here again. Now go up the steps and on to the north screen,
then drop off the platform and proceed to the room at the left. Make
your way around these mushroom-like enemies (you can't kill them just
yet) and use your small key to get through the locked door at the left.
side of the room.

It's mini-boss time! I guess this is a mini-boss. Madderpillar is his
name-o. You need to hit him on the red nose and he'll freeze and turn
grey, then hit him like wild in the red heart-shaped tail. Watch out
for when he unfreezes, because he goes berserk for a few seconds. By my
reckoning it takes around 10 hits to the tail to kill him. Once he has
been vanquished, open the big chest for this dungeon's item: GUST JAR.
To use it (and all other equippable items), you need to go to the Start
menu and assign it to a button. See all the webs on the walls and doors?
You can use the Gust Jar to suck them away! Try it out... suck away the
web covering the south exit, then go down there for a Piece of Heart.
Then go back and return to the previous room covered with furry
dust-like things.

Use the Gust Jar to clear away the dust, uncovering some goodies...
Mysterious Shells, a switch that activates the portal to the Piece of
Heart (more on that later), and a switch to open the south door. Go
south and you'll find yourself once again at the barrel room. Go into
the barrel and configure it so that the webbed door is at the center of
the floor. Suck away the web with the Gust Jar, then drop down the
resulting hole to the floor below.

Suck the water lily closer with the Gust Jar, then you can stand on it.
On this thing, you maneuver yourself by blowing the Gust Jar in the
opposite direction that you want to go. Drop down the waterfall and make
your way to the right. When you reach a fork in the path, just continue
to the right. Climb the stairs and push a pot onto the switch to bring
down the barrier, then get back on that lily and proceed down that path,
until the very end of the water (where there are torches).

Push aside the blocks and open the big chest to get the compass (not
that you actually need it, with this walkthrough). Push a pot over the
switch at the upper-left to make a chest appear, then walk over the lily
and open it to get a small key. Get back on the lily and retrace your
steps back to the fork in the path. This time take the path north, then
use your small key to get through the locked door.

Mushroom hopping time. Fling yourself using the mushroom to get to the
upper-left corner. From there, use the Gust Jar to suck the other
mushroom towards you and fling yourself to the right. Keep doing this on
the mushrooms until you get to the big chest in the center of the room,
which gives you this dungeon's big key (meaning, it opens the door to
the big boss). Step on the switch at the lower-right to activate a red
portal, and step into it to get teleported to the dungeon's entrance
room.

[If you activated the blue portal earlier, you can enter it here to get
a Piece of Heart.] Suck away the web covering the door at the right,
then go up the stairs. Use the Gust Jar to latch on to the mushroom and
fling yourself to the left, then do it again to fling yourself to the
north (you need to be standing far away enough)... and here we were at
the big door! Behind here lies the dungeon boss. If you feel you're up
to it, take a step inside...


BOSS: BIG GREEN CHUCHU
----------------------
Actually this is just a regular garden-variety Chuchu, but when you're
Minish-sized fighting it is no longer a piece of cake. It lumbers around
the room, slowly following you for a few seconds, then jumps into the
air and attacks your position. Keep on the move so it doesn't hurt you.
Break open the jars at the corners of the room if you're running low on
health. All four of those pots contain hearts.

Use the Gust Jar to suck away the slime at its feet. Eventually it will
lose balance and fall over, providing you the opportunity to slash
frantically at its body. After attacking it a couple of times it will
no longer just lumber slowly around the room, but hop around the place,
making it a lot harder to suck at its base with the Gust Jar. Anyway,
Just keep up this routine until it's dead. I had to knock it over four
times before it was finally defeated.


You got the EARTH ELEMENT! The power of the earth is the source of all
living things. The Earth Element is the embodiment of that power.

Take the heart container, and step into the green portal, teleporting
you outside of Deepwood Shrine.


        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
        <<<<<<<<<<<<<<<<<<<<- FIRE ELEMENT ->>>>>>>>>>>>>>>>>>>>>
        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm


Now that you have the Earth Element, return to the Minish Village and
speak to the Elder again (he's the one at the northwest corner of the
village). He tells you that your next stop is at Mount Crenel, where a
man named Melari can repair the Picori Blade. Leave through the shortcut
the Elder opens up for you.

Just after exiting and going through the hollow log, there's another
Minish house right there. Talk to the helpful guy inside and he'll give
you the BOMB BAG with 10 bombs, free of charge.

Use the tree stump outside to return to normal size (press the R-button
when standing next to the stump). To the north, just past the puddle,
check out that thing that looks like a gravestone... then BAM, it blows
up! Don't worry about this for now, from time to time you'll find these
things. They're Wind Crests. Later on in the game you'll get the
Ocarina of Wind, which will allow you to teleport to them instantly.

Continue through the forest and you'll reach some rocks blocking the
path. Now it's time to use them bombs! Press the button to place one by
the rocks, then get away and wait around 4 seconds for it to blow up.
Remember that whenever you see rocks like this blocking your way, you
can blow them up. Go on out of the forest, then go on and make your way
back to Hyrule Town (use the map if you need to).

[Note: You'll find that much of the world is suddenly opened up to you,
so you may find it a good time to go exploring, if you so desire. Also,
at this point of the game, it is possible for you to have collected the
first four Pieces of Heart, bringing your heart container count up to
five. See the Piece of Heart section of this guide for details.]


                            -- HYRULE TOWN --

When you get to Hyrule Town you are given an introduction to Kinstones
by some random helpful stranger. He even gives you a free KINSTONE BAG
for holding your Kinstone pieces, and lets you make your first Kinstone
fusion (take note of what happens, you can go there to get a Piece of
Heart). Kinstones are largely an optional feature of the game, and won't
be covered in this walkthrough section unless necessary. See the
Kinstone section for details.

Go to the house just to the left of the entrance to Hyrule Town (the
wood building with a chick on top of it). Inside is Swiftblade, the
finest swordsman in all of Hyrule! This guy, along with his brothers
hidden in secret locations all around Hyrule, will teach you new sword
techniques from time to time. Right now he will teach you the spin
attack, the game's only sword technique you're absolutely required to
learn: Swing your sword and hold down the button to charge your power,
then release for the spin attack! He gives you your first Tiger Scroll,
a log of the technique you just learned, which you can view at any time
from the Quest Status screen.

Now, before we continue, there's a whole bunch of stuff to distract you
in Hyrule town that you might want to do while we're here:

WALLET UPGRADE:
* By now, you may or may not have noticed that you can only hold a
  maximum of 100 rupees. If you didn't notice, I can assure that you
  will notice soon, because there are few things more annoying in a
  Zelda game than finding a chest with 100 rupees and having them vanish
  into oblivion because you couldn't hold any more money. Near the town
  entrance is a building with rupees on top of it-- that's the store.
  Inside you can buy a BIG WALLET that holds up to 300 rupees. It will
  cost you 80 rupees, but it's totally worth it.

CUCCO GAME:
* At the lower right of the town is Anju, a young woman who has lost her
  cuccos. And you can help her get them back! Each time you help her
  find the cuccos, she'll give you a better prize. The challenge gets
  progressively harder each time though:
     - 2 cuccos in 25 seconds - 10 Mysterious Shells
     - 3 cuccos in 25 seconds - 10 Mysterious Shells
     - 4 cuccos in 30 seconds - 20 Mysterious Shells
     - 5 cuccos in 45 seconds - 20 Mysterious Shells
     - 5 cuccos in 50 seconds - 30 Mysterious Shells
     - 5 cuccos in 45 seconds - 30 Mysterious Shells
     - 6 cuccos in 50 seconds - Red Kinstone piece
     - 7 cuccos in 60 seconds - Red Kinstone piece
     - 2 cuccos in 55 seconds - Red Kinstone piece
     - 3 cuccos in 55 seconds - Piece of Heart
  Unfortunately you can't get that Piece of Heart just yet, because the
  last cucco is hidden away at the west portion of town that isn't
  accessible to you yet. But there's still lots of prizes to be won...
  This is also a great way for you to earn rupees. Each white cucco that
  you get earns you 10 rupees, and each gold cucco that you get earns
  you 50 rupees-- so you could potentially be earning hundreds of rupees
  here!

BOOMERANG:
* If you got the big wallet and earned enough rupees from the cucco
  finding challenge, maybe you could go back to the town store and get
  the boomerang for 300 rupees. It's an optional item used for stunning
  enemies, and other things. You will find it useful. From here onward
  I'll be giving tips that assume you have the boomerang.

WIND CRESTS:
* At the north part of town, beside the exit to North Hyrule Field,
  check out another one of those stone slabs... It'll blow up again,
  revealing a Wind Crest. Doing this is just for future convenience, so
  you can be transported here when you get the Ocarina of Wind later in
  the game. Also be sure to check out the stone slab in South Hyrule
  Field, it's just to the north of your house.

WHEATON & PITA:
* Wheaton & Pita's bakery is open for business, and if you're in the
  mood to get ripped off you can go there to buy some bread which might
  have a surprise Kinstone inside. Kinstones are not really rare if you
  keep your eyes open for them, so this is not worth your money. I once
  bought all four types of bread from these guys and got absolutely
  nothing. :/

PICOLYTE:
* At the center of the town square, where Princess Zelda won the shield
  for you during the festival, now there's just a lot of dust. You can
  suck it all away to clean up the place with the Gust Jar, and there's
  that you-just-did-something-right chime, but the effects aren't
  immediately clear. Later on in the game Beedle will be in this spot
  selling Picolyte, which is... not so great. But whatever.

If you feel you're ready to go on with the main task of getting the next
element, go to the upper-left corner of Hyrule Town where there's a
guard blocking your exit. He wants to see the spin attack to make sure
you're cool enough to go to the mountains. Do the spin attack in front
of him, and he'll let you through.

In the next screen you'll see a ladder going down to an underground
area. Go down there, then use a bomb to blow open a passage between the
torches at the right wall. There's a Business Scrub in there... use your
shield to deflect his nuts back at him, then buy the bottle that he
offers you for 20 rupees. Exit the underground area, then follow the
dirt path to the west until you reach the Mount Crenel's Base area.


                        -- MOUNT CRENEL'S BASE --

Take out your bottle and use it to scoop up some water by the rocks here
(the water that's dark blue at the lower-right of the screen). Then pour
it on the sapling by the wall-- so it grows into a vine that you can use
to scale the wall! Continue on this path avoiding the tektites (spiders)
and boulders. Also don't touch the puffy-looking white stuff, it will
hurt you (and if you want you can suck it away with the Gust Jar).

When you come to a left-or-right fork in the path, go right and you'll
see a sign that says "Beware crumbling walls! Blasting strictly
prohibited.". Is that enough of a hint? Use a bomb to blow up an
opening in the wall between the two sections of fence. Get through the
cave, and blow up the crumbly rock you find outside. There's a big rock
here that's a portal to the Minish world. Use it (just like you did with
the tree stump) to get yourself tiny, then enter the tiny passage that
leads to the green sludge thing. At the end of the passage is a pond of
the green stuff-- that's Mt. Crenel Mineral Water. Scoop it up in your
bottle, then go back out of here. Get yourself normal-sized again with
the rock, then hop off of the ledge.

Stay on the path and eventually you'll reach an area with some small
tornados. By the left tornado, blow up the crumbled up wall to reveal a
cave. Inside there, use the mushroom to fling yourself over the gap,
then go upstairs. The enemies here can be defeated by sucking off their
masks with the Gust Jar, then attacking their defenseless selves with
the sword. You don't really need to defeat them all though, just keep
going until you reach the outside.

Ezlo here has a wonderful idea. Jump off of the cliff and into the
tornado (!)... the effect will have Ezlo functioning like a parachute,
and you can use him to glide through the air. Glide around to the left
tornado, which will whisk you into the air again, allowing you to land
at the top of the left cliff.

[Piece of Heart: Go past the ladder to the westernmost end then follow
the path north into Mount Crenel. It looks like a dead end, but bomb the
wall between the two trees. Enter the cave that appears, blow away the
rocks blocking your path, and you can get a Kinstone, 50 rupees, and a
Piece of Heart.]

Go up the ladder. Use the Gust Jar to suck away the dust in this area,
making for some revelations... a rock that can be used as a portal to
the Minish world! Use it to turn yourself tiny, then go north where
you find what looks like a little valley leading to a sapling. Enter the
valley.

At the end of the passage you'll find the (apparently) huge sapling.
Pick up this massive thing and carry it out with you, then throw it into
the hole-in-the-ground beside the wall. Return to the rock portal to get
yourself normal-sized again. Use your green Mt. Crenel Mineral Water on
this plant to turn it into a vine, then climb up to reach Mount Crenel
proper.


                           -- MOUNT CRENEL --

[Piece of Heart: Go up the ladder and bomb the apparently smooth wall at
the opening between rocky areas. A cave opens up, with fairies and a
Piece of Heart inside. Go out and return back down the ladder.]

Go right on the path until you see a narrow bridge across a black chasm.
Cross that bridge and bomb the apparently smooth wall on the other end,
opening up a cave. Get the Kinstone from the chest here, then go
upstairs. Bomb the right cracked block here, then push the right and
upper blocks forward to get through. Exit the cave.

Hop into the tornado here... to the other tornado... then onto the
platform at the left. Head up the ladder. Go right here, then bomb an
opening in the crumbly wall between the fence posts. Another Business
Scrub inside... deflect his nuts back at him, then buy the GRIP RING
from him for only 40 rupees. What a bargain! This ring gives you the
ability to climb those sections of the red Crenel Wall that we've been
seeing.

Exit the cave and climb down (yes, down!) the wall at the right. Then go
past the mushroom and down another section of wall. Now go left... all
the way to the end... then up the ladder, and climb up the Crenel Wall.

Go over to the right ledge where there's a sign that says "No bomb
throwing". Use a bomb to blast open a cave at the wall between the fence
posts. There's fairy music inside, and some sort of still pond. Throw a
bomb inside-- that is, set the bomb on the ground, then pick it up and
throw it in there. A beautiful fairy appears! You ass, you were gonna
blow up the fairy! She asks if you threw the golden bomb or the silver
bomb... just like in real life, it's best to be honest. ^_^ Answer
truthfully ("Neither") and she'll reward you for your honesty by giving
the BIG BOMB BAG. Holds 30 bombs. Exit cave.

Continue your climb up the mountain wall until you reach the very top.
At the right, use the mushroom to fling yourself across the chasm-- you
gotta pull the mushroom as far back as possible, until your face turns
red.

It's raining hard on this part of the mountain. Use the rock here to
turn yourself Minish-sized, then enter the little passageway at the
lower part. You need to pay attention to the shadows here in order to
avoid the raindrops-- getting hit by a raindrop is as painful as getting
hit by a boulder. :( It's hard to avoid the rain, but try to get through
this thing alive. At the other end, use the rock to turn normal-sized.

Push the boulder into the hole that's right beside it. Now, filling up
the other hole is more tricky, since the boulder you need for it is all
the way at the lower-right. Push it 1 tile left, 2 tiles up, 1 left,
2 up, 4 left, 1 down, 10 left, 4 up, and 1 right. (If you screw up, use
the rock to turn Minish-sized, and the boulder will return to its
original position). Push the other boulder out of the way, then go down
the ladder.

In this cave you need to push the blocks away to get through. It's a
whole lot of blocks you gotta push around, just try pushing all of them
in every direction (it's not possible to push a block in a way that
screws things up). Eventually you'll get to the other side, and out the
cave.

Go over to the right and into yet another cave. Use the Gust Jar to suck
away the pots that block your way on the other end of the chasm here,
then you can use the mushroom to fling yourself across. Go downstairs.
Throw a bomb (or better yet, throw the boomerang) across this chasm so
that it hits the switch at the other side and extends the bridge for
you. Exit the cave... and of course, enter another one.

There's a boulder at the upper-right. Push it 1 tile down, 2 tiles left,
2 down, 3 left, 1 up, 1 left, 1 up, and 1 left. Push the statue out of
the way, then go downstairs. Push some blocks out of the way so you can
get a Kinstone from this chest, then exit the cave.

Use the rock to turn yourself Minish-sized again, then enter the
Minish-sized passage at the left. Make your way through this place, past
all the enemies, until at long last you reach your destination: Melari's
Mines.

This is the mine where Melari and his seven dwarves (err, that is,
apprentices) do their work digging for iron. There's nothing much to
learn from speaking to the apprentices or going into the rooms, just
follow the path around until you reach the bottom level where Melari
(the big guy) is sitting at a table. He's been expecting you, and he
knows you want him to re-forge the Picori Blade. But it will take a
while. In the meantime, he suggests you should be getting the next
element. It's right next door anyway.

So go over to the left, where there's an apprentice blocking the door.
Speak to him and he'll let you through. Use the rock to turn yourself
big. Check on the stone marker thing to get it blown up and reveal a
Wind Crest (blah blah... to use the Ocarina of Wind later on...). Now
go north into the game's second dungeon, the Cave of Flames.


                          -- CAVE OF FLAMES --

From the first room, go right. The enemies here are Bob-ombs, they'll
bounce around the room like wild when you first hit them, and they'll
stay put if you hit them again, and after a few seconds they blow up.
Just be careful around them. Use a bomb (or you could use one of the
Bob-ombs if you want to be fancy) to blow up the crumbled part of the
north wall, then go in.

For the enemies here, take out your shield and bump into them to flip
them over, exposing their soft belly (yes, the shield has a purpose
other than for Deku Scrubs after all!), then you can slash away with the
sword. When they're defeated, open the big chest that appears-- you get
the compass. Proceed through the door that opens at the left.

There are rupees lying exposed in this room, but one of them is actually
a Like-Like in disguise! Be careful not to get yourself trapped by it--
that would really suck (pun totally intended). A piece of advice:
Whenever there are rupees lying suspiciously open in the middle of the
room, it's probably a trap. Anyway, go on downstairs.

Go on through the door, up the steps, then follow the rail tracks...
turn right at the fork... until you reach a mine cart. You're not
scared, are you? Hop in, and... AAAGGGGH!! Holy heck that is scary. :(
Keep going left until you reach an apparent dead end, then blast open
the crumpled wall and go on to the next room.

Defeat all four of the enemies here (remember, suck away their masks
with the Gust Jar, then attack with the sword) to make a Minish portal
appear. Use it to turn yourself small, then go into the little
Minish-sized tunnel at the upper right. Keep going right... and right...
then when you reach the room with the Piece of Heart (more on that
later), go two rooms to the south.

It's all smoky in this room. Go over to the left part of this room then
drop off of the ledge. Use the portal to make yourself big again. Go up
the steps and open the chest for the dungeon map. Go back down the steps
and use the platforms floating on the lava to reach the left area--
careful, the platforms shake and crumble after a few seconds. Open the
chest for a Kinstone, and hit the switch to open the door. Now walk over
the path again (you might want to use the Gust Jar to get rid of the
pots) to make your way to that door at the lower-right, then go on to
the next room.

Ride the platform over the lava to the left side. Hit the bug-thing
to turn it into a ball, then throw it into the hole so you can get 50
rupees from the chest. Throw another bug into the other hole so you can
get across, then go up the stairs. Hop off the ledge and into the
tornado... happily glide over the lava to the next tornado... then
swing around to get to the upper-right corner. Hit the switch to open
the door. Push the block out of your way, then push this block with the
treasure chest on top of it so that it falls into the hole, allowing you
to get the small key from the chest. Go north to the next room.

You're back in familiar territory... go right until you reach the mine
cart, then hop into it for the terrifying ride going back.

Use your key to go through the locked door at the left, follow the
tracks, then hit the switch. Go back and hop into the mine cart again,
and this time it's going to bring you somewhere different! Well actually
you've been here before, but now you're normal sized so it's like it's
new. ^_^ Go to the left, then north to the next room.

Watch out for the blades traps here, they'll come at you when you're in
their path. The mine cart is upside down... just follow the tracks going
to the right. Where you see the three pots surrounding a section of the
south wall, bomb open that portion of the wall and go in there to get
the Piece of Heart. Go back, then continue north to the next room.

Jump off of the ledge here and you'll face an ambush of Chuchus. And not
just regular ones... these guys sometimes turn spiky and invincible. You
can only hurt them when they're in normal Chuchu form. The boomerang is
effective and helpful for keeping them in their vulnerable form. When
they're all defeated, open the big chest that appears for this dungeon's
item: the CANE OF PACCI. This wacky item has two functions-- you can use
it to flip things over, and you can use it to charge up energy in holes
and then flip on up out of it! What a crazy item.

In the next room, you'll get to try out both of the uses of your new
toy. Step on the first red platform on the lava, then use the Cane of
Pacci on the second platform to flip it over so you can go on to the
left side of the room. Then use the Cane to blast some energy into the
hole in the ground... then step in it to get flipped up to the ledge!
Wild! Step on the switch to open the door and make a blue portal appear
(that portal is a shortcut to the entrance of the dungeon). Go through
the door.

Use the Cane again to flip the upside down mine cart, making it usable
again. Go for a wild ride on it. There's another one of these chests on
top of a block... push the block into the hole, then get the chest's
contents: a small key. Ride the mine cart back, go back to the north
room, jump off of the ledge, and now you can use your key to get through
the locked door. It leads you down to the next level of the dungeon.

Use the portal to Minishize yourself. Now you gotta carefully get past
the blade traps, using the space between the barriers as shelters as
you make your way across and then into the tunnel. On the other side,
make your way through this maze of blocks (the enemies can't see you...
yet) and then make yourself big with the portal at the end. The enemies
CAN see you when you're normal-sized-- they'll come straight at you when
you're in a path perpendicular to them, so you need to be clever in
using spaces at the sides as shelters. Go back through the maze, use
your cane to turn the mine cart the right way, then ride it to the
previous room. Hit the switch here to change the orientation of the
tracks in this room, then hop into that minecart all over again.

Hit the four bugs to turn them into balls, then throw them into the four
holes at the lower right-- NOT the hole at the upper left. Once you got
the four bugs in the four holes, you can pull out that block with the
switch on top of it. Bring it over to the hole at the upper left, then
hit the switch to bring down the barrier. Go up the steps, and on to
the next screen.

Drop off the ledge on the north side, so you can open the chest and get
a Kinstone. Move the block out of your way so you can get out. Use the
cane on the hole so you can flip yourself up and get yet another
Kinstone piece from the chest there. Hop back down, and go on to the
right screen.

The fire on the floor here can be whisked away with a slash from the
sword. Use your Cane on the upside-down platform on the lava, then ride
it to the north area. Hit the switch there to activate a red portal
(this is another shortcut back to the entrance, just in case). Now ride
the red platform going south, use the Cane on another upside-down
platform that greets you, and keep on going with this routine until you
reach solid land again. Use the Gust Jar to get rid of the pots in the
way, then ride the platform over there (after Caning it to set it the
right way, of course). For the next part we've got a whole chain of
these unstable platforms, some of them upside down... it can be tricky,
but make your way across all of these until you reach the upper right.
Then go up to the next screen.

Go up the stairs, then drop down at the right. Go on to the right
screen and, if you want, maneuver yourself past these blade traps to
get to a chest with a Kinstone in it (difficult to do this without
getting hurt, I know). Back in the previous room, use your Cane with the
upper hole to flip yourself up onto the ledge, then drop down on the
other side. Again use the Cane and the hole to get yourself up to the
tornado, then glide over to the ledge on the north side. Follow that
path to the right. Drop down into another tornado, then glide over to
the ledge on the south-west. Follow that path around to get to another
tornado.

Hop into that tornado, glide south to another tornado, then climb up on
the platform in the corner so you can get 100 rupees from the chest. Hop
off the ledge, then use the Cane on the hole to launch yourself up to
the tornado and into the air again... heading over to the land where
there's a hole surrounded by fire. Use the Cane on the hole to launch
yourself up on top of the island. Hop off onto the tornado... left to
another tornado... and another... then you'll reach the bottom-left
corner. Open that chest for a Kinstone piece. Use the Cane on the hole
and launch yourself into the air once again, and head north-east until
you reach an elevated platform with a big chest. Inside is the big key!
Hop off the ledge on the north side, use the Cane to flip over the
upside-down moving platform at your left, then use it to reach the big
door at the north side.

It's boss time, bitches. Open the big door and go in. You can break open
the pots at the corners to fill up your heart meter... there are even
some fairies in there, and you can catch one in your bottle so it will
revive you just in case, heaven forbid, you were to die. If you're ready
drop into the hole at the center of the room.


BOSS: GLEEROK
-------------
Gleerok emerges from the middle of a pool of lava. He tracks your
position and spits fireballs at you, with the remnants of the fireballs
remaining burning on the ground. Sometimes he'll go into rapid-fire mode
and spit out a bunch at a time. You need to be constantly moving around
the edges of the room to avoid his attacks.

What you need to do here is use the Cane of Pacci on his rock shell--
The rock part, not just his head or neck. To do this you need to be
quick in revolving around the room, because he's going to try and follow
you. Rolling will help you to move around quicker. Once the shell is
flipped around, Gleerock will be immobilized and his weak spot-- the
yellow jewel on his back-- will be completely exposed. Use his head and
neck as a bridge to get over there and slash away like wild. As soon as
the body starts to sink, get back out of there to the sides of the room.
Boulders will fall from the sky for a few seconds, and the lava may
expand for a while, forcing you to the very edge of the room. Then it's
time to repeat the process. Gleerok will get a bit quicker each time so
it'll be harder to get around him. Four repetitions should be enough to
send him to his doom, maybe even three if you're fast enough.


You got the FIRE ELEMENT! Flames bring darkness and warmth to all. The
Fire Element is the embodiment of that power.

Take the heart container, and step into the green portal, teleporting
you outside of the Cave of Flames.


        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
        <<<<<<<<<<<<<<<<<<<- OCARINA OF WIND ->>>>>>>>>>>>>>>>>>>
        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm


                        -- ELEMENTAL INFUSION --

You didn't forget about the Picori Blade, did you? It's still with
Melari, getting fixed! Use the rock to get yourself Minish-sized, then
go back into Melari's Mines. Looks like the blade is all ready and
waiting for you on the table. It's now called the WHITE SWORD, and it's
all yours! It's better than your old scrappy Smith's Sword. Melari tells
you that this new blade needs to be infused with the power of the
elements at the _elemental sanctuary_ in order to become a sacred blade.
That sanctuary is in Hyrule Castle. Let's get going.

Exit Melari's Mines to the left. Use the rock to get normal-sized again.
Drop off of the ledge, go down the steps, then go right to the very end.
Climb down the wall... down the wall... down the wall to Crenel's Base.
Keep going until you find yourself back at Trilby Highlands.

In Trilby Highlands, when you get to the sign that points you north to
Royal Valley, cross the bridge going north, then go right to the next
screen. Use your Cane in the hole and flip yourself up to the high
ledge, then flip the switch to extend the bridge. Drop down there and
cross the bridge. Keep going right until you see a tiled pathway.
Looking familiar yet? Follow the tiled pathway north until you get to
Hyrule Castle Garden, then keep going north into Hyrule Castle itself.

In the entrance room of the castle, take the steps up at the left side,
then go down the staircase. Follow the maroon carpet and enter north
through the first doorway you see. Keep going on the path north and
you'll come to the entrance of the elemental sanctuary (you know this is
the one because your bigmouth hat tells you).

Inside, when you enter the main chamber of the sanctuary, the door slams
shut behind you. Walk up to the pedestal, and when you're in position
right behind it, use the sword to stick it in there and infuse it with
the power of the Earth Element and the Fire Element. Power!

What does this power do, exactly? Let's see. Swing your sword and hold
the button, like you do when preparing a spin attack. A green meter
charges up just below your heart meter. When the meter is full, walk
over the flashing rainbow tiles... you split into two!

Now go back to the south side of the room where you came from. There's
two switches here... Use your new powers on the flashing tiles so that
you split into two in a way that allows you to step on both switches at
the same time. Once you do that, the door opens and you get to leave.
[Note: Your duplicate vanishes harmlessly if he comes into contact with
a wall or object.]


                             -- INTERLUDE --

There are a few detours before actually getting the next element. Leave
Hyrule Castle, retracing your steps coming in... And as you leave
through North Hyrule Field, you're interrupted by no less than Vaati
himself. After some brief chitchat, he'll have you trapped in a cage
battle with two pig soldiers. Just attack them with the sword in their
vulnerable spot, the side that is weaponless, to defeat them.

Now for some backstory. Ezlo was once something more substantial than a
hat... he and Vaati were both Minish. Ezlo was a sage, and Vaati was his
apprentice before turning evil. Vaati stole a had made by Ezlo that
grants the wishes of its wearer, and he turned Ezlo into this current
pathetic hat form.


                     -- GETTING THE PEGASUS BOOTS --

When you regain control, go on south to Hyrule Town, then west to Trilby
Highlands. Go down the ladder-- that same one you took to go down to the
cavern where you bought the bottle. There are some of those flashing
tiles here! Use them to split yourself into two, and together you and
your duplicate can push over this big block to the left. Climb up the
ladder on the other side.

Head southeast until you reach the Western Wood. You'll view a cutscene
of horrible things happening over at Hyrule Castle-- Vaati has the king
possessed, and orders the whole army to go searching for the light
force for him. :(

Anyway, continue south on the dirt path, then proceed to the west where
you'll enter the Castor Wilds area. Step forward a bit and Ezlo will say
something. Unfortunately, you can't make it very far in this place
without sinking into the swamp. You need an item that will allow you to
dash over the muck. Let's go get it.

Return to the Western Wood, head north on the dirt path, through Trilby
Highlands, until you come to a boulder by a hole. Push that boulder into
the hole... this will make it much easier to get around, without having
to go through the cave. In fact, whenever you see a boulder like this,
push it into the hole for everyone's convenience. :)

Return to Hyrule Town and go to the house of the shoemaker, Rem. It's
the building with the big shoe on top of it, at the left side of the
town's central plaza. Inside, the sleepy shoemaker collapses on his desk
with a thud. The thing at the upper-left corner is a Minish portal. Use
it to turn yourself small, then climb up the little ladder to the
shoemaker's desk. There are Minish here, and they've been making shoes
while this guy sleeps! Talk to them. They just made some Pegasus Boots,
but Rem needs to put the finishing touches on it, and you need to go on
a quest to get some damned mushroom to wake him up. Get yourself big
again and leave the building.

Take the northeast exit out of Hyrule Town, going to Lon Lon Ranch.
(You'll need to bomb some rocks out of the way here, if you didn't
do that already). At Lon Lon Ranch, Malon and Talon are locked out of
their home. Use the tree stump portal behind their house to turn Minish,
then used the mousehole-like entrance into their home. Turn big again on
the inside, and break open the pot at the upper right to find the spare
key. You need to turn Minish again to get out (I don't know why you
couldn't just, you know, walk out of there). Speak to Talon and you'll
give him the key, and everything's going to be just fine.

Cut through their house to get into the fenced area of Lon Lon Ranch.
Go to the northeast, then follow the dirt path to the northern part of
Lon Lon Ranch where you'll find a hole in the ground. (By the way, push
that boulder into the hole at the left). Use the Cane in the hole to
flip yourself up to the ledge. Up there, drop into the tornado then
glide south. Drop into another tornado, then use it to glide way
south... over the water... then follow the dirt path right to the Lake
Hylia area, then go south to the Minish Woods.

Make your way right to Syrup the Witch's Hut. Inside, buy the wake-up
mushroom from her for 60 rupees. Before you leave the Minish Woods, be
sure to get the Piece of Heart at the left end. Head north out of the
Minish Woods, then immediately left at Lake Hylia. Push the boulder into
the hole (for your future convenience), then continue northwest to get
back to Hyrule Town.

Return to Rem the shoemaker and use that mushroom on him by pressing
the R-button in front of him. He wakes up, pleased with the Pegasus
Boots he "made" in his sleep. He just puts some finishing touches on
them, then they're all yours.


                          -- OPTIONAL STUFF --

Now, before proceeding with the main quest, there's a couple of optional
things that you could do at this point. Actually, a lot of optional
things. I'm going to lump them all together into this section.

ROCK BREAKER TECHNIQUE:
* Return to Swiftblade in Hyrule Town (Remember him? The one that taught
  you the spin technique!). Now that you have a new sword, he's ready to
  teach you another technique, called the Rock Breaker. Basically he's
  giving you the power to break rocks and pots with your sword, so you
  don't need to pick them up and throw them anymore. It's a big
  convenience.

DASH ATTACK TECHNIQUE:
* Since you have the Pegasus Boots, Swiftblade has yet another technique
  to teach to you. This one is called the Dash Attack. It means that as
  long as you use the Pegasus Boots with your sword equipped at the same
  time, you'll stick out your sword while doing your dash. Quite
  helpful, and you don't even have to think about it.

ROLL ATTACK TECHNIQUE:
* If you have enough patience to return half-way up Mount Crenel again,
  you can learn a sword technique from Grayblade, one of Swiftblade's
  brothers. To find him, climb up the walls at the eastern side of Mount
  Crenel and you'll come to a cave at the end. Inside, use the
  upper-left and upper-right flashing tiles to duplicate yourself, then
  step on the switches to open the door. In the next room you'll find
  Grayblade's dojo (along with a Piece of Heart, and 100 rupees). He
  teaches you the roll attack, which is... honestly not so useful. It
  lets you do a special sword strike immediately after doing a roll.
  Maybe I just haven't used it much. Anyway, it is a sword technique!

WALLET UPGRADE 2:
* You can now get another upgrade to your wallet. Go to the Eastern
  Hills region. At the northeast part of this area, you'll find a hole
  in the ground beside a high ledge... Shoot a ball of energy into the
  hole with the Cane of Pacci, then jump in to be flipped up to the
  ledge. Continue to the next screen (which is in the Minish Woods) and
  enter the cave in the tree. Step up to the fountain inside there, and
  a fairy will appear-- a fairy who wants all of your rupees! All of
  them! Yes, all of them! Just keep agreeing to give her all of your
  rupees. She doesn't really take them all, of course, but gives you an
  upgrade to your wallet. If you got the previous upgrade, your holding
  capacity is now brought up to 500 rupees.

WALLET UPGRADE 3:
* It's also possible to get the third and final upgrade to your wallet.
  Go into Mayor Hagen's house (northeast portion of town, just south of
  the school). Inside, fuse Kinstones with Mayor Hagen. A pond in the
  fenced area of Lon Lon Ranch is drained, revealing a staircase. So,
  get your butt over there and check it out. In the underground room,
  open the big chest to get the wallet upgrade. If you got all three
  upgrades, you can now hold 999 rupees.

BOMB BAG UPGRADE 2:
* It is unlikely that you have the rupees to buy this, but anyway...
  Now that you have the biggest wallet (see above) it is technically
  possible for you to buy the bomb bag upgrade available at the Hyrule
  Town shop. It's a whopping 600 rupees! If you don't have the money for
  this just yet, keep it in mind and remember to come back to the shop
  to get it at some point when you actually do have the money.

BOTTLE 2:
* Go to your home in South Hyrule Field. Smith is in his usual place,
  hammering away at something. Fuse Kinstones with him... he wants the
  red pizza slice-shaped piece. A golden chest appears in the Eastern
  Hills beside a fence. Get yourself over there and open it to get a
  bottle.

BOTTLE 3:
* Go into the coffee shop in Hyrule Town, just a bit north from
  Swiftblade's place. Push the bookcase at the back two spaces to the
  left, revealing a little ladder against the wall. Use the Cane of
  Pacci to flip the vase here, turning it into a Minish portal. Use that
  to turn small, go up the ladder and follow the path into the little
  hole in the wall. Follow the path to the right and cross over to
  Stockwell's shop. In there, use the portal to turn normal-sized, then
  try getting the bottle-- Stockwell says it's not for sale, but you can
  keep it IF you feed his dog with the dog food in the bottle. He marks
  the location of his dog on your map. So get over there... you need to
  cut through Talon's ranch and continue right to get to the Lake Hylia
  area. You'll find Stockwell's dog in a house at the north. Put the
  dog food in the bowl (press the R-button while facing it), and you'll
  get to keep the empty bottle.

THE WEST SIDE OF TOWN:
* Up until now a dog has blocked your access to the west part of Hyrule
  Town, but you can now get him out of the way. Go into the coffee shop
  and turn over the vase with the Cane of Pacci. Turn yourself small and
  exit through the mousehole. Go west, crossing the narrow bridge over
  the stream, and you'll be in the west portion! While in Minish form,
  talk to the dog to get him to move out of your way.

FIGURINES:
* Now that the west part of town is opened up to you, you can now begin
  collecting figurines-- a very tedious and unrewarding subquest of the
  game. Go into the tree cave at the southwest corner of town. This is
  where you can spend those Mysterious Shells you've been finding all
  over the place. Carlov here will explain the rest of the mechanics to
  you. See the "Figurines" section of this guide for more details.

SWORDSMAN NEWSLETTERS:
* You can now begin getting issues of the Swordsman Newsletter. Fuse
  Kinstones with the postman that runs around Hyrule Town, then the post
  office will begin to offer the newsletter. Each issue costs a painful
  200 rupees, offering tips and tricks of the game. See the "Swordsman
  Newsletters" section of this guide for more details (and transcripts
  of the issues, so you don't actually have to buy them yourself).

PICOLYTE:
* If you previously cleared out the dust covering the mat in the town
  square, Beedle will now show up in that place to sell you Picolyte.
  Picolyte is some kind of potion... you just put it in your bottle, and
  "good stuff" happens when you drink it. Good stuff like finding more
  Mysterious Shells, hearts, or Kinstone pieces. It's actually quite a
  ripoff, to tell you the truth. See the "Picolyte" section of this
  guide for details.

PIECES OF HEART:
* At this point in the game it is now possible for you to get the first
  15 Pieces of Heart as listed in the "Pieces of Heart" section of this
  guide. This brings your total Heart Container count up to 8.


                           -- CASTOR WILDS --

Return to the Western Wood in the southwest (where you were last rudely
interrupted by that cutscene!). Follow the dirt path south, go left at
the fork, then continue on to Castor Wilds in the west.

There's a lot of green muck in this place... can walk into it, but you
gradually sink and eventually drown. The solution? Pegasus Boots! These
boots allow you to dash gracefully over the swamp. Use the boots to dash
over to the large main area at your left. Explore a bit to the northwest
and you'll find a cave surrounded by weeds. Go in.

Go downstairs from the first room... through the hall... then you'll
reach a room with a chest. But it's guarded by a Dark Nut! You'll have
to defeat this guy. To vanquish him, you need to get in front of him to
lure him into attacking, and quickly step away to dodge his attack, then
immediately get back and slash at him. Repeat until he's dead, then open
the chest for your gold Kinstone #1. Exit this cavern.

Once outside, climb the vine at the left of the cave entrance. Follow
the path to the upper right, then climb down the other vine. Go to the
left, then use your dash to get across the swamp to the area at the
upper left corner of Castor Wilds. Use the tree stump to get yourself
small, then go through the tiny log tunnel and into the swamp passage.
Use the Gust Jar with the lily to get across the area of water here.
Once you're across, drop into the small hole.

Defeat the four or five enemies here and a chest will appear, rewarding
you with the BOW & ARROWS. If you ask me, it's far too iconic of an item
to be given away to you in such an unceremonial place, guarded by those
wimpy monsters. Get out of this place, then retrace your steps all the
way back to the tree stump so you get yourself big again.

Once you are normal-sized, dash back across the swamp to the area at the
right. Continue right for a bit, then climb up the vine. Follow the
path to the lower right, climb down the vine, and you'll come to one of
these big one-eyed statues. Shoot it with an arrow into the eye (ouch!)
and it will come to life! Kill it with three more arrows to the eye.
Continue north, dashing across the swamp, and you'll find another cave
in the wall. Go in there and open the chest for gold Kinstone #2.

After exiting the cave, go south under the bridge, then push the boulder
here into the hole. Cross over it, then go northwest to where you'll
find another big one-eyed statue. Shoot it again in the eye and defeat
it, then climb up the vine that it was previously blocking.

Hop off of the ledge and into the tornado, then glide southwest to the
land west of the blue water. From here go south until you reach a large
tombstone. Push it back to reveal a stairway, then go inside. You can't
learn your sword technique lesson from this guy yet, but you can get a
Piece of Heart. :) Go back out.

Dash over the swamp to the southeast area. Push the boulder into the
rock (for future convenience), then check the stone marker to blow it up
(also for future convenience). Shoot an arrow into the statues eye and
defeat him, then climb up the vine that he was blocking. Follow the
path, then jump into the tornado at the end. Glide southwest to the land
with the cave, then go in there. Inside is a chest with your gold
Kinstone #3. Exit the cave.

Push the boulder into the hole, then continue on left until you reach
the swamp. Dash over the swamp going west and you'll reach the southwest
corner of Castor Wilds, where there are these three big statues. Here's
where those gold Kinstones come into play-- one of the only times in the
game that you're required to fuse Kinstones. So, fuse Kinstones with all
three statues (press the L-button on them!), and each one will stomp the
ground, eventually breaking the big block that's obstructing the path to
the Wind Ruins, and allowing you to proceed...


                            -- WIND RUINS --

Go up the stairs and around until you reach a statue. This type of
statue is different from the one in Castor Wilds... it takes four hits
from the sword to defeat it. Continue on the path, down the steps, and
you'll come to another of those statues-- except this one doesn't come
to life! It seems to have a ladder-like thing on it's shield though...
Use the tree stump to shrink yourself, then climb up that ladder and
into the statue's head. The switch inside the head activates it. Hit the
switch to turn on the statue, then go out and use the tree stump to get
big again. The statue now comes to life, allowing you to defeat it and
pass through. Push the boulder into the hole, then continue right to the
next screen.

You can ignore the enemies here, and head up the ladder. But you need to
defeat the enemies in the next screen to make the statue disappear, then
you can proceed up another ladder to the next screen.

Keep going until you reach another tree stump, then use it to turn
small. Make your way through the winding path of grasses and boulders
(careful to avoid the snakes!) until you get to the statue. Get into the
statue's head to activate him again, then turn big and defeat him. Push
the boulder into the hole, then proceed down the path, onto the southern
screen.

The three statues at the right here don't need any tedious activation.
Just touch them to bring them to life, then defeat them dead. When
they're defeated, the statues at the right disappear, allowing you
access to the two treasure chests (one with 50 rupees, the other with 50
Mysterious Shells). The statue at the left, however, is a bit
hyperactive... he blocks your way if you get close. Turn small with the
tree stump to get inside him and DE-activate him, so he won't block your
way anymore. Then you can continue.

Now your path at the end is blocked again, so you gotta defeat all the
enemies in this area. That includes the guys hiding under rocks that
only come to life when you get near (if, for whatever reason, you didn't
learn the Rock Breaker technique from Swiftblade, you gotta grab the
rock off of them before trying to hurt them). When all the enemies are
defeated, the obstructions disappear, and you can go on north.

You've finally reached the entrance of the third dungeon of the game:
The Fortress of Winds.


                         -- FORTRESS OF WINDS --

Fortress of Winds? Hmmph. More like Fortress of Dirt. This place doesn't
really have any wind theme to it. Just a lot of dirt, which you will be
able to dig through later when you get the Mole Mitts from this dungeon.

The entrance room of this dungeon immediately presents you with a
choice: There are four doors you can go through. Good thing I'm here to
clear things up for you, eh?

First off, let's go through the furthest door to the left. Go straight
through the room and up the stairs. Watch out for the Stalfos
(Skeletons) here.. stunning them with the boomerang will stun them so
they will stay still while you hit them with the sword, making things
easier. Head around and up to the northern screen. Dead end? Not quite.
Shoot an arrow into the red eye-like thing on the wall, and the door
will open up for you. What is it with Nintendo and shooting eyes...

In the next room you're ambushed by four Stalfos. Again, stunning them
with the boomerang will help a bit, then slash them dead with the sword.
The doors re-open when they're all dead. Go on south.

Always always be suspicious when you see rupees lying around like
this... one of them is usually a Like Like. Watch out for the secret
Like Likes, then go around and up the ladder. Upstairs, just follow the
path through the door.

First, use the north-south moving platform to reach the north area, then
get on the east-west moving platform. You gotta shoot an arrow at the
two eyes on the northern wall, but you have to do this quickly in one
pass of the platform! Once you do that, go through the door that opens.

There are four flashing tiles here... power up your sword, then step on
ONLY the 1st and 3rd tiles to duplicate yourself. This is needed to get
the spacing right... go around the statues and step on both switches at
the same time. The statues come to life! Defeat them both, then open the
chest that appears and you'll get the dungeon compass. Return to the
previous room.

Step on the east-west platform, then transfer to the north-south moving
platform at the right side. Shoot both of the eyes on the eastern wall
this time (again, doing it in one pass of the platform). Go through the
door that opens.

Kill the snakes, and get rid of the pots covering the flashing tiles at
the lower left corner. Use the flashing tiles to duplicate yourself in
a way so you could push the big block at the right all the way to the
right (against the wall). Then, in the same orientation, push the lower
big block one tile to the left. Go back to the flashing tiles and this
time duplicate yourself in a way so you can push the first big block
north, all the way up (against the wall). Pull the lever here, and a
small key falls down through the hole in the center of the room. Drop
yourself into that hole too, and you'll fall all the way down to the
first floor, to collect the key. Now go south, to the room's entrance
room.

Now go into the second door from the left (it's straight up from the
entrance). Go right through the room and upstairs. There are two of
those one-eyed statues at the sides of the room... defeat one of them to
clear your way. Climb up the steps to the center platform and open the
chest for the dungeon map. Now go north, where there are two locked
doors... go through the left one.

Ride the moving platform across the chasm, avoiding the blocks, then go
up the steps and to the left screen. Watch out in this room for the Dead
Hand that falls down from the ceiling-- if he grabs you, you'll be
brought back to the dungeon entrance (very, very annoying). Shoot arrows
into both eyes on the left wall, and the bridge will be extended. Cross
over to the left room.

You gotta fight another Dark Nut here. I don't know if it's just me, but
this one seems easier than the one we fought in Castor Winds... this
one lets his defenses down more often. Just keep hitting it until it's
dead, then a blue portal appears (it's a shortcut to the entrance).
Proceed to the south room.

The blades rotate around this room pretty fast, you gotta keep rolling
so you don't get hurt. Roll your way around and hit the switch at the
right to open the door, then you need to go all the way around again
just to get through that door.

Follow the path to the right, and you'll see some skulls and tiled floor
placed suspiciously against the wall. Bomb that section of wall to make
an opening. Inside the room, open the big chest for this dungeon's item:
the MOLE MITTS! I love this item, it's so weird and random, and it's
great to see your big mole arms flailing about wildly. You use it to dig
through the soft yellow dirt that we've been seeing around the dungeon.
Dry it out on the dirt in this room, to dig your way to that chest with
100 rupees. :D Exit the room. Proceed to the right, get rid of the
skulls, then drop off the ledge. Go south, then down the stairs... and
out to the dungeon's entrance chamber.

Now go into the second door from the right. Head straight through the
room and up the stairs. Oh by the way, see this electric flashy ball
that's going around the room? Hit him with the boomerang for a fairy! :)
(and that is why buying the boomerang for 300 rupees is worth it!). Pull
the lever at the left side to open the door (and pull the other lever
for a Kinstone, and open the chest for another Kinstone). Go on to the
south room. There's another Kinstone in the chest there. Go up the
ladder to the second floor.

Yet another Kinstone in the chest at the left here. Go north to the next
room, then to the left where there are some statues and flashing tiles.
Defeat the right statue to reveal a fourth flashing tile. Use the 1st
and 4th flashing tiles to duplicate yourself, then make your way over to
the right room where there are the switches. Step on both of them at the
same time to open the door. Go up into that room and use the portal to
turn small, then return to the room with the other statue so you can go
inside and turn him on (yeah, baby). Use the portal at the left to turn
normal-sized again. Push away the block, then defeat the statue you just
activated. A lever is revealed! Pull it to make a small key fall down
into the hole, then drop down after it to get it at the first floor.
Then head south, out to the dungeon's entrance chamber again.

Go again into the third door from the right (that's straight ahead from
the dungeon entrance). Go up the stairs to the second floor. Remember
there were TWO locked door at the north side of this room? Now go
through the one at the right. Pull the lever to extend the bridge, then
quickly(!) roll your way across it before it contracts again.

Defeat all the hands in this room (don't let them grab you and bring you
to the dungeon entrance!) to make a Minish portal appear. But don't use
it just yet, go on to the right room. Make your way around to the right
side of the room-- you can use the holes in the ground as shelter to get
to the other side of the spiked rollers. The statues at the sides here
aren't just decoration, use them to hold down the upper-left and
lower-right switches. Use the bottom and the top flashing tiles to
duplicate yourself, then get down to the switches to cover the remaining
ones. With all four switches held down, a small key drops down for you.
Use it to open the locked door at the lower-left of the room. But don't
go through! Return to the previous room at the left.

Use the portal to make yourself small, then go back to the room at the
right. Go through the tunnel to the right side of the room, then go
south. To make your way to the door, you need to walk across the room
BETWEEN the two spiked rollers... and avoiding the holes too! So anyway,
yeah, do it.

In the next room, go left, then into the mousehole in the wall. Turn
yourself big inside there, then step on the switch to make a key drop.
Dig your way to the key with the Mole Mitts, avoiding the spaces that
have enemies. When you have the key, turn yourself small again and exit
the room.

Get to the lower area by dropping off the ledge, then use the portal to
get big again. Go to the right screen, then south through the door. Dig
your way to the ladder (no need to beat the enemies, it will bring you
nothing but pain) and climb up to the third floor. Go north, then
through the locked door, and then drop into the RIGHT hole. Open the
big chest for the big key! Yep, looks like we got everything.. time to
head for the boss.

Push the block aside and drop off the ledge. Go to the left screen, up
the steps, left another screen, and drop off the ledge again. Make your
way around to the south of the room, and go through the door on the
south side. Go up the ladder. Dig your way north with Mole Mitts.

There's one out-of-place block here... push the upper-right block to the
right, and a red portal will appear. This is just a shortcut to get back
here from the entrance. You know, just in case you DIE at the hands of
the dungeon boss. Bwahaha... go north through the big door.

You can stock up on health and supplies by breaking the pots here.
Boomerang the sparks to turn them into fairies, if necessary. If you're
all ready, go north through the door.


BOSS: MAZAAL
------------
Mazaal is a floating head flanked on the sides by his two floating
hands. The hands are the main attackers of this boss, forming fists and
coming to stamp at you one at a time. Another attack is a swooping
motion where an open-palmed hand swishes across the room to slap you. If
you give it enough time, eventually both hands will form a fist and
stomp hard on the ground, causing lots of bugs to fall from the ceiling.
Another attack that it does is to fire a laser from the eye, and this
annoyingly turns you Minish sized (use the portals to get big again).
Just like in every video game with any boss that is composed of a head
and two floating hands, the soul is in the head and the attacking hands
must be defeated first.

Notice the pink eye that's on the palm of each hand? You know what
Nintendo loves making you do with eyes: Shoot them with an arrow. Once
the eye is shot, the hand will stop moving, allowing you to slash away
with the sword until it's broken (it takes four hits). It's not
permanently defeated though... wait too long and those hands will come
back to life! When both hands are immobilized, the head comes to the
ground too. Make yourself small with the Minish portals at the corners
of the room, then step into the head's "mouth" to go inside. Inside
there, there's a bunch of pillars, one of which has an eye on it. Slash
away at the eye until there's an explosion, and you're carried outside
of the head. Hurry to the portal to make yourself big again, then repeat
the process (the hands are back to life too). The second and third times
you do this, the head will be filled with dirt and you gotta dig through
it with the Mole Mitts to find the eye. The third successful attack is
fatal, and you're all done.


Take the heart container, and step forward to the outside. A stone
tablet awaits you on top of the platform. Check it out:

  "We are the tribe of the Winds. Long have we lived with the winds.
  We have mastered them. Now, we join them. Together with the great
  winds at our backs, we head for the skies. Those who come seeking
  our power must play the notes Zeffa teaches May they lead you
  onward to the power that you seek."

A bird flies by, rewarding you with the OCARINA OF WIND! Hey this isn't
an element. :| Anyway, it's something. You are teleported outside of the
Fortress of Winds.


        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
        <<<<<<<<<<<<<<<<<<<<- WATER ELEMENT ->>>>>>>>>>>>>>>>>>>>
        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm


Ok, so we didn't get any element from that last dungeon, but at least
we got the Ocarina of Wind, right? Now what does this Ocarina do...
Remember all those stone markers that blow up when you check them? They
leave behind a mark on the floor, called a Wind Crest. If you play the
Ocarina of Wind, Zeffa the bird comes to pick you up and fly you away.
That means you can have Zeffa carry you to any other Wind Crest you've
seen!

Try playing the Ocarina and you'll see a map showing the locations of
Wind Crests (you may be missing some from your map if you neglected to
check some stone markers):
  - Minish Woods - Outside the Minish Village
  - Mt. Crenel - Outside Melari's Mines
  - Hyrule Town - Beside the north exit of town
  - South Hyrule Field - Just to the north of your house
  - Castor Wilds - South end of the area
  - Lake Hylia

Waitaminute-- Lake Hylia? You never encountered a stone marker at Lake
Hylia before! Let's check it out.. transport to that Wind Crest.

Turn small and enter the Minish house here. The Minish inside tells you
that the next element is in the Temple of Droplets in Lake Hylia, and
the one who can help you get there lives in the Hyrule Town library.


                -- QUEST FOR THE OVERDUE LIBRARY BOOKS --

That's right, my heading for this part of our adventure is "Quest for
the overdue library books". Try to stay awake.

Use the Ocarina of Wind to transport to the Hyrule Town, then go to the
library-- it's the building just to the left of the town's northern
exit. Go to the second floor of the library, then to the outside
balcony. Use the Cane of Pacci on the vase to turn it over, then use
the resulting portal to turn Minish-sized. Re-enter the library through
the mousehole, then go close to the upper-left bookshelf... there are
Minish living here! Speak to the closest one (wearing gold) and he'll
reveal that you can't get to Elder Librari because some books are
checked out. Hmmph. Go back outside and turn yourself big again.

Go back to the first floor of the library and talk to the receptionist
at the left of the entrance. She is in charge of returns and she will
tell you that the missing book is "A Hyrulean Bestiary", checked out by
a girl with a new cat at her house.

So, finding "A Hyrulean Bestiary" is our next task.


"A Hyrulean Bestiary"
---------------------

In the southeast part of Hyrule Town there's two houses with a wooden
plank connecting their roofs. Go into the left house, with the purple
roof. Talk to the girl here, and she admits that she was the one that
checked out the book! But it's in her house next door, and getting it is
going to be a bit of a hassle. :/

Now, go outside and scoop up some water (yes, water) into a spare
bottle, then return into that same house and use your water to put out
the fire in the right fireplace. Use your Cane of Pacci on the vase here
to flip it over into a portal, then turn small and climb up the
fireplace to the roof. Cross the bridge over to the other roof, and go
into the other chimney to enter the house. Careful with the cat in here,
it will attack you if given the chance! Climb up the small ladder on the
wall, up to the top of the bookcase, then push the book down to the
floor. Hmm, you still can't carry the book in your Minish-sized state,
so return back to the other house (through the fireplaces) and use the
portal there to turn normal-sized. Then you can go back there and get
the book.

Return to the library and talk to the receptionist again. She's
ecstatic about you returning the book! But there's still more... talk to
her again and she'll reveal that the next overdue book is "Legend of the
Picori" checked out by an absentminded scholar.


"Legend of the Picori"
----------------------

The absentminded scholar the librarian refers to lives in the western
part of Hyrule Town.

[Now, I must ask, is there a dog blocking your way to the western area
of town? If the answer is yes, then do this: Go into the coffee shop and
turn over the pot with the Cane of Pacci. Turn yourself small and exit
through the mousehole. Go west, crossing the narrow bridge, and talk to
the dog to get him to move.]

The scholar's name is Dr. Left and he lives in the purple-housed roof at
the west end of town. If you ever tried to get in previously, the door
would have been locked, but this time he'll let you in. He admits to
borrowing the book, but hasn't seen it in several days.

Go out and get a bottle of water from the stream outside, then use it to
put out his fireplace. Now go out again and enter the nearby wooden
house with the waterwheel. Use the portal to turn small, and go out
through the back mousehole exit. Go into Dr. Left's house through
another mousehole entrance, then go into the mousehole behind the
bookshelves. The Minish there tells you to "Cross the bridge that spans
the rapid flow... Through the land of the fearsome beast... Until you
reach the misty falls... The treasure sleeps on the other side of the
entrance there". Quite an oblique clue. Let's do it.

Go into Dr. Left's fireplace to get up to the roof. Go north and enter
the house with the golden roof... and go through it, out to the back
entrance. Go south and cross the plank over the river ("the bridge that
spans the rapid flow"), then get through this grassy area with the cats
("land of the fearsome beast"). Climb down the vine, then pass around
the edge of the fountain ("the misty falls") and into the little opening
to a cave.

Enter the door at the right. Use the Cane on the hole in the ground
here (careful with those blade traps!), then flip yourself up to the
ledge. In the next room, you'll need to beat four of these wimpy
enemies-- just three sword hits each-- to make a treasure chest appear.
It gives you the POWER BRACELETS! This lets you move heavy things when
you're small. Go on to the left, jump off of the ledge, then go south
and exit the cave. Make your way back to Dr. Left's house.

In Dr. Left's house there are two drawers against the back wall. You can
now push them both to the left, giving you a path to the mousehole up
there! Go on...

There are some Minish secretly living up here. The one Minish standing
on the green book is trying to get it to drop down, and he needs your
weight to help. Go to the lower-left of this place and use the Gust Jar
to clear away the dust, revealing some flashing tiles. Use the tiles to
duplicate yourself (in a vertical alignment), then quickly get over to
that green book and stand on the edge of it for a few seconds. It'll
finally drop to the floor.

You'll need to go back out to the wooden house for the portal to make
you big again. Then return to Dr. Left's house to pick up the book.
Return it to the Library for another fistful of thanks from the
receptionist. But there's still just one more... talk to her again, and
she'll tell you the last book is "A History of Masks", checked out by
Mayor Hagen.


"A History of Masks"
--------------------

Mayor Hagen lives in the northeast of town, just south of the school.
Getting the book back from him will not be easy... he don't even admit
checking it out.

Use your Pegasus Boots to ram into the north wall of his house, making
the four masks fall and revealing a path to a mousehole. Flip over the
pot at the left of the room and use the resulting portal to turn small,
then you can climb up the ladder at the right and walk the path to the
mousehole. The Minish inside tell you that that mayor brought the book
to his cabin by the lake, and he marks its position on your map. Let's
go... Turn yourself normal-sized again using the portal, then get out
of the house.

Exit Hyrule Town through the northeast exit, into the Lon Lon Ranch
area. Go to the south part of Lon Lon Ranch, then take the eastern exit
into the Lake Hylia area, then go onward south to the Minish Woods.

This is the area with Syrup the Witch's hut. Before going up the steps,
to the right you see a cave that can be dug through with Mole Mitts! Dig
through there and go up the ladder at the other end. Follow the path
until you finally reach the cabin.

Behind the cabin is a suspicious sparkling tree... ram into it with the
Pegasus Boots! A tree stump is revealed. Use it to turn small, then
enter the Minish-sized passage behind the cabin. Use the Gust Jar with
the lily to get passed the area, and into Mayor Hagen's cabin. Use the
lily platform to get across the water. Now, at the back wall of the
cabin there's a sort of bookshelf thing... push it to the right (towards
the fireplace), revealing a ladder that you can use to get up to the
book. Push it off the fireplace, down to the ground. Take the trek back
to the outside (same way you came in) and use the tree stump to get big
again. Enter the cabin the normal way, and collect the book!

Return to Hylia Town (Ocarina of Wind!) and bring the return the book
to the receptionist. That's all the overdue books! They are returned to
the shelf on the second floor.


Getting the flippers
--------------------

Again, go out to the second floor balcony of the library and use the
portal to turn small. Go back inside and check the bookshelf beside the
old guy. Now that all the books are back in place, you can climb up on
the path to the elder, Librari. After talking to him, you stand on the
clover in front of him... and he opens a trap door, dropping you into a
cave. What a bastard, eh?

Push the blocks at the lower left corner to get out of the box, then go
down to the southern screen. Use the Gust Jar to latch on to the
mushroom across the stream, which flips you over to the other side.
Continue to the left, and go into the door.

You have to defeat the two scorpion-like enemies here. They can't be
damaged from the front because their pincers act like shields, so get
around to attack them from the sides, or hit them when they throw out
their pincers like boomerangs. When they're both defeated, a chest
appears, at long last giving you the FLIPPERS! These allow you to swim
in deep water (and when Minish-sized you can now swim in the shallow
water). Head into the water, then swim your way straight south until
you're out of the cave. Use the portal on the second floor of the
library to return to your normal size.


                          -- OPTIONAL STUFF --

Once again, at this point in the game there's a lot of optional stuff
you could do to help beef up your inventory or stuff you could do to
just take a break from the main quest. 

MAGICAL BOOMERANG:
* It's now possible for you to get the Magical Boomerang, which has
  basically the same function as the regular boomerang except you can
  throw it much further and even control it's direction a bit! So, to
  get this magical boomerang, you need to fuse Kinstone pieces with the
  four Tingle brothers: Tingle, Knuckle, Ankle, and David Jr.

  -> Tingle - In South Hyrule Field, you'll find Tingle (wearing green)
     on a ledge to the east of your home. Use the Cane of Pacci on the
     hole in the ground to flip up and get to him. Fusing Kinstones with
     him opens a cave in the upper-left tree in North Hyrule Field.
     Inside there, hit the switch to light the torch, and get a red
     Kinstone piece.

  -> Knuckle - In Trilby Highlands, use the Mole Mitts to dig into a
     cave at the northeast of the area. Climb up a ladder in the cave to
     reach Knuckle (wearing blue). Fusing Kinstones with him opens a
     cave in the lower-left tree in North Hyrule Field. Inside there,
     hit the switch to light the torch, and get a red Kinstone piece.

  -> Ankle - In Lon Lon Ranch, enter a cave at the north-west of the
     fenced area of the ranch. Duplicate yourself on the flashing tiles
     and push the block away. Continue up the ladder to meet Ankle
     (wearing pink). Fusing Kinstones with him opens a cave in the
     upper-right tree in North Hyrule Field. Inside there, hit the
     switch to light the torch, and get a red Kinstone piece.

  -> David Jr. - In Lake Hylia, you'll find David Jr. (wearing white)
     overlooking the lake from the north side. Fusing Kinstones with him
     opens up a cave in the lower-right tree in North Hyrule Field.
     Inside there, hit the switch to light the torch, and get 200
     Mysterious Shells.

  Once all the torches are lit, a ladder drops down in the center area
  of the cave, and there's an entrance at the center of the trees. Go
  down there and open the big chest for your new Magical Boomerang.

QUIVER UPGRADE:
* You now have the bow, so the shop in Hyrule Town now offers the larger
  quiver. It comes at the hefty price of 600 rupees though. If you don't
  have the money for this just yet, keep it in mind and remember to come
  back to the shop to get it at some point when you actually do have the
  money. The quiver increases your capacity of holding arrows from 30 to
  50 (or from 50 to 70 if you already got the other quiver upgrade).

SIMON'S SIMULATIONS:
* Simon's Simulations is now open in Hyrule Town. It's the building just
  south of Rem's Shoe Repair place. Talk to Simon inside there and he'll
  give you a briefing... basically you're put into a simulation, and you
  are faced with fighting a small army of enemies. Simon says "If you
  dispatch a monster skillfully enough, you might get something nice".
  Among the possible prizes are a Piece of Heart, Kinstone piece, and
  20 rupees.

CHEST MINI-GAME SHOP:
* The chest mini-game shop is now open in Hyrule Town. It's the building
  just south of Wheaton & Pita's Bakery. This place is run by Borlov,
  the brother of Carlov (the guy managing the figurine place). It's 10
  rupees to play the game... what you do is choose between two treasure
  chests. If you pick the right one, Borlov will double the amount of
  your bet. If you pick the wrong one, your winnings go down to zero and
  the game is over. If you win, you have the option to keep playing,
  with your winnings doubling every time. It's possible to win 999
  rupees here (though the chances of that happening are 1 in 128). The
  chances of winning big here are just the same as your chances of
  losing big... and the risk of losing big is enough to keep me away.
  The game isn't even any fun anyway.

PERIL BEAM:
* If you have 10 heart containers, it is now possible to get the next
  sword technique, the Peril Beam, from Waveblade. This Waveblade fellow
  is found in the Lake Hylia area. From Mayor Hagen's cabin, hop into
  the lake, swim to the left to the end, then climb up onto the land
  where there are steps leading north. Enter the cave in the tree here
  to find Waveblade's place. This technique allows you to shoot a beam
  of energy from your sword when you have only one heart left.

PIECES OF HEART:
* Now that you have the flippers, a whole lot of Pieces of Heart are
  opened up for you to get. At this point in the game it is now possible
  for you to get the first 33 Pieces of Heart as listed in the "Pieces
  of Heart" section of this guide. This brings your total Heart
  Container count up to 14.


                         -- TEMPLE OF DROPLETS --

Here's how to get to the Temple of Droplets:
Again use your Ocarina of Wind to go to the Wind Crest at the Lake Hylia
area. Drop off the ledge and make your way north... and around... into
the waters of Lake Hylia. Swim around until you get to the dungeon
entrance (it's just to the right of the Wind Crest). To get into the
dungeon, hop onto it and press R... just like a tree stump, it turns you
small and you drop into the hole! Welcome, at last, to the Temple of
Droplets.

[NOTE: If you ever need to exit the this place, just come back to the
dungeon entrance room and step into the light.]

Climb down the steps and make your way across the slippery ice, to the
north, and on to the next room. Watch out for all the stuff that attacks
you, then proceed to the room at the right... then go on down the
stairs.

There's a lever here... push it to the left, and a trap door will open
above, allowing light to shine though to the ice. Return upstairs, then
fall down into the hole. Push the ice block south, then right into the
light, melting it and giving you a small key! Push the block at the
lower right, then go on upstairs, then to the room at the left. Avoiding
all the obstacles, use your key to proceed past the locked door at the
left.

Drop into the hole here. There are three ice blocks at the right of the
room. Here's what you need to do: Push the upper block to the left; Push
the lower block to the south, then to the left; Push the middle block to
the left, then north, then left, south, left, north (against the
switch), and finally right... into the light, allowing you to get the
big key. Whoa, the big key already? Yes, already! But we're not nearly
done yet. Push the lever in this room to the north to close the trap
door above, then go up the stairs.

Go to the room at the right, then proceed south to the dungeon's
entrance room. The big door is right here at the south side of this
room... now with your big key, you can open it and go on through.

What a funky dungeon... not only is the big door in the entrance room,
but the element is right here frozen in a block of ice. And at the south
end of the room, also frozen solid, is the dungeon boss! What a crazy
place. Go through the door at the lower-left of this room.

Go on to the south screen, proceed through the tunnel and open the chest
for the dungeon map. Return to the north where there's a spiked log
moving over the water... to get passed this unharmed, you need to press
the button to dive underwater. Continue swimming through the water until
you reach land, then go up the steps. Then swim to the right, continuing
until you reach the end. Whip out your Gust Jar and use it to latch on
to the mushroom across the water, flipping yourself to the right. Step
on the switch to remove the barrier in the water. Now jump down that
waterfall.

Keep swimming south (diving down again to get past the spiked log), then
hit the switch at the left to remove another barrier. The stone slab
here gives an oblique clue: "The way forward is hidden in the bottom of
the pot". What does that mean? Swim over to the screen at the right to
find out... there are barriers in the shape of a pot. Go to the bottom
of that pot and dive down to find a small key! Excellent.

Swim your way back, retracing your steps... when you get to the
waterfall, just climb up the rough wall to the left of it. Push away the
block when you reach the top, then keep going north until you reach a
locked door. Use your small key and go through it. Proceed south and hit
the switch to remove the barrier. Get onto the water lily and use the
Gust Jar to ride the lily through the water path. It's a long ways to
go... ride it down the waterfall... past the spiked log (it'll take some
good maneuvering to get past that unharmed)... past the pot-shaped
thing... then hit the switch, again removing the barriers. Ride the lily
over to the screen at the right.

Here you'll encounter Madderpillar... remember him? The mini-boss
from the first dungeon? Here they're treated just like regular enemies,
made extra tough with the slippery ice floor and bouncy webs on the
walls. Beat it just like before (first the nose, then the tail), and the
door opens when you're done. Go through it and open the chest to get the
dungeon compass. Return to the water lily, and ride it over to the left
screen.

Now ride the lily on the path to the north. Hit the switch at the right
to remove the barrier, then continue riding the water lily as far as you
can on the path of water... you reach a dead end at yet another barrier.
And yes, you have to hit that switch at the right to remove the barrier,
but the switch doesn't stay down! You need to use the ice blocks to keep
the switch down here, and here's how you do it:
 1. Push the uppermost block to the south
 2. The block that the first block bumped into... push it to the left
 3. The block just north of the switch... push it to the left
 4. The block from step 2... push it north
 5. The two blocks lined up to the right of the switch... push them left
With the block holding the switch down, the barrier stays down. Get back
on the lily and ride it north, and keep going until you reach the upper
right corner of the room, then go through the door there.

Watch your step in this room... it's all dark, and you can only see the
the immediate area around you. Carefully make your way to the north
exit and onto the next room. Go up the steps, then up the staircase to
the upper floor.

Now you gotta beat three of these guys. Remember, the blue part acts as
a shield, so you need to hit them from the back or side, or hit them
when they throw the blue part out as a boomerang. Speaking of which, you
can use your boomerang to stun them. When they're all defeated, a blue
portal appears (a shortcut to the entrance), and the door opens,
allowing you to go on to the south room.

Continue and you'll come to a switch that's larger than usual... use the
flashing tiles to duplicate yourself, then you and your clone must push
the switch together. This opens a hole in the ceiling that allows
sunlight to come shining through... melting some ice and opening a new
path for you! Jump off of the ledge, then go take the room exit at the
bottom right.

Keep going down the path, and there's a chest you can open for a
Kinstone piece. In the next screen, you gotta carefully maneuver
yourself through the path of ice-- if you fall off, you're transported
back to the beginning! There's another chest with a Kinstone piece. Make
your way past the scary blade traps (there's yet another Kinstone piece
under the pot at the right if you care to get it). Go on to the next
room, then go to the room at the north, then go down two flights of
staircases.

Push the switch here and the trap door in the floor above closes. Return
back upstairs, then you can walk over the closed trap door to get to the
switch, then push it to allow sunlight to shine through. Return
downstairs again and push the switch to open the trap door above,
allowing sunlight to shine through and melt the ice surrounding the
chest. Open it for a small key. Go back up two flights of staircases,
down to the southern room, and you can now go through the locked door.

Push the switch at the south end of this room and you'll face... a
totally unexpected giant blue Chuchu! Plus, this guy is livid with
electricity. Beat him just like you beat the one at the first dungeon:
Suck away at the base using the Gust Jar, then swipe at him with the
sword when he falls. You can only suck at him with the electric sparks
die down. Other than that, and the blue color, he's the same as the guy
you fought before. When he's defeated, a chest appears, giving you this
dungeon's item: the FLAME LANTERN! This item lights up dark places, and
melts blocks of ice (and doesn't consume any magic power like it does
in A Link to the Past). Return to the northern room.

There are blocks of ice at your left here... try out your new item, melt
them away! Piece of cake. Go down the staircase. Melt the ice
surrounding the chest, then open it for a cool 100 rupees. Melt the
other ice at the right then go on to the next room.

This room is dark... use your flame lantern to open up a large circle of
light around you, then use the lantern on the torches around the room to
light things up properly. You need to defeat another three of these
fellows. The torches don't stay lit for very long, so you should be
continuously lighting them as you make your way around the room fighting
the enemies. When they're all done, the doors open again, so go on to
the right.

This is another dark room, and you gotta get through the maze of
barriers. And lighting the torches doesn't light up the room, it gets
rid of the blocks that are in your way. So, holding up your lantern for
light, go to the lower-right corner of the room and light the torch to
get rid of the block. Go north through the maze and light another torch
to get rid of another block. Make your way to the wall at the left...
there's a part of the wall that's bombable! Bomb it to blow open a
passage, then go in there. You gotta defeat all the enemies here
(there's a lot, like 5 or 6 of them) then you get a small key. Return to
the previous maze room and keep going north (lighting another torch to
get rid of a block, blah blah... and then doing it again...) until you
reach the locked door at the upper-left. Using your small key, go on to
the next room.

I'm starting to miss the light. Nothing to do in this room, just avoid
the enemies and go on to the next screen. Then make your way over the
tricky path of ice, north to the next room. Ah good, light again. Go
through the tunnel, exiting at the upper left, then go on to the next
room.

Here we've got a puzzle with these big blocks, and you need to duplicate
yourself with the flashing tiles and use your clone's help to move them.
Move the upper block two tiles to the left, then move the other block
two tiles down. At the left side, move the left block one tile down,
then finally move the upper block one tile right, clearing your path to
the exit.

In the next room, before anything else, you need to move the ice blocks
into position. At the left side of the room, push the ice block down
then left, onto the bottom switch. At the right side of the room, push
the block left against the rock (just to get it out of the way). Now,
use the flashing tiles at the right to duplicate yourself-- use the 1st
and 3rd tiles from the top. Then move south against the lower wall, then
make your way over to the left side of the room and step on both of the
switches, opening the way forward.

In the next room, there's one block that's out of place... push the
upper-right block to the north, and the exit opens for you. Proceed to
the next room.

This place is annoying, there's a path going through the middle that's
blocking a lot of your view. Torch the ice block at the upper-left,
revealing some flashing tiles. Use them to duplicate yourself
vertical-like, then push the big block three tiles to the right. That's
enough to clear your way, then you can go south, up the steps, and onto
the next screen.

Your challenge in this room is clear, and it's pure skill: Light all
nine torches in the room. After lighting the first one, you have only
12 seconds to light all the rest before the first fire dies. This is not
an easy task. When all the torches are lit, go on left through the door
that opens.

Dive underwater here to get passed all the spike logs unharmed. Once
you're past those, you don't need to defeat the insect enemies... just
get past them and go through the room exit at the lower right.

If you destroy the pots in this room the way forward is clear: Spelled
out for you in a huge arrow on the floor. Bomb the fragile part of the
north wall of the room, then go through the passage that opens.

Darkness again! Whip out your torch lantern... The torch lantern, by the
way, can also be used to burn these spider webs. You don't need to burn
them all in this room though. Just defeat the two Madderpillars as you
usually do (hit the nose, then the tail). The gimmick this time is the
darkness. When they're both defeated, go on to the right... then to the
north... then across the ice path and up the staircase.

Go up the steps and on to the south, then follow the path to the right.
Here's another one of those huge switches. Duplicate yourself with the
flashing tiles, then push the switch. As expected, this lets even more
sunlight shine into the room-- melting the ice that encased the element!
And also melting the massive Octorok! The Octorok takes the element and
brings it with him to the south room.

You know what to do... If you're low on health, destroy some pots in
this room to hopefully get a few hearts. If you're all set, go on to
the south to face the dungeon boss.


BOSS: BIG OCTOROK
-----------------
This boss is not easy. Not quite easy to figure out how to beat him, and
even once you do, defeating him is no walk in the park. Now that I think
of it though, it's a classic Nintendo boss: Deflect its projectiles back
at him, the use the item you acquired in the dungeon. The battle can be
broken down into 5 phases:
   1. Rock spitting, part 1
   2. Ice phase, part 2
   3. Rock spitting, part 2
   4. Ice phase, part 2
   5. Rock spitting, part 3

Big Octorok begins by spitting out rocks at you-- rocks that bounce off
of the first wall they hit, then break upon the second wall they hit,
scattering painful spikes all around the room. For this phase, your task
is to deflect the rocks back at him by hitting them with your sword (No,
letting the rocks bounce of the wall and then hitting him does not
work). Hit him three times to start the next phase.

The ground turns to ice and Octorok freezes too, staying stationary but
rotating in place. Avoid his snout, because he attacks by trying to suck
you into him. What you need to do is get around to his tail and burn it
with the flame lantern. To get around to his tail, it's best to lure him
into spinning one direction, then quickly changing your direction. The
floor is slippery so Octorok will continue spinning in one direction for
a while, allowing you to get to the tail. Once you've burned the tail,
Octorok smashes against the wall, causing rocks to fall from the
ceiling. Avoid them by watching the shadows on the ground. Then it's
on to phase 3.

Now Octorok won't be stationary anymore-- he moves around, following
you. He also tries to suck you in addition to spitting rocks at you.
Hit him three more times then it's on to phase 4, which is the same as
phase 2 except Octorok gets a bit faster. Once you're done with that,
Octorok learns a new trick: turning the room dark with the rocks falling
from the ceiling. That happens a lot on phase 5. Deflect his rocks back
at him three more times and he's finished.


You got the WATER ELEMENT! Water quenches thirst, ends drought, and
nourishes life. The Water Element is the embodiment of that power.

Take the heart container, and step into the green portal, teleporting
you to the entrance of the Temple of Droplets. Step into the light,
bringing you back outside.


        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
        <<<<<<<<<<<<<<<<<<<<- WIND ELEMENT ->>>>>>>>>>>>>>>>>>>>>
        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm


The world turns dark and the ghost of Gustaf, a former King of Hyrule,
appears in front of you. He marks your map and tells you to go there.
Very direct. But before going to the mark on the map, you need to first
return to the Elemental Sanctuary.


                        -- ELEMENTAL SANCTUARY --

Use the Ocarina of Wind to transport yourself to Hyrule Town, then head
north to Hyrule Castle Garden. The soldiers are no longer friendly to
you, so you can't just waltz into the castle anymore. Go to the lower
left part of this area, and there's and entrance into the garden with
soldiers patrolling the area. You need to get through this area without
any of the soldiers seeing you. If a solider does see you, you'll be
brought back to the garden entrance-- no biggie. Anyway, sneak through
the area without being seen by the guards until you reach the
upper-left corner of the Hyrule Castle Garden area. Cut away at the
bushes to reveal an underground passage. Go down there.

Make your way through this underground passage and hit the switch at the
end to open the door. The next room is-- surprise! You're in Hyrule
Castle! And right beside the entrance to the Elemental Sanctuary too.
Enter the first open door you come to, then go straight north to enter
the Elemental Sanctuary.

Just like last time, place the sword into the pedestal. The power of the
Water Element is infused into your blade, and you can now split yourself
into three copies using those flashing tiles. Try it out at the bottom
of this room. Use your clones to step on the switches and open the door,
then head outside of Hyrule Castle, the same way you came in.

Once you're back in Hyrule Castle Garden, just let yourself be seen by
a soldier so you can get back to the garden entrance. Head south, to
North Hyrule Field, and go to the northwest corner of North Hyrule Field
where there's a ladder to an underground area. Go down the ladder.

Use the flashing tiles to split yourself into three copies, then push
the big block to the left. Head up the ladder on the other side. Head up
the steps, then go left into the Royal Valley.


                           -- ROYAL VALLEY --

Pretty dark and spooky, isn't it? You may want to use the Flame Lantern
to light things up a bit. Watch out for the ghost enemies here, if they
catch you they'll, umm, lick you. And the crow enemies... if they hit
you, you'll lose a big bunch of rupees.

Go down the steps. Notice that there are fence posts highlighting a
section of the wall for no particular reason? Bomb the wall between the
fence posts to blow open an entrance. Inside there's a curious fairy who
asks you a whole bunch of questions:
- The first element you found was the Fire Element, was it not? (No, it
   was the Earth Element!)
- Your grandfather's name is Smee, isn't it? (No, his name is Smith!)
- Melari of Mount Crenel has seven apprentices, does he not? (Yes!)
- The Blabber Nut gives one the ability to understand the Minish, does
   it not? (No, it's called the Jabber Nut!)
- The robe of the current king of Hyrule, Daltus, is white, is it not?
   (No, it's red!)
If you answered any of the questions wrong she'll zap you and take away
all your arrows. But answer them all correctly and she'll reward you
with the "power" of a larger quiver! This increases your arrow carrying
capacity by one notch, depending on how many other upgrades you got so
far (30 -> 50 -> 70 -> 99). Hurrah. Exit the cave.

Follow the dirt path through the Royal Valley, go north at the fork,
into an area between trees. To get through this maze, what you need to
do is read and follow the signs! Or just follow my instructions: Up,
left, left, up, right, up. You'll emerge at the other end of the woods.

At the north end of this area is a locked gate, and just to the right of
that is a house. Go inside there and talk to the guy inside... it's
Dampe the gravedigger. He gives you the graveyard key, simple as that.
Or is it? Take a step outside and some damn crow flies along and takes
your key. Equip the Flame Lantern and Pegasus Boots, and go around the
graveyard looking for that crow... when you see the crow with your key
in a tree, charge at the tree and the key will come falling down. Pick
up the key and talk to Dampe, who's waiting for you beside the gate.
He'll open it for you, giving you access to the graveyard.

There's a Piece of Heart you can get, since you're here anyway. Push the
gravestone at the upper left of the graveyard to reveal some stairs. Go
down there, and push away the big block by duplicating yourself on the
flashing tiles. Ta da. Piece of Heart.

Push the gravestone that's straight ahead from the graveyard entrance.
Notice there's three switches in front of the big gravestone at the
north end of the graveyard? Get rid of the rocks at the lower right of
the graveyard, revealing some flashing tiles. Duplicate yourself into
three, then make your way over to the left (past the gravestone you
pushed) and around to step on the switches. Yay, you've just opened the
entrance to the Royal Crypt.


                            -- ROYAL CRYPT --

This place may have keys, and puzzles, and multiple levels, but it is
not a major dungeon. In fact it's only six rooms.

You and use your Flame Lantern on the mummy fellows in the first room to
reduce them to less-dangerous Stalfoses, then finish them off with the
sword. Be sure to get the small key from one of them before continuing
to the next room.

The left mushroom is the correct one to take here. Pull it back, then
fling yourself to the other side. You can go through any of the three
locked doors here, it really doesn't matter. You'll end up in the same
room anyway.

At both sides of this room are challenges involving duplicating
yourself. At the left, duplicate yourself into three, ride the moving
platforms across without destroying any of your clones or falling off,
then step on the switches to get a small key. You can push aside the
blocks for a shortcut back to the middle of the room. At the right,
duplicate yourself into three, make your way to the top while avoiding
the blade, then step on the switches for another small key. Now,
blocking your path in the middle are two blocks with keyholes... use the
keys on both of them to make them disappear. Go on downstairs.

Watch out for the barrage of snakes, and go to the next room. Light the
torches at the four corners... and two mummies appear! Lucky you already
have your torch out, eh? Burn them, then slash them dead. Also watch out
for the energy balls that fly at you from the torches. When the enemies
are dead, go on to the next room.

Go up the steps here, and the dead king Gustaf appears to you. Blah blah
blah, he gives you a Kinstone and tells you to seek the "source of the
flow" in Hyrule. You are teleported back out to the graveyard.


                          -- OPTIONAL STUFF --

It's that time again... time to go around the world doing a whole bunch
of optional stuff! Or not, whatever, it's optional!

LIGHT ARROWS:
* You can't actually get the light arrows yet, but there's something you
  need to do at this point if you want to get the light arrows EVER! At
  the west part of Hyrule Town, go into the yellow-roofed house and fuse
  Kinstones with the dude inside there. Some sort of warp egg appears
  in South Hyrule Field, north of your home. Check it out, and you'll be
  transported to a mysterious place in a corner of the map you haven't
  explored yet. You can get Kinstone pieces from the chests. Head for
  the top floor, where "Gregal the Great" is sick in bed. Use the Gust
  Jar to suck away the ghost floating over him (it's stubborn, but just
  keep sucking and it will eventually succumb). And suddenly Gregal is
  feeling much better! Talk to him to get 100 Mysterious Shells. You
  will return here later for an even better prize. For now, just exit
  the same way you came in.

SWORD BEAM:
* Go over to the southeast corner of Hyrule Castle Garden... If you
  haven't already done so, cut away the bushes to reveal a ladder to an
  underground room. Down there is master swordsman Grimblade! It was
  actually possible to come down here much earlier (and collect the
  Piece of Heart), but only now that you have the Flame Lantern can you
  learn a sword technique from this guy. Light up the torches at the
  corners to light up the room so Grimblade can see well. He teaches you
  the sword beam technique! This is wonderful, when you have full health
  you can unleash a beam attack from your sword! Just wonderful.

REMOTE BOMBS:
* The remote bombs are another wonderful invention... instead of just
  laying bombs and waiting a fixed number of seconds for it to blow up,
  you could simply press a button to blow it up whenever you want! This
  makes it much more practical for fighting enemies. So, to get the
  remote bombs, fuse Kinstones with Gentari (the village elder!) in the
  Minish Village. This causes Belari the bombmaker to get a spark of
  inspiration about to invent a new kind of bomb. Go over to Belari and
  you can have all your regular old bombs exchanged for sparkly new
  remote bombs for free! You can talk to him again at any point if, for
  whatever reason, you want the regular bombs back.

BOMB BAG UPGRADE 3:
* If you got all the previous bomb bag upgrades, this would be the last.
  Now fuse Kinstones with Belari the bombmaker. This causes a golden
  chest to appear in the Wind Ruins, near the entrance to the Fortress
  of Winds. Open the chest for an upgrade to your bomb bag, which
  increases your bomb carrying capacity by one notch
  (10-> 30-> 50-> 99). So at this point it's possible to have the
  largest bomb bag, carrying 99 bombs.

QUIVER UPGRADE 3:
* If you got all the previous quiver upgrades, this would be the last.
  At the southwest corner of the Wind Ruins, use the tree stump to turn
  your self Minish-sized, then go into the Minish-sized hole at your
  north. The guy inside complains that his bean doesn't grow. Ha! Fuse
  Kinstones with him and a massive beanstalk grows elsewhere in the Wind
  Ruins. Climb up there to find a big chest in the clouds, containing a
  quiver upgrade, increasing your arrow carrying capacity by one notch
  (30-> 50-> 70-> 99).

PIECES OF HEART:
* You've got the flame lantern and the ability to duplicate yourself
  into three, but unfortunately this doesn't unlock many Piece of Heart
  opportunities. In fact, there's just two more that you can collect
  over the last "optional stuff" section. Anyway, you can now collect
  the first 35 Pieces of Heart listed in the appropriate section of this
  guide. That would give you a Heart Container total of 15.


                            -- VEIL FALLS --

[NOTE: If you ever want to get the light arrows EVER, see the section
above and do the part labeled "Light Arrows".]

Go to the North Hyrule Field area, then take the northeast exit into the
Veil Falls area. There you'll find a stone slab at the end of the
bridge... and you can fuse Kinstones with it! Fusing Kinstones opens up
this stone door, allowing you access to the Veil Falls caves.

It's dark inside, so whip out that lantern. And be careful with the
cracked floors, they'll crumble if you step on them too long. Go up the
stairs at the upper right, then out the exit.

Climb up the rough rock wall. At the top, check out that stone slab...
it's another Wind Crest! Now you can travel here with the Ocarina of
Wind. Go into the cave at the north... up the staircase... and out the
exit at the lower right. Climb up another rock wall, then follow the
path to the left (ignoring the massive Goron head that's peaking into
view). Step into the huge vortex, transporting you to the last area of
the map you have yet to explore: Cloud Tops.


                            -- CLOUD TOPS --

On more than one occasion I have gotten totally lost here and spent
lots of time going around in endless circles. Fortunately I am here to
guide you through the mess. See this funny-looking moving cloud
surrounded by pinwheels? Well, there are five special Kinstone fusions
you must do in this area to get the pinwheels moving, and once that's
all done the cloud will clear up, allowing you access to the next area.
Oh, and what you see in the map is not the whole picture... this area is
composed of two levels that you will be traveling back and forth
between. If you know exactly where to go, it can all be over in just
five minutes or so.

So, let's get started: Step into the red vortex at the right, which
whisks you up to the upper level (that's what these red vortexes do,
see). Open the gold chest at the right to get a Kinstone piece, then
fall into the square hole at the right, which will bring you down to the
lower level (that's what dropping down the square holes does, see). Be
careful with the cloud shark, then step into the red vortex at the
north.

Go north a bit and use the Mole Mitts to dig through the, umm, hard
cloud, then drop into the hole. Here's where you make this area's 1ST
KINSTONE FUSION. When that's done, go back up with the red vortex. Now
jump into the tornado and glide to the land at the left (it's
center-north on the map). Fall into the hole.

Now you gotta defeat these two sharks-- and they're really dumb beasts.
The easiest way to beat them is to stand at the edge of the clouds,
offering yourself as bait so they'll charge at you, then step aside
before you get hit. They'll fall off the edge. -_- When they're both
defeated, take the Kinstone piece and go back up with the red vortex.

Dig through the cloud to get to the left, then use the tornado and glide
to the upper-left corner of the map. Dig through the cloud at the top to
find some chests with a lot of Mysterious Shells. But more importantly,
dig through the lower clouds to get to a chest for a Kinstone piece. Use
the tornado and fly to the land just to your south. Fall into the hole.
Go north (you can kill the Lakitu with the Cane of Pacci or boomerang or
just roll past him) and you can make your 2ND KINSTONE FUSION. Go back
and use the red vortex.

Hop into the tornado and glide all the way to the land at the
bottom-left of the map. There's another 50 Mysterious Shells in the
chest here. Drop down into the hole. Go to the north and you'll find
where you can make the 3RD KINSTONE FUSION. Step into the red vortex
that's right there at the side, take the Kinstone piece from the chest,
then drop back down the hole.

Go back to the south, then hop into the red vortex at the right. Drop
down into the hole at the right. Defeat the two sharks here, then you
can get another Kinstone piece. Step into the red vortex that appears at
the north end. There's another 50 Mysterious Shells for you in this
chest. Hop into the tornado and glide to the land at the lower-right.
Dig into the clouds a bit, then drop into the hole that you find there.

Step into the red vortex at the right. Walk over to the north and drop
into the hole. Here you can make the 4TH KINSTONE FUSION. Step back into
the red vortex. Now hop into the tornado at the north, and glide
northwest until you strike land. Dig through the clouds to reach another
tornado, then use it to glide to the RIGHT... then SOUTH (we're aiming
for the land that's at the center-right of the map). Drop into the hole.

Hey, we're back at the starting point, eh? And that's where we want to
be. Make the 5TH KINSTONE FUSION here-- that should be the last-- and
all the pinwheels will be moving, so the bouncy cloud near the starting
point will evaporate, leaving behind a huge vortex that you will use to
get to the top of the clouds.


Hurrah, you've found the tower at the top of the clouds (not sure what
else to call this place). But first, check out the stone slab here...
it's the final Wind Crest! Now you can travel here with the Ocarina of
Wind.

Go into the tower. If you did the stuff under the "Light Arrows" heading
in the "Optional stuff" section above, this place should look
familiar... it's the same place where you encountered the sick guy
possessed by the spirit! If you cured him, he'll be up on the second
floor, feeling completely cured now, and he gives you the LIGHT ARROWS!
If you didn't cure the guy, he'll be dead forever and you can't get the
Light Arrows ever. :(

Anyway, now you can go all around the tower, talking to everyone and
opening chests for treasure and fusing Kinstones, blah blah blah. On the
fourth floor is Siroc... he must be the "elder". There's always an
"elder". Speak to him and he'll grant you permission to enter the roof.
Talk to the guy blocking the stairs on the same floor, and he'll step
aside for you. Go up the stairs to the tower roof.

Step into the huge vortex and you'll be brought to the game's fifth
dungeon: The Palace of Winds.


                          -- PALACE OF WINDS --

If you still don't have the boomerang by now, heck, maybe its time you
just go back and get it (from the store in Hyrule Town). I'll be
referencing using the boomerang quite often for this dungeon. But if you
insist on proceeding without the boomerang, you could use other items
(like the Bow or Bombs) as substitutes.

Go left, then north to the next screen. Hit the orb to extend the
bridges, then go up the first bridge and down the second. Hit another
orb to extend another bridge, cross over it, then hit the orb with the
boomerang from the other side. Cross north over the bridge. There's a
block between two torches... push it off the side, then use the
boomerang to hit the orb across the gap. Get rid of the skulls to reveal
some flashing tiles. Use them to duplicate yourself into three
side-by-side copies, then cross the bridge and push the big block north.
Go on north to the next screen.

You gotta stand on this moving platform and ride it as it moves north,
avoiding the barriers and the enemies (the enemies blow up if you touch
them!). At the top, get off and go to the left.

Climb up the steps and follow the path over the mesh floor to the
northwest, and on to the next screen. Go down the steps... ignore the
clouds for now. At the south end, hit the orb with the boomerang,
extending the bridge... cross it (careful with that spiked roller), and
hit the orb again to extend the bridge at the left. Plant a bomb by the
orb, then quickly get across the bridge before it explodes (or, if you
have the Remote Bombs, just detonate it after you cross). Go north
over the bridge that extended, and you'll come into a battle with some
Wizzrobes. They fade in and out of sight, so you may find it helpful to
stun them with the boomerang so they don't disappear. Once you've
defeated all the Wizzrobes, a chest appears, giving you this dungeon's
treasure (already!)... the ROC'S CAPE! Now you can jump! Tap the button
for a small hop, hold the button down for a big leap. Jump over to the
right side, and hop up the ladder of clouds to the second floor.

Hop over to the right side, then leap though the torches to a floating
island. Do another leap across the way, past the exploding enemies. Go
on to the right screen.

Push the blocks aside to get through. Duplicate yourself using the three
flashing tiles at the south end of the triangle... then go on to the
south, stand between the four switches, and swing your sword so you hit
all four switches at once. Some enemies appear... defeat them by
flipping them over with the shield, then slashing them dead with the
sword. The door opens when they're defeated, so go on to the right.

You can only move past the fans when they're not blowing, or else you'll
get pushed off the platform. You can also use the holes in the ground to
keep you in place while the fans are blowing. Jump across the gap at the
top, then make your way south at the right side. At the south end, you
need to use your Cane of Pacci in the hole, then flip up onto the high
ledge. Follow the path over to the left.

With the Roc's Cap, jump on the square panel on the mesh floor to fall
through. Careful with the rupees, one of them's a Like Like. Jump up
through the square panel at the left to get onto the mesh floor, then
continue to the left. Again, jump to fall through the square panel when
the moving platform is under there to catch you. Ride the moving
platform to the left and jump up through the left panel. Go north and
jump up the ladder of clouds to the third floor.

There's a moving platform that comes and goes quickly at the right, by
the flashing tiles. Get ready to clone yourself on those tiles, and as
soon as the moving platform comes step on the third tile to clone
yourself, then get on the platform and ride it to the end. Quickly get
off the platform, climb the steps, and push the big block out of the way
before your clones expire. Go down the steps and on to the south.

Push away the blocks at the right side so you can get through, then get
on the moving platform when it comes. You need to hop left and right on
the platforms to make it through. When you reach the south end, jump
down to the platform, then jump up through the panel of mesh floor. Go
on to the right. You need to go up and down through the square panels to
make it through this area. At then end, go on to the right.

Hop down through the square panel. At the north end, make your way past
the spiked roller and use the Cane of Pacci at the hole in the ground at
the right, then flip yourself up onto the ledge. At the flashing tiles,
hold out your sword facing the south and duplicate yourself at the
upper-left, lower-left, and lower-right tiles. When you swing your sword
the switches will be activated at the same time, making a Minish portal
appear. Use the portal to turn yourself Minish-sized, then go south
through the little mousehole. You need to push the pots out of the way
to get through to the left. So go through to the left, then north past
the spiked roller and into the mousehole at the north end.

Follow the path to the north and use the portal there to turn yourself
big again. Return to the south screen... see the switch over there by
the stairs? Hit it with the boomerang to open up the door at your right
and to get a small key. Proceed to the right. Jump across the gap,
follow the path down then up the steps, past the spiked roller and
finally go through the locked door. Climb the ladder of clouds to get
up to the dungeon's fourth floor.

Go to the left screen. Again, you gotta make it past these strong fans
without them blowing you to your death. Once you're past the fans, push
the blocks aside to get through to the south (not down the steps). Keep
moving along the path, jumping over the spikes on the ground. At the end
you need to make a long jump over a really long gap... to do this, you
gotta get the timing right and jump with Roc's Cape just as the fan
starts to blow. Once you've crossed that, continue north to the next
screen.

Jump from island to island here, careful not to step on the cracked
floor for too long (or it will crumble). Continue north to the next
screen. Hop to the top of this pedestal of clouds... then make your
courageous jump to the right over the large gap. Leap to the right and
do the same thing again with an even higher tower of clouds. At the
right side, jump up the ladder of clouds that will bring you to the
fifth floor of the dungeon.

Go on to the room at the south. You need to defeat these two Ball &
Chain Soldiers... they don't move particularly fast, but that ball is a
real pain. One way to beat them is to get them to throw their spiked
ball at you, but dodge it when it comes, then run over to them and slash
the hell out of them. Or, even better, throw Remote Bombs at them and
detonate to deliver big damage. Once they're both defeated, a key falls
to the center of the room. Get it, then go through the locked door at
the left.

Hit the Spark with the boomerang to get a fairy, then go on to the room
at the left. There's a clump of pots at the lower left... toss aside
the lower-right one, then push the above pot up on top of one of the
switches. Then duplicate yourself on the flashing tiles at the right, so
you can step on the remaining three switches. With all the switches held
down, the door opens, allowing you to go on to the left.

Hit the switch at the left, turning on the powerful fan at the center.
Whip out your Roc's Cape and make a leap of faith towards the south,
making use of the gusts of wind from the fan to carry you all the way to
the south side. Once you're there, head for the door and it'll suddenly
close and some enemies will appear. Defeat all these guys (especially
watch out for the ice attacks from the Wizzrobes... very annoying). When
they're all defeated, go on through the door. Jump over the gap, then
continue to the right.

Hit the switch at the right corner, turning on the fan. Again, make a
leap of faith to the north, using the wind from the fan to blow you
across to the other side. Push the block at the left and open the chest
for a small key, then push the blocks at the right to get through the
barrier, and go on north through the locked door. Open the chest here
for.. the big key! Return to the previous room, go to the right, then
go south through the big door. The arrow points you where to go... just
drop right off the ledge.

Now you've got to battle Red Dark Nut. This guy is strong, but if you
just lure him into attacking you, and strike when you get an opening,
you'll eventually beat him. If you're lucky you can even catch him off
guard and push him over the edge. Bombs work too (you can even use bombs
to push him over the edge). When he's defeated, a blue portal appears (a
shortcut to the entrance). Go up the bridge that appears on the north
side, until you reach a dark room.

Have you taken a look at your map yet? Yes, you've falling all the way
back to the first floor! You're not nearly done with this place yet. :/
Use the Flame Torch so you can see your way around this room. At the
right side of the room, go up the steps and open the chest... you get
the compass! Go up the staircase at the left side of the room.

Make your way north, then into the room at the right. Drop into the hole
at the center of the room. You land on a high ledge in the dark first
floor room, beside a chest that gives you a small key! Take then key,
then go back up the stairs at the left side of the room.

Now go to the south room. Kill all your enemies here to get them out of
the way (use the boomerang, then the sword). Break away the pots at the
upper-right of the room, revealing some flashing tiles. Use the 1st, 3rd
and 5th flashing tiles to duplicate yourself, then make your way to the
south end of the room and slash at the switches to light them all up at
once, opening the door at the left.

In the next room, make your way past all the spiked roller things by
jumping over them. Open up the chest at the north end to get a small
key, then go to the right and jump off the ledge. Go through the locked
door at the right.

Careful not to hit the enemies flying around the place, jump over to the
tornado at the right, then glide to the platform at the upper-right of
the room, then go on to the next room. Go up the stairs to the 3rd
floor.

Go right and north up the path, then into the room at the left. Defeat
all the Wizzrobes hounding the area (careful to avoid their fire attack)
and a big chest will appear, finally giving you the dungeon map. Proceed
to the room at the left. Defeat the two horrible hands in this room
(they drag you to the dungeon entrance if they grab you!), then pull the
lever at the north end of the room to open the door. Go through it, then
proceed up the staircase to the fourth floor.

You can get a Piece of Heart here... go to the northwest of the room,
then push the blocks into the hole. Jump over the gap and go to the
north room. Follow the path to the Piece of Heart. Return to the
previous room. You'll have to drop into the hole here. Make your way
back up the fourth floor.

At the right there's one of those bomb enemies moving in a rectangular
path... when he's at the right, beside those cracked up blocks, hit him
with an arrow or the boomerang to block up the cracked blocks. Jump over
the gap, then make your way to the upper right corner of the room. Light
the two torches with your lantern to make a red portal appear (another
shortcut to the beginning). Return to the south end of the room and go
through the locked door, and up the staircase to the fifth and final
floor.

Bomb the cracked portion of the wall at the right to blow open an exit,
then go in. Go a little bit north, then bomb the wall in between the two
cracked sections of floor (the bombable section makes a hollow sound
when you poke it with the sword). Go inside. Bomb the cracked up blocks,
then proceed to the room at the north.

Here you gotta make your way through the path without touching any of
the bomb enemies... because touching them will trigger a switch that
closes the north exit. Make your way to the end of the path, push aside
the blocks at the end, then go on to the north. Open the chest there for
a small key. Return to the previous room. You don't need to be careful
with the bomb enemies anymore, just hit them with the sword (from a bit
of a distance) and go on to the south room. Step on the cracked floor to
make it crumble so you fall through to the floor below.

Go north through the locked door. Be careful with all of the enemies
around here, there's a lot of them... make your way through this maze,
to the bottom right area, then push aside the blocks to get through.
Follow the path to the north where there's a ladder of clouds you can
climb up to the next floor.

All ready? Go through the big door, follow the path, then step into the
huge vortex to face the dungeon boss.


BOSS: GYORG PAIR
----------------

The dungeon's boss is Gyorg Pair! The female is the big red one, and the
male is the smaller blue one (that's what the figurine says.. I'm not
just pulling this info out of my ass). They're big manta ray-like
creatures that fly through the sky, and you're going to be riding them
whilst we do battle. You alternate between the red one and the blue one
until the boss is fully defeated. Their weak spot? Of course, the eyes.

On the big red one, initially only three eyes will appear at a time. You
need to duplicate yourself using the flashing tiles on its back, then
hit all the eyes at once. Then eight eyes will appear and you gotta
slash at them like crazy. Obstacles you'll need to watch out for during
this phase include the smaller blue Gyorg which spits flashing bubbles
at you, and later on you'll need to watch out for the green insect-like
things that come at you. When you've slashed at the eyes enough, it
becomes time to switch to fighting the blue one (hop onto it with Roc's
Cape).

On the smaller blue one, only one eye appears at a time at one of the
four corners. When it appears, hit at it with the sword. Obstacles
you'll need to watch out for include the tail, which swings around at
you... just jump over it. Also, the green insect-like things that come
at you. When the big red one comes along again, jump back onto it. After
enough back and forth between the red and blue, the Gyorg Pair is
history.


You got the WIND ELEMENT! The wind carries the seeds of flowers,
scattering life across the land. The Wind Element is the embodiment of
that power.

Take the heart container, and step into the green portal, teleporting
you outside of the Palace of Winds.


        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
        <<<<<<<<<<<<<<<<<- DARK HYRULE CASTLE ->>>>>>>>>>>>>>>>>>
        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm


Now that we've got the fourth and final element, our next stop is to
infuse it into your sword. For that, we head once more to the Elemental
Sanctuary.


                          -- OPTIONAL STUFF --

You have the Roc's Cape. You have the Wind Element. And now, even before
going to the Elemental Sanctuary, I present to you yet another round of
optional upgrades and items that are now yours for the taking. I'm
putting this here now because our next trip to the Elemental Sanctuary
transitions directly into the final dungeon, and I don't want to
interrupt the dungeon too much.

DOWN THRUST:
* Swiftblade had been saying to come back again when "you can jump
  farther than any other"... and the getting the Roc's Cape certainly
  fits that description. So pay another visit to Swiftblade to acquire
  the fourth and final sword technique you can learn from him-- the Down
  Thrust. It allows you to swing your sword at your jump's peak,
  resulting in a swift downward thrust! It looks pretty cool but I never
  use it. Unfortunately the technique only works when you do a little
  hop with the Roc's Cape, not a big leap.

GREAT SPIN ATTACK:
* If you've gotten all 7 of the other sword techniques, you can now
  finally go to Swiftblade the First for the final technique. Use the
  Ocarina of Wind to go to the Castor Wilds, then dash over the swamp to
  the western area where there's a big gravestone (just north of the
  place where there's three big statues). If you haven't already done
  so, push the gravestone to reveal a stairway, and go inside.
  It's Swiftblade the First, Spirit of the Swordsman! He teaches you
  the Great Spin Attack-- an awesome unleashing of power! All you need
  to do is perform a regular spin attack, then continue pressing the
  sword button repeatedly to continue the spin attack. You can even move
  around while doing this. This technique actually is helpful in the
  final dungeon when you need to clear out a room full of enemies, or if
  you ever want to mow down a field of grass.

UPGRADE - GREATER SPIN ATTACK:
* For this upgrade, you must first have learned the Great Spin Attack
  (see above). Go back to Greatblade... he's the one at Lake Hylia, west
  of Hagen's lakeside cabin. Fuse Kinstones with him to open up a cave
  in a waterfall in North Hyrule Field. Get yourself over there, and
  inside you'll find Greatblade, who teaches you the Greater Spin
  Attack. It's like the Great Spin Attack... but greater! This increases
  the maximum number of rotations from 10 to 15.

UPGRADE - SPIN ATTACK CHARGE TIME:
* Go back to Grayblade... he's the one that lives in Mount Crenel, at
  the top of the eastern Crenel Wall. Fuse Kinstones with him, and an
  opening will appear in a waterfall at the northeast corner of the
  Castor Wilds area. Get yourself over there and you'll find Scarblade,
  who speeds up your spin attack charge time! The difference is not very
  noticeable, but it can make a difference in the final battle against
  Vaati.

UPGRADE - SPLIT GAUGE CHARGE TIME:
* Go back to Grimblade... he's the one at the southeast of Hyrule Castle
  Garden. Fuse Kinstones with him, and an opening will appear in a
  waterfall somewhere in the Veil Falls area. Get yourself over there
  and you'll find Splitblade, who speeds up your split gauge charge
  time! This means it will be faster for you to duplicate yourself on
  the flashing tiles! The charge time is now down to about 1 second.
  This will help you in the final battle against Vaati.

JOY BUTTERFLIES:
* The Joy Butterflies give you nice upgrades to your existing abilities.
  If you haven't already done so, go to the Happy Hearth Inn (the big
  yellow-roofed building at the east side of Hyrule Town) and you'll
  find three girls on the second floor... fuse Kinstones with one of
  them, any one of them, and Gorman will come along to town. Now exit
  the room and come back in, then fuse Kinstones with all three girls.
  Each fusion will cause a Joy Butterfly to appear-- in the Wind Ruins,
  in the Royal Valley, and in Castor Wilds. Go get each of them, and
  you'll gain the ability to shoot arrows faster, to swim faster, and to
  dig faster! [NOTE: If you already moved any of the girls to other
  houses, you can fuse with them wherever they are.]
  
BOTTLE 4:
* Getting the fourth bottle requires a whole lot of Kinstone fusions.
  First, you need to fuse with Eenie, the soil-tilling farmer in the
  Eastern Hills area. This causes a Goron in the Lon Lon Ranch area to
  smash open a cave. There are five more fusions to do, each with
  "Mysterious Walls" in Mole Mitts accessible caves around Hyrule, and
  each fusion adds another Goron to the rock-smashing task.
 -> Mt. Crenel - Climb up the western Crenel Wall to the ledge where the
      Crenel Hermit lives, then enter the Mole Mitts cave beside his
      cave. Dig around to explore the place, and the Mysterious Wall is
      way up at the northeast corner of the cave.
 -> Eastern Hills - Go into the Mole Mitts cave at Eenie and Meenie's
      farm. The cave isn't big, and you'll find the Mysterious Wall at
      the very northeast corner.
 -> Trilby Highlands - Go into the Mole Mitts cave at the northwest,
      across the bridge near the exit to Mt. Crenel's Base. The
      Mysterious Wall is at the northeast.
 -> Minish Woods - Go into the Mole Mitts cave near Syrup's Hut, the
      cave you use to get to Hagen's Lakeside Cabin. The Mysterious Wall
      is at the northeast corner.
 -> Lake Hylia - For this one, go to the northern end of Lake Hylia, and
      hop on the little islands to reach a Mole Mitts cave at the lake's
      northern tip. Dig inside and you'll find it's the most complex
      cave yet. To find the Mysterious Wall, go left then immediately
      south from the entrance, then follow the path to the end.
  Once all the fusions are done, you'll have six Gorons working on this
  cave and they'll smash through to the end. Now go to that cave at Lon
  Lon Ranch (if you've never been there before you'll have to use a
  tornado at the right). Inside the cave is a chest with 200 rupees, and
  a big chest with an empty bottle. Whew.

PIECES OF HEART:
* At this point in the game you can now collect the first 41 Pieces of
  Heart listed at the appropriate section of this guide, bringing your
  Heart Container total up to 18. Yes, even though we're practically at
  the end of the game, you still can't get them all yet. After infusing
  the fourth element into your sword later on, you can get the 42nd and
  43rd Pieces of Heart, plus an extra whole Heart Container. You can't
  get the final Piece of Heart until you've beaten the game.

I think that's all the items and upgrades available to us for now.
Whenever you're ready, it's time to head to the Elemental Sanctuary.


                        -- ELEMENTAL SANCTUARY --

The main entrance to Hyrule Castle is still blocked, and the Hyrule
Castle Garden is still teeming with guards so you'll have to get to the
Elemental Sanctuary the same way as last time: At the lower left of
Hyrule Castle Garden, enter the area with the tall bushes and sneak your
way past the soldiers... then go into the underground entrance at the
upper left of the area. Make your way through the underground passage
into Hyrule Castle, then proceed to the Elemental Sanctuary.

As usual, stick your sword into its place on the pedestal. Your White
Sword is now infused with all four elements! Now you can duplicate
yourself into four! The power of your sword destroys the stone tablet
blocking the north passage. Go in there, and proceed to the stained
glass windows at the north end of the room.

A story unfolds, the same story you were told at the very beginning of
the game:

             A long, long time ago, when the world was on
             the verge of being swallowed by shadow, the
             tiny Picori appeared from the sky, bringing
             the hero of men a sword and a golden light.

             With wisdom and courage, the hero drove out
             the darkness.

             When peace had been restored, the people
             enshrined that blade with care.

             And the force of the golden light embodied in
             Hyrule's princess, shone forth upon the lands.

In case you don't remember, that last part is new. The light force that
Vaati was looking for is located in Princess Zelda herself! Suddenly
Vaati's laugh pierces the silence. The King of Hyrule appears in front
of you... and transforms into Vaati, who launches an energy ball that
knocks you unconscious.

Ezlo wakes you up. Once you regain control, proceed south and out of the
Elemental Sanctuary (as usual, duplicating yourself to step on the
switches and open the door). It turns out all of Hyrule Castle is messed
up, and a bunch of people were turned to stone by Vaati. Your sword has
the power to undo this... stick it out to charge it, then once the green
bar appears, release the button to shoot out a blast of energy at the
people turned to stone. Talk to everyone, then head out the door.

Suddenly and unexpectedly, you find yourself in the final dungeon.


                        -- DARK HYRULE CASTLE --

First off, go straight into the room at the south. The pots here will
give you supplies like arrows, bombs, and most importantly fairies.
Restore your health and fill up any spare bottles with fairies. The pots
will be replenished whenever you go back to this room. Return north to
the previous room.

Go over to the left, up the steps, then to the north. Make your way past
all those spinning lines of fireballs, and go north to the next screen.
There you'll find a crumbled up wall on the east side... bomb it to open
up a passage. Inside there, use the portal to turn yourself
Minish-sized. Return to the previous room, then go south, then drop down
into the hole.

Go north, then into the Minish-sized tunnel in the wall. Use the portal
to turn yourself big, then step on the switch to open the prison gates.
The real King of Hyrule is in the other cell... use your Four Sword's
power to return him to normal. He says thanks and gives you a small key.
Go to the left and up the staircase.

Go south. Duplicate yourself on the flashing tiles, then push the big
block to get through, then continue to the south... and go through the
locked door on the south side. Continue through the hallway avoiding or
defeating the enemies as you wish... go past the staircase and
eventually you'll reach a big chest that gives you the dungeon map. Go
up the staircase to the ground floor.

Now, if you wish to leave the dungeon, you can do so by going out the
exit on the south side of this room. If you do decide to go out, there
are two *optional* distractions that you could be working on:

PIECES OF HEART & HEART CONTAINER:
* Now that you have all four elements infused into your sword, you can
  now get the first 43 Pieces of Heart listed in the appropriate section
  of this guide. Plus, there's a Heart Container you can get, too (see
  the end of the Piece of Heart section for that)! This brings your
  Heart Container total up to 19. The very last Piece of Heart requires
  that you get all the figurines, and that is not possible until after
  you have beaten the final boss.

KINSTONE FUSIONS:
* At this point you can now do all 100 Kinstone fusions of the game! See
  the Kinstone fusion section of this guide for details on getting them
  all. Aside from all the goodies you can obtain from individual
  fusions, if you get them all you can talk to Tingle for the Tingle
  Trophy, which makes fairies appear from grasses and bushes more often.
  It's not too useful at this point in the game, but whatever!

Anyway, if you're back at the entrance room of the Dark Hyrule Castle.
Go straight north from the entrance and into the next room. Follow the
green carpet to the left, and eventually you'll reach a place with some
flashing tiles and cannonballs. As Ezlo says, you need to deflect the
cannonballs with your sword-- all four of them at once. Obviously,
duplicate yourself on the flashing tiles to do this. When the statues
are all defeated, the gate lowers, allowing you to go on to the north.
Watch out for the enemies and flying pots, then proceed to the room at
the right.

What you need to do here is step on all the blue tiles without
duplications to make them turn red. If you screw up, step on the switch
at the left to reset the tiles. This puzzle should be easy enough, but
here's a diagram to help you if needed (just follow the numbers):

                          [16][17][20][21]
                          [15][18][19][22][23]
                          [14][13][12][11]
                              [ 8][ 9][10]
                              [ 7][ 6][ 5]
                          [ 1][ 2][ 3][ 4]

The door opens when all the blue tiles have turned red. Go to the next
room and follow the green carpet to the south. Duplicate yourself on the
four flashing tiles then make your way to the south of the room,
avoiding the barriers and the blade, so you can step on the four
switches to make a chest appear. Get the small key from it. Drop off the
ledge, follow the green carpet, then go back to the room at the south
(the big castle "entrance" room).

Now, go into the locked door at the right side of this room. Follow the
green carpet to the right and continue on to the next room. Continue on
the path north until you reach a square of flashing tiles. Duplicate
yourself into four copies on these flashing tiles in a straight vertical
line. Charge up your sword, go to the center of all the cannonballs
firing just to the north, and release your spin attack with just the
right timing so that all four cannonballs are deflected back to destroy
the cannons. If you can do that, the gate lowers, and you can proceed
north.

In this room we've got a whole barrage of enemies... but killing them
all gets you no reward. It's a nice chance for you to make use of the
Great Spin Attack though. :) You need to bomb a vulnerable section of
wall at the left side of this room... it's near the lower-right
corner... to open up a passage (the crack in the wall is visible if you
go around to the other side). Proceed through there, then go north, and
up the staircase to the ground floor.

You'll come to what appears to be an empty room with just a chair in the
middle, and suddenly the doors close and you're attacked by a red Dark
Nut. You're going to be facing quite a few of these in the remainder of
this dungeon, and they're quite difficult if you don't have a good
approach at tackling them, so here are a few strategies you could use:

- Dodge and Attack: I guess this would be the standard boring way of
    fighting a Dark Nut. Armed with your good old sword and shield,
    either dodge the Dark Nut's attack or block it with the shield (yep,
    your Small Shield can do that!), then swipe at them in the sword in
    the following split second that their defenses are open.

- Dash Attack & Slash: If you learned the Dash Attack from Swiftblade,
    you can Dash Attack right through the Dark Nut-- yes, right through
    him!-- then quickly turn around at his back and hit him with the
    sword in the split second before he has the chance to turn around.

- Remote Bombs: I guess this technique would work with regular bombs
    too, though it would be more difficult. Lay a bomb on the ground and
    detonate when the Dark Nut is within range, preferably so that he
    is blasted towards you. The bomb blast in itself is not enough to do
    damage, only stun him, so you have to make use of the second he is
    left stunned, and attack with the sword.

- Great Spin Attack: I love making practical use of the Great Spin
    Attack, however crude a technique this may be. You can use your
    Great Spin Attack and go completely gung ho on the Dark Nut-- he'll
    raise his shield, but you're moving fast enough that you can still
    get around and hit him from the side.

Just pick a technique and you can go unleash your wrath on the Dark Nut.
When he's defeated, the doors will open, and... did that chair just
move? Anyway, go on to the room at the right and open the big chest to
get the dungeon compass. Return to the previous room and push that
suspicious chair aside (from the left) to reveal a staircase, and go
down there.

Go through the dark passage, using your flame lantern to see better (and
to burn those mummy enemies), then come up the staircase at the other
side. Keep going, and go up the staircase in the next room.

Go on and exit the room and you'll find yourself outside the castle. Hop
into the tornado and use them to glide through this area, avoiding
attacks from enemies, until you reach another platform at the south.
Continue south, and enter the door to go back into the castle.

Duplicate yourself using the flashing tiles at the upper right corner of
the room, then make your way south... past the twirling fireballs... and
push the big block two spaces down. Continue out the door at the right.
Go south, hop into the whirlwind and glide on to the south. Don't land
where the cannons are, just keep on going south past the cannonballs,
then touch down on the land where there seems to be a tower of the
castle. There's no need to go into the door on that tower, there's
nothing for you in there... just go on to the left. When you reach an
apparent dead end, hit the switch across the gap by using the boomerang
or an arrow, and the bridge will extend. Cross it, then go into the door
at the other side.

There's a square of flashing tiles. Duplicate yourself using the 2nd and
4th tiles at the upper side of the square, and the two corners at the
bottom of the square. Move forward to the switches, and slash to hit all
of them at once, opening the door. In the next room you face two ball
and chain soldiers. Defeating them is complicated by the presence of the
two statues in the room... its harder to bait them into throwing their
ball at you. Laying bombs and throwing it at them may help. When they're
defeated, the doors at the left and right sides open (and a red shortcut
portal to the entrance appears). Go to the room at the left, then go to
the north.

Step onto the moving platform. When the platform is under one of those
square gates in the chain-link floor, hop up there with Roc's Cape. Use
the boomerang or arrows to hit the switches at the left and at the
right... this will open the door. Return to the moving platform by
jumping again on the square gate with Roc's Cape. There are some cracked
up blocks obstructing your way, and obviously you need to bomb them, but
less obvious is how you're supposed to do that. One way is to lay a bomb
and throw it at the blocks just as the bomb is about to blow up (remote
bombs won't work this way though). Another way is to suck up a bob-omb
from the side using a Gust Jar, then quickly move to the center and
unleash it at the blocks, blowing them up. Either way, once you've
cleared that up, go on north to the next room, then go to the right,
then go north again.

Here you're faced with the strongest type of Dark Nut in the game. Hell,
probably the strongest regular enemy in the game. It's the Black Knight.
He's quick with his defenses, doesn't stay vulnerable for more than a
second. Just pick any of the techniques that I mentioned earlier. Once
he's defeated, Dark Nuts suddenly appear at four rooms around the
dungeon (and a blue shortcut portal to the entrance appears too). Take a
step into the room at the north, and your task becomes clear: There are
four keyhole blocks are obstructing the path of the large block. You
need to defeat all the Dark Nuts to earn the small keys for these
blocks.

Go two rooms south (to the room where the sparks are going around the
perimeter), then to the room at the right. You face a pair of white Dark
Nuts. Defeat them as you deem fit, and when they're vanquished the
room's doors will open. Go north to the next room.

This room is dark, with a twirling line of fireballs in the middle and
eight unlit torches around it. Whip out that flame lantern of yours and
light up all of the torches... when they're all lit up at once, the
doors open, allowing you to continue to the north. A quartet of ghosts
appear-- but you really just need to focus on one, since defeating just
one of them will cause all four to disappear. Continue to the room at
the right, then head up the staircase. Open the chest here for... the
first of four small keys! Retrace your steps back downstairs and to the
room where you fought the two white Dark Nuts.

From the room where you fought the Dark Nuts, go to the room at the
south. Use your Roc's Cape to jump up through the gate in the chain link
floor, follow the path to the south, then jump off of the ledge.
Continue south. You're confronted with another Dark Nut battle, this
time it's a single red one. Defeat him to make the doors open, then go
on to the room at the south side.

There are two 3x3 squares of flashing tiles in here... duplicate
yourself into four using only the four corners of one of these squares.
Then make your way past the twirling fireballs to the south side of the
room where there's a cross of four switches. Position yourself among the
switches, then do a spin attack to activate all four of them at once,
opening the door at the right. Proceed through it. Hit the switch at the
lower right to open the door, then go up the staircase. Open the chest
here for... the second of four small keys! Retrace your steps back
downstairs and to the room where you fought the red Dark Nut.

From that room, go two rooms to the left and you'll be faced by yet
another pair of white Dark Nuts. Defeat both of them to open the doors,
then go through that big door on the south side.

Here's another one of them puzzles where you need to turn all the blue
tiles red by stepping on them with no repeats. This one is definitely
more complicated than the previous, but it should be no biggie. But just
in case you need some help, here's a diagram to follow (follow the
numbers):

                  ####[ 1]############################
                  ####[ 2][13][14][15]####[29][30]####
                  ####[ 3][12][11][16][27][28][31]####
                  ####[ 4]####[10][17][26][25][32][33]
                  ####[ 5][ 8][ 9][18]####[24][23]####
                  ####[ 6][ 7]####[19][20][21][22]####
                  ####################################

When that's done, go through the door that opens on the south side.
There's another group of four ghosts, and just like last time you only
need to focus on defeating one of them to make them all go up in a puff
of smoke. Proceed out the south exit when the doors open, and you'll
find yourself outside of the castle. Careful with the enemies, just go
over to the left and enter the door that seems to lead you into one of
the castle's towers. If you wish, you could go downstairs and break the
pots to stock up on arrows and bombs. Then go upstairs and open the
chest there for... the third of four small keys! Retrace your steps back
to where you fought the two white Dark Nuts.

From there, go to the room at the north, jump over the gap using Roc's
Cape, the proceed to the north room again. Time again for you to fight
and defeat a red Dark Nut. You should be getting used to this by now.
Once the bastard is dead, go through the big door at the north side.

Be wary of the shadows and avoid the Wall Masters that drop down in this
room, you really don't want to be grabbed and transported back to the
dungeon entrance. Defeat all the Stalfos just to get them out of the
way. At the north end of the room, north of the big twirling line of
fireballs, there are four eyes mounted on the wall. You'll have to be
really quick because of the fireballs, but shoot all of those eyes with
arrows to make all four of them close, and the door will open. Go on to
the left room.

Push the middle block to the left, then push the lower block down, and
fall down into the hole. Watch out for the two mummies (their attack
really, really hurts!) and take the staircase back upstairs, and
continue up another staircase. Open the chest here for... the final of
the four small keys! Return downstairs. Push aside the blocks at the
right, then proceed to the room at the right and keep going until you
get back to the room where you fought the Dark Nut. From there, go to
the room at the right, then two rooms to the north (the room with the
big block and four locks).

Use your four small keys to get rid of the four blocks with keyholes.
Get rid of the pots at the upper right corner of the room to uncover
some flashing tiles. Use the tiles to duplicate yourself into four, then
push the big block away to the left. Open the chest to finally, finally
get the dungeon's big key.

Go to the south room and step into then blue portal thing to teleport
to the dungeon entrance. Then step into the red portal thing and you'll
find yourself teleported right in front of the locked big door. Go right
on through it...

The voice of Vaati echoes through the room:
 "So, you've come to stop my little ceremony. Well, you're too late. A
 mere three chimes of the bell will bring the ceremony to its end! And
 with the third toll of the bell, I will become like a god! And your
 precious Princess Zelda will be nothing more than cold, dead stone."

The music shifts to tense "hurry-up music", but you can take your
time... at least for the time being. In the first room, you need to get
past a Ball & Chain Soldier. You don't even need to defeat him (though
you can if you want to), just bait him into attacking then slip past and
go up the staircase to the next room.

The bell chimes for the first time. In this room, defeat the ten Keaton
enemies to get them out of the way (a Great Spin Attack, perhaps?). Once
the room is cleared of enemies, duplicate yourself into four using the
flashing tiles at the room's south side, then walk up to the north side
and step on all four switches at once, opening the door. Go on to the
next room.

The bell chimes for the second time. Ok, this time you actually need to
hurry up. You only have three minutes to get through this room, and if
you're still around when the three minutes are up, the bell will chime
for a third time, and the curse on Princess Zelda will be complete--
it's the equivalent of getting game over. What a surprise, eh? And I
thought they were just bluffing.

Getting through the room within the time limit is no walk in the park...
you face a black Dark Nut and two red Dark Nuts, all at the same time.
It is by far the game's most difficult battle against "normal" enemies.
Personally, I used the Great Spin Attack to plow through these guys.
When all three of them are defeated, the door opens. But don't waste too
much time, the clock is still ticking! Go up that staircase!

You're at the roof of the castle, and come face to face with Vaati:
 "Hmph! Just a few more moments, and the ceremony would have been
 complete. You really are obsessed with stopping me, aren't you? Ah,
 very well. I have not yet drained all of the light force housed in
 Princess Zelda. But what I have should suffice... I shall be
 transformed! Unstoppable! But let me first attend to the pesky worms
 who would trifle with me..."

What follows is the game's final battle against the evil Vaati. The
battle is divided into three phases. In these three phases Vaati is so
radically different in both form and technique that it might as well be
considered three different boss battles, fought consecutively. Here we
go!


BOSS: VAATI REBORN (PHASE 1)
----------------------------
Vaati transforms into a taller and scarier (but still human-looking)
version of himself, with a long flowing cape and a weird eye that seems
to open up at his crotch. His vulnerability? Of course, the crotch-eye!
Hmm, yes, that's what I'll call it! However, it's not always open!

One of Vaati's main attacks during this stage is the spray of fireballs
that are launched all around him... aside from the fireball causing you
pain if you get it, it'll also set fire to you and make you run around
the room like wild, making you utterly useless for a few seconds.
Vaati's other attack is to launch a ball of black energy that steadily
follows you around the room, and hurts you significantly if it catches
up to you. You can either suck it dead using your Gust Jar, or just go
around the room to avoid it long enough until it disappears.

Initially, two small eyes are revolving quickly around Vaati. Sometimes
they'll expand into a larger orbit, or suddenly move in paths away from
or back towards him. Your first task is to defeat these eyes, because
once they're all defeated, Vaati's crotch-eye will open up. That's his
weak spot! You only have a few seconds of opportunity, so quickly get
over there and slash away at the eye like a madman until it closes
again.

After enough successful attacks at the crotch-eye, Vaati will gain four
smaller eyes to revolve around him. These guys can do a laser attack
that shoots beams in straight lines towards the bottom of the screen
(though this attack also makes them vulnerable for a few seconds). Vaati
will also start using his ability to annoyingly teleport in bursts
around the room, making it harder to catch up with him. Just continue
the pattern of defeating the smaller eyes, then attacking the
crotch-eye.

Eventually, the battle will reach a point where Vaati seemingly has
those black energy balls revolving around him rather than the eyes.
Also, Vaati will start to move around horizontally when it comes his
time to do the laser attack. Suck away at these energy balls using your
Gust Jar to reveal the usual small eyes, then attack them as usual. Keep
attacking with this routine and it'll be time to move on to the next
phase.


BOSS: VAATI TRANSFIGURED (PHASE 2)
----------------------------------
Vaati transforms into what seems to be a gaseous cloud of black smoke,
with a large red eye in the middle, surrounded by eight smaller
eyeballs. On the ground there's a ring of eight flashing tiles.

Vaati moves rather slowly around the room, at least initially, but that
isn't much of a threat. He does have three types of attacks you need to
watch out for:

- Vaati occasionally smashes himself against the ground, causing purple
  spiky things to spurt out of him, littering the floor and making the
  battle none the easier. Each of these things can be destroyed by a
  single slash from the sword though, and sometimes they'll give you
  some goodies like hearts or extra arrows for your bow.

- Other times, Vaati smashes against the ground and rocks fall from the
  sky. You need to pay attention to the shadows on the floor to avoid
  getting hit.

- The third type of attack is three balls of white energy that shoot
  out from Vaati towards your direction. They don't go too fast, it's
  not hard to avoid them.

To hurt Vaati, you first need to shoot at the eyeballs with arrows. Four
of the eyeballs on one side of Vaati will turn red and open up when you
shoot at them. These are the eyeballs you want to hit. The other four
balls will just turn blue, and hitting them isn't necessary. Once you've
got four red eyes on Vaati, use the flashing tiles on the floor to
duplicate yourself into four using the tiles that correspond to the side
of Vaati with the red eyes. Then come up to those red eyes and slash at
them with the sword. All of the eyeballs will vanish (...for a few
seconds!), giving you a precious window of opportunity to slash wildly
at the big center eye with the sword.

Repeat this routine enough times and Vaati will move around the place
faster, which definitely makes things harder. Just keep going until
Vaati is finally defeated. Err, I mean... well, you'll see.


Vaati blows up in a puff of smoke, and you move on through the door.
Step forward on the path to finally come face to face with the
turned-to-stone Princess Zelda. Use the power of the Four Sword (charge
it up and release the energy) to break the curse on Zelda and bring her
back to normal. But wait, there's more! The ground starts to shake...
the castle's collapsing! Gotta head back to the elemental sanctuary!

When you regain control, go up the steps at the left side of the room,
then down the staircase. Follow the green carpet, on to the next room...
But before entering the elemental sanctuary, go to the room at the south
and break open the pots for some valuable supplies: Fairies, bombs,
arrows. Now go ahead to the north.

Just before you reach the elemental sanctuary, Vaati gets in the way.
It's time for his final phase.


BOSS: VAATI'S WRATH (PHASE 3)
-----------------------------
Vaati now has a spherical black body with one huge eye, four tiny eyes
in front of that, and two huge hideous arms. There's a Minish portal at
the back of the arena, and four flashing tiles at the front. This is it,
his final form. This "Phase 3" actually has two parts to it: Vaati with
arms, and Vaati without arms.

WITH ARMS:
 He glides around the area rather quickly compared to the previous form,
 so you need to move accordingly to avoid touching him. There are also
 two projectile attacks you need to look out for: A big white energy
 ball that is fired from the center of the main body, and smaller orange
 energy balls that are fired from the beast's "hands". Both of these
 projectiles come at you pretty fast and even change direction a bit to
 come at you.

 Another thing to watch out for are the arms that detach themselves from
 the body, digging deep into the ground and suddenly spurting up at your
 position. It then glides around the place and twirls around to try and
 hurt you. It eventually will return to join the body.

 What you need to do, when the arm detaches from the body and sticks out
 of the ground, is to hit it when a blast from the Cane of Pacci. This
 will turn it stiff and sticking straight up (*snicker*), revealing a
 door at the arm's "elbow". Rush to the Minish portal, turn small, then
 go into that door of the arm. Inside, there are lots of amoeba-like
 things crawling around the place... but only one of them is the correct
 one to attack! All of these enemies have a red pupil to their eye, but
 only one has a pupil that's not looking straight forward-- that's the
 one to attack. Slash at it with the sword, and when it's defeated, the
 arm is defeated. Repeat this process with the other arm (which is all
 dark on the inside, so you need to use the Flame Lantern).

WITHOUT ARMS:
 When both arms are gone, the four little eyes at Vaati's front will
 open up. Now he'll just be moving from side to side instead of all
 around the place, but he'll be using some new attacks too. Where before
 he would only shoot one of those white energy balls at you, now he
 shoots 5-7 at a time that spread throughout the place. Another new
 attack comes from the four small eyes... they charge up energy and
 shoot four energy balls straight forward. Fortunately for us, this
 attack is also their downfall.

 When the four small eyes shoot the energy balls forward, you need to
 deflect them back at the eyes using your sword. The best way to do this
 is to have your sword all ready and charged up, then step on just three
 of the four flashing tiles. Stay in this charged up state while
 avoiding the attacks, then step on that fourth flashing tile as soon as
 you seen the small eyes charging up for attack. You have just enough
 time to duplicate yourself into four, line yourself up, then hit the
 sword to deflect the balls. You have to be lined up right, or else
 some balls may be deflected to the side.

 When the four small eyes are successfully hit all at once, the small
 eyes will disappear and Vaati will be stunned. Step forward and slash
 at that red eye like crazy. The small eyes will come back after a few
 seconds, and you need to repeat the process. By my count, it takes
 three rounds of crazy slashes to defeat Vaati once and for all.


        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
        <<<<<<<<<<<<<<<<<<<<<- THE ENDING ->>>>>>>>>>>>>>>>>>>>>>
        mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm


Vaati's final form gets blown into oblivion with a flash of white light.
A hat drifts down from the sky and lands gently on the floor-- it's the 
mage's hat, the magical hat that Ezlo made, and Vaati stole, that
grants the wishes of whoever wears it.

"Link, thank goodness you're safe...", Princess Zelda says. "You
defeated Vaati... You were so brave! But we've lost so much... The
castle... All those people..."

Ezlo levitates off of your head and transforms back into his true, human
form. "What's this? The curse... Defeating Vaati seems to have broken
the curse he cast upon me! Allow me to introduce myself to you, Princess
Zelda. My name is Ezlo, master of Minish lore and sorcery. The mage's
cap was my creation. But its limitless power has cost nothing but
trouble for your kind. Is there any way you can forgive me? I know many
have fallen, and much of the castle has been destroyed... But it is too
soon to give in to despair. The curse on me is broken, and Zelda still
possesses some of the light force. Perhaps, together, we can do
something to make things right."

The mage's cap floats onto Princess Zelda's head, and Ezlo declares: "If
one with a just heart wears this cap, things can be made right again.
Princess Zelda! Let your wishes be made real!"

Magical flashes of light burst from Princess Zelda, and the world is
made right again. Scenes from around the castle are shown, with the
dark dungeonish environment replaced with the regal rooms of the true
Hyrule Castle. The people transformed into stone are returned to normal
once again. All across the land of Hyrule, monsters begin to disappear
into thin air.

"Look! The castle!", Ezlo says. "All the people who had been turned to
stone! They're all back to normal! Hmm-hmm. The hat is falling apart.
It's overflowing with the power of life! The hat has the power to turn
the thoughts of its wearer into reality. Vaati's heart was filled with
evil, and that was reflected in what he became. But it seems that
Zelda's pure heart, coupled with the hat's owner... has created a
miracle!"

A rumbling suddenly comes from the Elemental Sanctuary. Ezlo continues:
"Hmm... It looks like the time for us to part has come. The Minish Door
opens but once every century, and soon, it must close. I must leave you
both now and return to my homeland. I know I've caused you much
suffering, but the evil one's power has withered. The power of Princess
Zelda herself has restored the light to Hyrule."

"Well, Link, my journey with you has been exciting, to say the least. In
fact, I'm... more than just a little sad that we must part ways now.
Please, accept this..."

Ezlo magically creates a hat out of thin air and places it onto your
head. A real, non-talking hat. "Heh... You know, I've never actually
seen you wearing a cap until now! It suits you, little hero. Take
care... Farewell, my friend..."

Ezlo transforms into a Minish-sized form, then leaves into the door of
the Elemental Sanctuary, just before it disappears.

What follows is the game's end credits, displayed alongside a slideshow
of Minish Cap promotional artwork. The pictures shown are: Capless Link,
Princess Zelda, Ezlo in cap form, Link with sword and shield, Forest
Minish, Vaati, Link holding Ezlo, Link running from Big Green Chuchu.

You can find a complete transcript of the end credits of the game in
this guide's "Game Credits" section.

The final image is a stained glass likeness of Link, displayed with some
cheesy closing words:

                  Thus did Link's quest come to an end.
But surely this is not the end of Zelda and Link's adventures in Hyrule.
                       The legend will continue...
   as long as the power of the light force echoes throughout the ages.


                       -- POST-GAME EXTRA STUFF --

It pains me to be adding more content to the walkthrough after I've
given out the ending, but there's a few more things to the game that
can only be done after defeating the final boss. They're not big things,
but if you are like me and want to suck out every last ounce of
enjoyment and accomplishment that this game has to offer, you'll want to
experience everything there is.

After the end credits you are given the option to save your game file,
so be sure to do that!

FIGURINES / PIECE OF HEART / SOUND TEST:
* After defeating the final boss and saving the game, six more figurines
  become available to you from Carlov's figurine place, bringing the
  grand total up to 136. If you can get all 136 figurines that there
  are, Carlov awards you the Carlov Medal in the shape of his face.

  Once you have this Carlov Medal, talk to the guy sitting outside the
  coffee shop in Hyrule Town. He'll be so impressed that he opens up his
  house to you and says everything inside is yours for the taking. His
  house is the one just north of the coffee shop... inside there is 600
  rupees, the final Piece of Heart, and the sound test phonograph (see
  the "Sound Test" section of this guide for more details).

MIRROR SHIELD:
* It's pretty weird that they left this item for the very end, after
  you've beaten the game, when you no longer have any use for it. This
  Mirror Shield is bigger and deflects some attacks.

  There are quite a few prerequisites before getting the Mirror Shield.
  First of all you must have completed the task of getting the Gorons to
  dig completely into the cave at Lon Lon Ranch (in short, fuse
  Kinstones with Eenie and all the Mysterious Walls around Hyrule).
  Next, you must fuse Kinstones with the last Goron to come into that
  cave... this will wake up the massive Biggoron at the top of Veil
  Falls. Finally, you must have beaten the game.

  So anyway, go up to Biggoron at the top of the Veil Falls area. He
  will ask if he can eat your shield, and you are going to say yes! And
  so he eats it. Now just leave him and go do something else somewhere
  else in Hyrule for a while... fuse Kinstones, get figurines, find
  Pieces of Heart, whatever. Come back to Biggoron after a while and
  he'll cough up the shiny new Mirror Shield.

And that's all there is to it.


                               ~ The End ~


,----------------------------------------------------------------------.
| [4] PIECES OF HEART                                                  |
`----------------------------------------------------------------------'


Pieces of Heart, a staple of every Zelda game, are scattered all across
the world in secret locations. Usually secret. Collecting four Pieces of
Heart earns you a whole extra heart container.

You begin the game with 3 heart containers, you earn 5 heart containers
from completing dungeons, and you earn 11 heart containers from
collecting the game's Pieces of Heart (there are 44 of them). Plus,
there is a special entire heart container that you can acquire (see the
end of the list for that one). That makes a total of 20 heart
containers.

The Pieces of Heart here are listed in the order that they can be
acquired during normal progression through the game. The items required
to get the Piece of Heart are indicated, so you don't get ahead of
yourself.


#1 - MINISH WOODS
     Needs: Sword
     Follow the normal path until you reach the tree stump at the
     southeast corner-- but don't shrink, just keep going until you
     reach the entrance to Deepwood Shrine where a Piece of Heart
     awaits for the plucking.

#2 - MINISH VILLAGE
     Needs: Sword
     From the north-east corner of the village where Festari lives (the 
     priest-like Minish in the house with a sky blue roof), go right on
     the wooden path that is just slightly concealed by the leaves...
     and suddenly the Piece of Heart is in plain sight.

#3 - DEEPWOOD SHRINE
     Needs: Gust Jar
     After defeating the big caterpillar mini-boss (Madderpillar) and
     getting the Gust Jar, use your new Gust Jar to suck away the spider
     web blocking the south exit of the room. Go right on through there
     for another easy Piece of Heart.

#4 - DEEPWOOD SHRINE
     Needs: Gust Jar
     In the room just to the north of the room with the big barrel, use
     the Gust Jar to blow away the furry dust covering the floor. One of
     the switches you uncover activates a portal up on the high
     platform. Go to Deepwood Shrine's entrance room and take the blue
     portal from there to claim the Piece of Heart.

#5 - SOUTH HYRULE FIELD
     Needs: Kinstone Bag
     When you return to Hyrule Town after getting the Earth Element,
     you'll be given a Kinstone introduction and do your first Kinstone
     fusion. As a result, some vines disappear from a tree in the
     southeast corner of South Hyrule Field, revealing an entrance. Go
     inside that tree for the Piece of Heart.

#6 - MOUNT CRENEL
     Needs: Bombs
     Go to the absolute westernmost end of Mount Crenel's Base, then
     take the path north to cross into Mount Crenel. It looks like a
     dead end, but bomb the section of wall between the two trees to
     open up a cave entrance. Inside, bomb away the cracked rocks and
     take your Piece of Heart.

#7 - MOUNT CRENEL
     Needs: Bombs
     At the bottom of Crenel Wall, to the right of the sign that says
     "Crenel Wall (Watch out for falling rocks)", bomb the apparently
     smooth wall at the opening between rocky areas. A cave opens up,
     with the Piece of Heart inside.

#8 - CAVE OF FLAMES
     Needs: Bombs
     On floor B1 of the Cave of Flames there's a room where pots
     surround a crumbled wall on the south side of the room. Bomb the
     wall open, then go inside for a Piece of Heart.

#9 - NORTH HYRULE FIELD
     Needs: Fire Element
     Go to the area in North Hyrule Field that's to the left of the
     exit going to Hyrule Castle Garden. Bomb the cracked rock and
     you'll find a ladder and a cave there. Go into either one of them,
     then go down the stairs to find a Piece of Heart. [Note: North
     Hyrule is inaccessible immediately after getting the bombs, so this
     Piece of Heart can only be collected once you have the Fire
     Element.]

#10 - HYRULE TOWN
     Needs: Cane of Pacci
     In southeast Hyrule Town, go into the purple-roofed house and use
     the portal to turn small (you may need to use the Cane on the vase
     to make it a portal). Exit the house through the mousehole at the
     left. Go to the northeast and climb the vine by the stairs, then 
     go into the back Minish entrance of the house to your right. Turn
     big again and collect the Piece of Heart.

#11 - VEIL FALLS
     Needs: Cane of Pacci
     Go to the northwest corner of Lon Lon Ranch, and use your Cane of
     Pacci on the hole in the ground and flip yourself up to the ledge,
     then go on north to the Veil Falls area. Go down the steps and
     follow the path east to the Piece of Heart.

#12 - MT. CRENEL
     Needs: White Sword, infused with two elements
     Climb up the walls on the eastern side of Mt. Crenel and you'll
     come to a cave. Inside, use the upper-left and upper-right flashing
     tiles to duplicate yourself, then step on the switches to open the
     door. In the next room there's a Piece of Heart with Grayblade.

#13 - MINISH WOODS
     Needs: White Sword, infused with two elements
     When you're in the northern part of Minish Woods where Syrup's Hut
     is, go over to the west side and you'll find a Piece of Heart. You
     can also get the Piece of Heart easily from the other parts of
     Minish Woods if you have the flippers.

#14 - LON LON RANCH
     Needs: Pegasus Boots
     Somewhere at the back of Malon and Talon's house in the Lon Lon
     Ranch area, there's a tree that looks greener than usual. And it
     sparkles when you get near to it. Ram into it with the Pegasus
     Boots to reveal a tree stump. Use it to turn small, then enter the
     Minish passage that's just a bit to the right. A Piece of Heart
     awaits at the end of the passage.

#15 - HYRULE CASTLE GARDEN
     Needs: Pegasus Boots
     There's a patch of bushes at the southeast corner of Hyrule Castle
     Garden. Cut them away to reveal a ladder to an underground room.
     Down there is master swordsman Grimblade, with a Piece of Heart.

#16 - CASTOR WILDS
     Needs: Bow
     At the western end of Castor Wilds there's what looks like a
     gravestone. Push it to uncover some stairs. Down there is the
     spirit of Swiftblade the First, with a Piece of Heart.

#17 - WIND RUINS
     Needs: Bow
     At the middle-north part of Wind Ruins, use the tree stump to turn
     small. Go to the left screen and climb down the little vine, then
     climb down another little vine at the left, then climb down the
     second vine from the left and enter the cave. Follow the path
     through the cave, ending with a Piece of Heart.

#18 - FORTRESS OF WINDS
     Needs: Mole Mitts
     From the dungeon's entrance room, take the second door from the
     right. Make your way up the fortress until you reach the third
     floor. Turn yourself small, drop down the hole to the first floor,
     then go through the tunnel to the room at the right. Make yourself
     big again to get the Piece of Heart (you can exit this place by
     pushing the second block from the left).

#19 - MT. CRENEL
     Needs: Mole Mitts
     Beside the entrance to the hermit's cave on Mt. Crenel wall,
     there's a cave that can be dug into with Mole Mitts. Dig your way
     in there and you'll eventually find the Piece of Heart.

#20 - WESTERN WOOD
     Needs: Ocarina of Wind
     Use the Ocarina of Wind to be transported to a Wind Crest in the
     Lake Hylia area. Use the tree stump there to get small and enter a
     Minish house. Fuse Kinstones with the Forest Minish inside to make
     an opening appear in a tree in the Western Wood. Inside there is a
     Piece of Heart.

#21 - HYRULE TOWN
     Needs: Ocarina of Wind
     Go into Simon's Simulations (it's the green roofed house at the
     left of the town's central plaza). Try the simulation for 10
     rupees, and if you can beat all the enemies you're rewarded with a
     Piece of Heart.

#22 - HYRULE CASTLE GARDEN
     Needs: Flippers (or maybe earlier)
     You need to perform the Kinstone fusion that causes a fountain to
     drain at the northeast of Hyrule Castle Garden, revealing a
     stairway. Take note, the person who triggers this Kinstone fusion
     effect is not consistent! See the Kinstone Fusion section of this
     guide for details (particularly the section about "shared"
     fusions). Anyway, if you manage to make the Kinstone fusion that
     drains the pond, go down the stairway for a Piece of Heart.

#23 - MT. CRENEL
     Needs: Flippers (or maybe earlier)
     After Melari has reforged the Picori Blade to give you the White
     Blade, he'll be in the room at the southwest of Melari's Mines.
     Fuse Kinstones with him and a beanstalk will grow on Mt. Crenel's
     west peak. Go there and climb up to the clouds for the Piece of
     Heart along with 160 rupees.

#24 - EASTERN HILLS
     Needs: Flippers (or maybe earlier)
     Fuse Kinstones with the Forest Minish in his little house at the
     southwest corner of the Eastern Hills. A huge beanstalk grows
     elsewhere in the Eastern Hills. Climb up there to the clouds and
     you will find, along with 200 rupees and 200 Mysterious Shells, a
     Piece of Heart.

#25 - LAKE HYLIA
     Needs: Flippers
     There's a pond to the left of the Chinese-looking house at the
     north end of the Lake Hylia area. If you have the flippers jump in
     there and press the button to dive down, getting a Piece of Heart.

#26 - LAKE HYLIA
     Needs: Flippers
     There's a Piece of Heart on a small strip of land at the south end
     of Lake Hylia. It's as simple as that. When you have the flippers,
     swim over there and get the Piece of Heart.

#27 - HYRULE TOWN
     Needs: Flippers
     After you've gotten the Earth Element, a young woman named Anju
     will be at the southeast corner of Hyrule Town, and she's missing
     her cuccos. And you can help her get them back! Each time you help
     her find the cuccos, she'll give you a better prize. The challenge
     gets progressively harder each time, and the tenth and final
     challenge is for you to find three golden cuccos in 55 seconds. The
     final cucco is hidden away at the west side of town, and I think
     the flippers are required for you to get it in time. Anyway, if you
     can do that challenge, your prize is a Piece of Heart.

#28 - VEIL FALLS
     Needs: Flippers
     At the northeast corner of North Hyrule Field, use a bomb to
     blast away some rocks, then continue into the Veil Falls area. Go
     down the steps and jump into the water, then swim a bit north for
     the Piece of Heart.

#29 - MINISH WOODS
     Needs: Flippers
     Use the tree stump at the southwest of the Minish Woods (west of
     the Minish Village) to turn yourself small. When you have the
     flippers, you can swim north past the pond and continue past the
     bridge, past the grass, until you find three caves. Go into the
     cave at the left, and follow the slippery and dangerous ice path
     inside until, at the end, you are rewarded with a Piece of Heart.

#30 - SOUTH HYRULE FIELD
     Needs: Flippers
     Go to the southwest corner of South Hyrule Field. Use the tree
     stump to get small (If there is no tree stump, use your Pegasus
     Boots to ram into the peculiarly green and sparkling tree). Jump
     off the cliff and into the water, then swim to the northeast until
     you find a little cave. A Piece of Heart is inside.

#31 - HYRULE TOWN
     Needs: Flippers
     When you have the Flippers, return to that Minish-sized cave where
     you acquired the Power Bracelet (the one that you need to cross the
     area with the cats to get to). Swim across the water at the left
     to find a Piece of Heart.

#32 - CASTOR WILDS
     Needs: Flippers
     There's a cave at the very northeast corner of Castor Wilds. To get
     there you'll need to shoot down an Eyegore statue, cross a swamp,
     and swim over some blue water. Get to the Piece of Heart by pushing
     the blocks at the right side-- push the top and bottom ones towards
     the left, and the middle one up.

#33 - LAKE HYLIA
     Needs: Flippers
     From Mayor Hagen's cabin, hop into the lake swim to the left to the
     end, then climb up onto the land where there are steps leading
     north. Enter the cave in the tree here to find Waveblade with a
     Piece of Heart.

#34 - CASTOR WILDS
     Needs: Flame Lantern (or maybe earlier)
     Fuse Kinstones with Zill in Hyrule Town for a _second_ time (Zill
     is the kid with the snot bubble coming from his nose-- find him
     somewhere in Hyrule Town, his position isn't consistent). This will
     cause a north-south moving water lily to appear at the northwest
     of Castor Wilds. Go over there, use the stump to turn yourself
     small, then ride the lily south. Go through the hollow log...
     through another hollow log... basically go southeast until you
     reach the blue water at the southeast end. Swim into the
     Minish-sized cave there. In the second room, push away some blocks
     to get to the Piece of Heart at the end of the room.

#35 - ROYAL VALLEY
     Needs: White Sword, infused with three elements
     At the upper-left corner of the graveyard in the Royal Valley (to
     the left of the Royal Crypt), push away the gravestone to reveal an
     underground area. Inside, use the flashing tiles to duplicate
     yourself, and push away the big block with the help of your clones
     to clear the path to the Piece of Heart.

#36 - VEIL FALLS
     Needs: White Sword, infused with three elements
     Fuse Kinstones with Gale-- she's either near the starting point of
     the Cloud Tops, or in the tower at the top of the clouds. A cave
     will appear at the base of the top waterfall at Veil Falls. So,
     return to the Veil Falls area and navigate the caves to get there,
     and inside that cave is a Piece of Heart.

#37 - PALACE OF WINDS
     Needs: Roc's Cape
     When you reach the fourth floor for the second time during
     progression through the dungeon, go to the northwest of the room
     and push the blocks into the hole. Jump over the gap, and go to the
     north room. Follow the path to the Piece of Heart.

#38 - HYRULE TOWN
     Needs: Roc's Cape
     Once you have the Roc's Cape, jump up at the bell that's just to
     the north of the town's central plaza. A Piece of Heart drops out
     from the bell.

#39 - LAKE HYLIA
     Needs: Roc's Cape
     There's a Piece of Heart that's pretty much in plain sight on an
     island towards the north end of the lake, but you can't get it
     until you get Roc's Cape, allowing you to hop onto that island.

#40 - LAKE HYLIA
     Needs: Roc's Cape
     Use the stump north of Mayor Hagen's Lakeside Cabin to turn
     yourself small, then swim northeast to where you'll find a vine
     leading to a little hole in a ledge. Fuse Kinstones with the Forest
     Minish inside to make a huge beanstalk grow at the north end of the
     Lake Hylia area. Return to normal size, then use the Roc's Cape to
     hop to the strip of land at the very north end of Lake Hylia. Use
     Mole Mitts to dig into the cave there, then explore a bit and
     you'll eventually find your way to the beanstalk. Climb it, and in
     the clouds you'll find 200 rupees, 200 Mysterious Shells, and a
     Piece of Heart.

#41 - LON LON RANCH
     Needs: Roc's Cape
     Use Roc's Cape to hop to the strip of land at the very north end
     of Lake Hylia. Use the Mole Mitts to dig into the cave, then
     explore around a bit... one of the exits of the cave leads you to
     the Lon Lon Ranch area, where there's a Piece of Heart waiting
     for you.

#42 - VEIL FALLS
     Needs: Four Sword
     First go to the northeast corner of the Minish Village, to the
     screen to the right of where Festari lives, and swim across the
     water to find a Minish house. Fuse Kinstones with the Minish
     inside, and some land appears in the Veil Falls area. Go there and
     dig into the cave with the Mole Mitts. Keep digging inside and
     you'll get to a Piece of Heart.

#43 - HYRULE TOWN
     Needs: Four Sword, infused with four elements
     Go to the Funday School at the northeast of town. Use the jar in
     the classroom to turn Minish-sized, then go out via the mousehole
     at the lower-right. Go into the Minish passage at the right of the
     school field. At the end of the passage, duplicate yourself with
     the four flashing tiles, then push the big rock, and you can claim
     your Piece of Heart with a few Kinstone pieces.

#44 - HYRULE TOWN
     Needs: Carlov Medal (all 136 figurines)
     Because it is impossible to get all 136 figurines until you've
     already beaten the game, you can't get this Piece of Heart until
     you've defeated the final boss and saved the game afterwards. Hah.
     So, When you've completed the ridiculous task of collecting all 136
     figurines, you get the Carlov Medal. Talk to the guy sitting out
     side the coffee shop in town, he'll be so impressed that he opens
     up his house for you (it's the one just north of the coffee shop)
     and lets you take everything inside-- 600 rupees and a Piece of
     Heart (and you can do the sound test too).

A WHOLE HEART CONTAINER - LAKE HYLIA
     Needs: Four Sword
     First go to the northeast corner of the Minish Village, to the
     screen to the right of where Festari lives, and swim across the
     water to find a Minish house. Fuse Kinstones with the Minish
     inside for a _third_ time, and a small hole appears in the Lake
     Hylia area, beside the Wind Crest. Get over there via Ocarina of
     Wind... inside that hole, get past all the obstacles and come up at
     the other end. The Minish inside the house gives you an entire
     freaking heart container.


,----------------------------------------------------------------------.
| [5] KINSTONE FUSIONS                                                 |
`----------------------------------------------------------------------'


                          -- ABOUT KINSTONES --


Fitting two Kinstone pieces together is called a Kinstone fusion. You
never know what fusing Kinstones will do, but it's sure to be good!
Fusing Kinstones can have all sorts of effects around the world, like a
pond draining, or a cave being revealed. After fusing Kinstones, this
effect will be marked for you on your map so you will be reminded to go
over there and collect your reward.

You can tell that a person is ready and willing to fuse Kinstones
because they'll have a thought bubble when you are standing right next
to them. Weird, eh? When you see that, press the L-button to whip out
your Kinstone bag and pick a fitting Kinstone.

You are given an introduction to Kinstones by the Hurdy-Gurdy Man when
you return to Hyrule Town after completing the first dungeon. This
randomly helpful stranger even gives you a free Kinstone bag for
holding your Kinstone pieces.

You can view your Kinstones by selecting the Kinstone bag from the
Quest Status screen of the Start menu.

When you've accomplished all 100 Kinstone fusions of the game, which is
no small feat, go talk to Tingle twice in South Hyrule Field. He will
give you the Tingle Trophy, which replaces the Kinstone bag in the Quest
Status screen. The Tingle Trophy causes fairies to appear in bushes and
grass and such much more often than usual.


                     -- REQUIRED KINSTONE FUSIONS --


There are a couple of Kinstone fusions that are actually tied into the
game's progression, and required to advance in the game. These necessary
Kinstones are colored gold, and you won't just find them in random
locations like in the grass or under rocks. For more info about these
you should just check the relevant section of the walkthrough.


     Gold-1          Gold-2          Gold-3          Gold-4
    _.--,._         _,---._         _.---._         _.---._
  .'   /   '.     .'  \__  '.     .' '-.__ '.     .'      /'.
 /    /      \   /    ___)   \   /        \  \   /       |   \
|    /_____   | |    (_____   | |    _____/   | |        |    |
|         /   | |      ____)  | |   /         | |   _____|    |
 \       /   /   \    (__    /   \  \__      /   \ /         /
  '.    /  .'     '.  ___) .'     '.   '-._.'     '.       .'
    '--'--'         ''----'         '-----'         '-----'

     Gold-5          Gold-6          Gold-7
    _.,--._         _.---._         _.---._
  .'  |__  '.     .'  ___| '.     .' ____| '.
 /   ____|   \   /  _|       \   /   '.      \
|    \_____   | |  '-----.    | |      '._    |
|      ____\  | |  ._----'    | |      .'     |
 \    |___   /   \   |___    /   \   .'__    /
  '.      |.'     '.     | .'     '.     | .'
    '-----'         '-----'         '-----'


Required fusion #1
  Who: Mysterious Statue 1
  Where: Castor Wilds - The leftmost of three statues at the southwest
     corner of the Castor Wilds area.
  Kinstone: Gold-2
  Effect: The statue stomps the ground, damaging a nearby stone. One of
     three Kinstone fusions needed to open the way to the Wind Ruins.
     The needed Kinstone is hidden elsewhere in the Castor Wilds. See
     walkthrough for details.

Required fusion #2
  Who: Mysterious Statue 2
  Where: Castor Wilds - The middle of three statues at the southwest
     corner of the Castor Wilds area.
  Kinstone: Gold-3
  Effect: The statue stomps the ground, damaging a nearby stone. One of
     three Kinstone fusions needed to open the way to the Wind Ruins.
     The needed Kinstone is hidden elsewhere in the Castor Wilds. See
     walkthrough for details.

Required fusion #3
  Who: Mysterious Statue 3
  Where: Castor Wilds - The rightmost of three statues at the southwest
     corner of the Castor Wilds area.
  Kinstone: Gold-1
  Effect: The statue stomps the ground, damaging a nearby stone. One of
     three Kinstone fusions needed to open the way to the Wind Ruins.
     The needed Kinstone is hidden elsewhere in the Castor Wilds. See
     walkthrough for details.

Required fusion #4
  Who: Source of the Flow
  Where: Veil Falls - It's a stone slab beside the largest of the
     waterfalls in the Veil Falls area. Take the northeast exit at the
     northeast of North Hyrule Field to get there.
  Kinstone: Gold-4
  Effect: The stone slab opens up, giving you access to the Veil Falls
     caves and the areas beyond. You acquire the needed Kinstone from
     the ghost of Gustaf in the Royal Crypt at the Royal Valley
     graveyard. See walkthrough for details.

Required fusion #5
  Who: Mysterious Cloud 1
  Where: Cloud Tops - On the northeast cloud island at the lower level
     of the Cloud Tops area.
  Kinstone: Gold-6 
  Effect: A pinwheel starts spinning near the starting point of Cloud
     Tops. This is one of five Kinstone fusions needed to open the way
     to the top of the clouds. The needed Kinstone is elsewhere in the
     Cloud Tops. See walkthrough for details.

Required fusion #6
  Who: Mysterious Cloud 2
  Where: Cloud Tops - On the northwest cloud island at the lower level
     of the Cloud Tops area.
  Kinstone: Gold-5
  Effect: A pinwheel starts spinning near the starting point of Cloud
     Tops. This is one of five Kinstone fusions needed to open the way
     to the top of the clouds. The needed Kinstone is elsewhere in the
     Cloud Tops. See walkthrough for details.

Required fusion #7
  Who: Mysterious Cloud 3
  Where: Cloud Tops - On the southwest cloud island at the lower level
     of the Cloud Tops area.
  Kinstone: Gold-7
  Effect: A pinwheel starts spinning near the starting point of Cloud
     Tops. This is one of five Kinstone fusions needed to open the way
     to the top of the clouds. The needed Kinstone is elsewhere in the
     Cloud Tops. See walkthrough for details.

Required fusion #8
  Who: Mysterious Cloud 4
  Where: Cloud Tops - On a southeast cloud island at the lower level of 
     the Cloud Tops area
  Kinstone: Gold-7
  Effect: A pinwheel starts spinning near the starting point of Cloud
     Tops. This is one of five Kinstone fusions needed to open the way
     to the top of the clouds. The needed Kinstone is elsewhere in the
     Cloud Tops. See walkthrough for details.

Required fusion #9
  Who: Mysterious Cloud 5
  Where: Cloud Tops - On the central cloud island at the lower level of
     the Cloud Tops area.
  Kinstone: Gold-5
  Effect: A pinwheel starts spinning near the starting point of Cloud
     Tops. This is one of five Kinstone fusions needed to open the way
     to the top of the clouds. The needed Kinstone is elsewhere in the
     Cloud Tops. See walkthrough for details.


                 -- OPTIONAL KINSTONE FUSIONS (FIXED) --


These Kinstones fusions are optional, except for the very first
"tutorial" fusion with Hurdy-Gurdy Man in Hyrule Town. There are 73
optional fusions that have a predictable fuser and consistent fusion
effect. Other Kinstone fusions have a nasty element of randomness to
them... see the next subsection for those "shared" fusions.

Note that I made this fusion list by waiting until the very end of
the game before I made any optional Kinstone fusions, so the list
doesn't note what point in the game the fusion becomes available. You
can still refer to this list if you're not at the end of the game yet,
but just be warned that the fusion may not be available to you.

Also note that the names that I've assigned to the Kinstones (like
"Blue-2") are not official names, just some labels for convenience so
I'll have something to refer to them by.


     Blue-1          Blue-2          Red-1           Red-2
    _.---._         _.,--._         _.-,-._         _.,--._
  .'   /   '.     .'  |    '.     .'    \  '.     .'   \   '.
 /    /      \   /    |      \   /      /    \   /      \    \
|     \       | |     |___    | |      /      | |        \    |
|       \     | |         |   | |      \      | |        /    |
 \       \   /   \        |  /   \      \    /   \      /    /
  '.     / .'     '.      |.'     '.    /  .'     '.   /   .'
    '---'-'         '-----'         '--'--'         '-'---'

     Red-3          Green-1         Green-2         Green-3
    _.---._         _.-.-._         _.---._         _.--,._
  .'  ,--' '.     .'    |  '.     .'     | '.     .'    |  '.
 /   (       \   /     /'    \   /       |   \   /   ,--'    \
|     '--.    | |     /       | |       .'    | |    |        |
|     ,--'    | |     \       | |     .'      | |    |        |
 \   (       /   \     \,    /   \   |       /   \   '--.    /
  '.  '--, .'     '.    |  .'     '. |     .'     '.    |  .'
    '----''         '---'-'         ''----'         '---'-'


Fixed fusion #1
  Who: Hurdy-Gurdy Man
  Where: Hyrule Town - He suddenly appears to give you a quick Kinstone
     tutorial the first time you return to town after getting the Earth
     Element.
  Kinstone: Blue-1
  Effect: The thorny vines come off of a tree in the southeast corner of
     South Hyrule Field, revealing an entrance. Inside is a Piece of
     Heart.

Fixed fusion #2
  Who: Tingle (1)
  Where: South Hyrule Field - On a ledge to the east of your house. Use
     the Cane of Pacci on the hole in the ground to flip up to him.
  Kinstone: Green-2
  Effect: You must first talk with Tingle before making the fusion. The
     fusion makes an opening appear in a tree in North Hyrule Field.
     Inside, you can collect a Kinstone piece and hit a switch-- hit the
     other three switches by fusing with Tingle's brothers (Ankle,
     Knuckle, David Jr.) to get the Magical Boomerang.

Fixed fusion #3
  Who: Ankle
  Where: Lon Lon Ranch - Enter the cave at the northwest of the fenced
     area, duplicate yourself to move the block, then go up the ladder.
  Kinstone: Green-1
  Effect:  You must first talk with Tingle before making the fusion. The
     fusion makes an opening appear in a tree in North Hyrule Field.
     Inside, you can collect a Kinstone piece and hit a switch-- hit the
     other three switches by fusing with Tingle's brothers (Tingle,
     Knuckle, David Jr.) to get the Magical Boomerang.

Fixed fusion #4
  Who: Knuckle
  Where: Trilby Highlands - Dig into the Mole Mitts cave at the
     northwest of the area, and go up the ladder inside.
  Kinstone: Green-3
  Effect:  You must first talk with Tingle before making the fusion. The
     fusion makes an opening appear in a tree in North Hyrule Field.
     Inside, you can collect a Kinstone piece and hit a switch-- hit the
     other three switches by fusing with Tingle's brothers (Ankle,
     Tingle, David Jr.) to get the Magical Boomerang.

Fixed fusion #5
  Who: David Jr. (1)
  Where: Lake Hylia - Sitting at the north end of the area, overlooking
     the lake.
  Kinstone: Green-2
  Effect:  You must first talk with Tingle before making the fusion. The
     fusion makes an opening appear in a tree in North Hyrule Field.
     Inside, you can collect 200 Mysterious Shells and hit a switch--
     hit the other three switches by fusing with Tingle's brothers
     (Ankle, Knuckle, Tingle) to get the Magical Boomerang.

Fixed fusion #6
  Who: Eenie
  Where: Eastern Hills - Tilling the fields of the farm. He's the one at
     the upper-right.
  Kinstone: Blue-1 or Blue-2
  Effect: A Goron is added to the group digging through the cave in the
     Lon Lon Ranch area. See fixed fusions #6-11... With four Gorons you
     can get 200 rupees. With six Gorons you can get an empty bottle.

Fixed fusion #7
  Who: Mysterious Wall
  Where: Eastern Hills - Use the Mole Mitts to dig into the cave at
     Eenie and Meenie's farm. Mysterious wall is at the northeast
     corner.
  Kinstone: Blue-1 or Blue-2
  Effect: A Goron is added to the group digging through the cave in the
     Lon Lon Ranch area. See fixed fusions #6-11... With four Gorons you
     can get 200 rupees. With six Gorons you can get an empty bottle.

Fixed fusion #8
  Who: Mysterious Wall
  Where: Minish Woods - Use the Mole Mitts to dig into the cave that
     goes to Hagen's Lakeside Cabin. Mysterious wall is at the northeast
     corner.
  Kinstone: Blue-1 or Blue-2
  Effect: A Goron is added to the group digging through the cave in the
     Lon Lon Ranch area. See fixed fusions #6-11... With four Gorons you
     can get 200 rupees. With six Gorons you can get an empty bottle.

Fixed fusion #9
  Who: Mysterious Wall
  Where: Trilby Highlands - Use the Mole Mitts to dig into the cave at
     the northwest. Mysterious wall is at the northeast of the cave.
  Kinstone: Blue-1 or Blue-2
  Effect: A Goron is added to the group digging through the cave in the
     Lon Lon Ranch area. See fixed fusions #6-11... With four Gorons you
     can get 200 rupees. With six Gorons you can get an empty bottle.

Fixed fusion #10
  Who: Mysterious Wall
  Where: Mt. Crenel - Use the Mole Mitts to dig into the cave beside the
     Crenel Hermit. Mysterious wall is at the northeast corner.
  Kinstone: Blue-1 or Blue-2
  Effect: A Goron is added to the group digging through the cave in the
     Lon Lon Ranch area. See fixed fusions #6-11... With four Gorons you
     can get 200 rupees. With six Gorons you can get an empty bottle.

Fixed fusion #11
  Who: Mysterious Wall - Use the Mole Mitts to dig into the cave at the
     north end of the lake (Roc's Cape is required to get there). Go
     left, then south in the cave and dig to the end for the Mysterious
     Wall.
  Where: Lake Hylia
  Kinstone: Blue-1 or Blue-2
  Effect: A Goron is added to the group digging through the cave in the
     Lon Lon Ranch area. See fixed fusions #6-11... With four Gorons you
     can get 200 rupees. With six Gorons you can get an empty bottle.

Fixed fusion #12
  Who: Mayor Hagen
  Where: Hyrule Town - In the yellow-roofed house at the northeast part
     of town.
  Kinstone: Red-3
  Effect: A pond drains in Lon-Lon Ranch, revealing a staircase. Inside 
     is a chest with a bigger wallet. Rupee carrying capacity is
     increased by one notch (100-> 300-> 500-> 999).

Fixed fusion #13
  Who: Postman
  Where: Hyrule Town - Running all over the place. You may have to do a
     but of searching, but he's always somewhere out there.
  Kinstone: Blue-2
  Effect: The guy in the post office has an epiphany about asking
     Swiftblade to start a newsletter for adventurers. Now you can start
     buying Swordsman Newsletter issues. See the "Swordsman Newsletter"
     section of this guide for details.

Fixed fusion #14
  Who: Zill (1)
  Where: Hyrule Town - The kid with snot dangling from his nose. His
     position changes throughout the game. At the end of the game he can
     be found in the Happy Hearth Inn, upper floor.
  Kinstone: Green-3
  Effect: A water lily appears at the north-west corner of Castor Wilds.
     Go over there and turn yourself small using the stump, then ride
     the lily to a Minish-sized hole in the ground. Inside there is a
     chest with a blue Kinstone piece.

Fixed fusion #15
  Who: Zill (2)
  Where: Hyrule Town - The kid with snot dangling from his nose. His
     position changes throughout the game. At the end of the game he can
     be found in the Happy Hearth Inn, upper floor.
  Kinstone: Green-2
  Effect: Another water lily appears at the north-west corner of Castor
     Wilds. Go over there and turn yourself small using the stump, then
     ride the lily south to a Minish-sized hole in the ground... and
     inside is a red Kinstone piece. If you have the flippers, continue
     on to a Minish-sized cave by the deep blue water at the southeast
     end of Castor Wilds. Inside is a red Kinstone and a Piece of Heart.

Fixed fusion #16
  Who: Zill (3)
  Where: Hyrule Town - The kid with snot dangling from his nose. His
     position changes throughout the game. At the end of the game he can
     be found in the Happy Hearth Inn, upper floor.
  Where: Hyrule Town
  Kinstone: Green-1
  Effect: A water lily appears at the southwest part of Castor Wilds.
     Use the stump at the northwest corner to make yourself small, then
     come over to this lily and ride it across to find a Minish-sized
     hold in the ground. Inside is a chest with a Kinstone piece.

Fixed fusion #17
  Who: Din/Nayru/Farore
  Where: Hyrule Town - In the Happy Hearth Inn, second floor. You can
     fuse with any one of them for this same effect, but just once.
  Kinstone: Red-3
  Effect: Gorman comes along to Hyrule Town and gets the idea of renting
     out his house for some extra cash. Speak to Gorman, then go back
     to speak to any one of the girls (Din/Nayru/Farore) to move her
     into the house. After that, you can go to the house and speak to
     her to put a charm in your bottle.

Fixed fusion #18
  Who: Din
  Where: Hyrule Town - Either in the upper floor of Happy Hearth Inn, or
     in the house that you moved her into.
  Kinstone: Red-3
  Effect: You must have first done fusion #17 before doing this. The
     fusion causes a Joy Butterfly to appear in the Wind Ruins. Get the
     butterfly to increase your arrow shooting speed.

Fixed fusion #19
  Where: Hyrule Town - Either in the upper floor of Happy Hearth Inn, or
     in the house that you moved her into.
  Where: Hyrule Town
  Kinstone: Red-2
  Effect: You must have first done fusion #17 before doing this. The
     fusion causes a Joy Butterfly to appear in the Royal Valley. Get
     the butterfly to increase your swimming speed.

Fixed fusion #20
  Where: Hyrule Town - Either in the upper floor of Happy Hearth Inn, or
     in the house that you moved her into.
  Where: Hyrule Town
  Kinstone: Red-1
  Effect: You must have first done fusion #17 before doing this. The
     fusion causes a Joy Butterfly to appear in the Castor Wilds. Get
     the butterfly to increase your digging speed.

Fixed fusion #21
  Who: Bremor
  Where: Hyrule Town - Beside the post office at the northwest corner.
     He only appears after you've moved Din/Nayru/Farore into a house
     (see fusion #17).
  Kinstone: Red-1
  Effect: Mutoh gets motivated, and the construction workers get started
     building a house at the northwest part of town. If you leave town
     and come back, the house will be under construction. Do it again
     and the house will be finished! Speak to Gorman in front of the
     house, then speak to Din/Nayru/Farore to move her in. Then you can
     speak to her in the house to get her charm in your bottle.

Fixed fusion #22
  Who: Mama
  Where: Hyrule Town - The long-haired woman in Mama's Cafe.
  Kinstone: Green-1
  Effect: A patch of land emerges from the water in the middle of Lake
     Hylia, allowing you access to a Mole Mitts cave. Dig into there and
     you'll find a chest containing 50 rupees.

Fixed fusion #23
  Who: Candy
  Where: Hyrule Town - The little girl at the lower level of the Inn.
  Kinstone: Blue-2
  Effect: A patch of land emerges from the water in the northern Trilby
     Highlands, allowing you to access a Mole Mitts cave. Dig into there
     to find a red Kinstone piece, and continue downstairs to find a
     fairy fountain.

Fixed fusion #24
  Who: Tina
  Where: Hyrule Town - The purple haired teacher at Funday School.
     Warning... she doesn't always want to fuse. Just keep coming in and
     out of the room until she's in the mood to fuse Kinstones with you
     (this could take up to, like, 10 tries).
  Kinstone: Green-2
  Effect: A chest appears in the middle of Trilby Highlands. Inside is a
     red Kinstone piece.

Fixed fusion #25
  Who: Stranger
  Where: Hyrule Town - In the yellow-roofed house at the northwest part
     of town.
  Kinstone: Red-1
  Effect: Warning-- you should do this fusion before going to the Cloud
     Tops! Otherwise it's useless. This causes a weird warp egg to
     appear in South Hyrule Field, just north of your house. It
     teleports you to the tower at the Cloud Tops. There you can get
     lots of Kinstones from the chests, and pull the ghost away from the
     sick "Gregal the Great" to cure him. Talk to him to get 100
     Mysterious Shells. Come back to him later on for the Light Arrows!
     If you fail to do this before coming to the Cloud Tops, Gregal will
     be dead and you can't get the Light Arrows anymore.

Fixed fusion #26
  Who: Librari
  Where: Hyrule Town/Lake Hylia - For most of the game you can find
     Librari at the bookshelves of the town library. If you're at the
     end of the game, he'll be at Lake Hylia (see Fusion #50 for
     details)
  Kinstone: Green-2
  Effect: A golden octorok appears at the south end of the Wind Ruins.
     Defeat it for a large blue rupee (worth 100 rupees).

Fixed fusion #27
  Who: Forest Minish
  Where: Lake Hylia - At the little Minish house beside the Wind Crest.
  Kinstone: Red-1
  Effect: The thorny vines come off of a tree in the Western Wood,
     revealing an entrance. Inside is a Piece of Heart!

Fixed fusion #28
  Who: Fifi
  Where: Lake Hylia - The dog inside Stockwell's house at the north end
     of the lake. You need to be Minish-sized to fuse with it.
  Kinstone: Green-2
  Effect: A chest appears at the south end of the Minish path leading
     into Hagen's Lakeside Cabin. Inside there is a blue Kinstone piece.

Fixed fusion #29
  Who: David Jr. (2)
  Where: Lake Hylia - Sitting at the north end of the area, overlooking
     the lake. You must have acquired the Magical Boomerang to do this
     fusion (see fusions #2-5).
  Kinstone: Green-3
  Effect: A red chest appears in Mt. Crenel, on the Minish path leading
     to Melari's Mines. Inside the chest is 200 Mysterious Shells.

Fixed fusion #30
  Who: Forest Minish
  Where: Lake Hylia - Use the stump behind Hagen's cabin to turn
     Minish-sized, then swim to the northeast and go up the vine and
     into the hole in the ground.
  Kinstone: Blue-2
  Effect: A beanstalk sprouts at the north end of Lake Hylia. You get
     there by going into the Mole Mitts cave at the north end of the
     lake (Roc's Feather is required to get there). After entering the
     cave, take the path at the right and continue until you go up the
     ladder. Climb the beanstalk, and up in the clouds you'll get 200
     rupees, 200 Mysterious Seashells, and a Piece of Heart!

Fixed fusion #31
  Who: Waveblade
  Where: Lake Hylia - Swim west from Hagen's Lakeside Cabin, then go up
     the steps and into the tree.
  Kinstone: Red-2
  Effect: A waterfall appears in North Hyrule Field. Inside is
     Greatblade, who teaches you the Greater Spin Attack. It's an
     upgrade to the Great Spin Attack-- so you need to know that one
     first before getting this upgrade! (see the Sword Techniques 
     section of this guide)

Fixed fusion #32
  Who: Goron
  Where: Lon Lon Ranch - Inside the Goron cave at the southwest of the
     area, fuse with the Goron at the left. You must have all six Gorons
     in the cave before getting this fusion (see fusions #6-11).
  Kinstone: Blue-1
  Effect: A traveling Goron appears in Hyrule Town to sell Kinstones.
     He'll set up shop in the central plaza, behind the Picolyte guy.
     His Kinstones are way overpriced, I don't recommend buying from
     him.

Fixed fusion #33
  Who: Goron
  Where: Lon Lon Ranch - Inside the Goron cave at the southwest of the
     area, fuse with the Goron at the right. You must have all six
     Gorons in the cave before getting this fusion (see fusions #6-11).
  Kinstone: Red-1
  Effect: A massive Goron, larger than anything that has ever been seen
     before... at the top of the Veil Falls area, Biggoron awakens!
     After you've beaten the game and saved, talk to Biggoron and let
     him eat your shield. Leave him alone for a while, then come back to
     him and he'll spit up a shiny new Mirror Shield!

Fixed fusion #34
  Who: Meenie
  Where: Eastern Hills - Tilling the fields of the farm. He's the one at
     the lower-left.
  Kinstone: Green-3
  Effect: A chest appears at the western Crenel Wall at Mt. Crenel.
     Inside the chest is a blue Kinstone piece.

Fixed fusion #35
  Who: Forest Minish
  Where: Eastern Hills - Inside the Minish house at the southwest corner
     of the area.
  Kinstone: Blue-1
  Effect: A beanstalk grows elsewhere in the Eastern Hills. Climb up
     there and into the clouds... there you will find 200 rupees, 200
     Mysterious Shells, and a Piece of Heart.

Fixed fusion #36
  Who: Tingle (2)
  Where: South Hyrule Field - On a ledge to the east of your house. You
     must have acquired the Magical Boomerang to do this fusion (see
     fusions #2-5).
  Kinstone: Red-1
  Effect: A golden tektite appears in Mt. Crenel, near Melari's Mines.
     Defeat it for a large red rupee... worth 200 rupees!

Fixed fusion #37
  Who: Smith (1)
  Where: South Hyrule Field - Inside your house
  Kinstone: Red-2
  Effect: A chest appears in the Eastern Hills, beside the fence of
     Eenie and Meenie's farm. Inside the chest is an empty bottle!

Fixed fusion #38
  Who: Smith (2)
  Where: South Hyrule Field - Inside your house
  Kinstone: Green-2
  Effect: A chest appears at the northern end of Trilby Highlands, near
     the exit to North Hyrule Field. Inside it is a red Kinstone piece.

Fixed fusion #39
  Who: Forest Minish
  Where: South Hyrule Field - In the Minish house at the southwest
     corner. If you haven't already done so, ram the nearby tree using
     Pegasus Boots to make it a stump portal, so you can get inside.
  Kinstone: Red-2
  Effect: Syrup the Witch starts selling Red Potion, which costs 150
     rupees and completely restores your health. This potion is also
     needed to unlock a new type of Picolyte.

Fixed fusion #40
  Who: Forest Minish
  Where: Western Wood - In the Minish house at the southwest corner of
     the area.
  Kinstone: Blue-2
  Effect: An enormous beanstalk grows beside this guy's house. Climb up
     there and into the clouds to find a bunch of red rupees, total
     value amounting to 160 rupees. And a red Kinstone piece too.

Fixed fusion #41
  Who: Forest Minish
  Where: Trilby Highlands - Dig into the Mole Mitts cave at the
     northwest of the area, and go up the ladder inside. Use the stump
     to turn Minish-sized, then go up the vine.
  Kinstone: Green-1
  Effect: A pond drains in Trilby Highlands, revealing a staircase.
     Inside there is a bunch of blue rupees, with a total value
     amounting to 75 rupees.

Fixed fusion #42
  Who: Percy
  Where: Trilby Highlands - Inside a tree at the southwest corner of the
     area.
  Kinstone: Red-3
  Effect: A bent tree turns straight at the west part of the Western
     Wood, clearing the way to Percy's house. Inside his house, light up
     the torches using the Flame Lantern and the old lady turns into a
     monster. Talk to it to receive 50 rupees. Now Percy can move in...
     Leave the house and go back in, then talk to Percy to get 100
     Mysterious Shells.

Fixed fusion #43
  Who: Business Scrub
  Where: Castor Wilds - Inside a cave at the mid-northern end of the
     area.
  Kinstone: Blue-2
  Effect: The thorny vines come off of a tree in the middle of the
     Minish Woods, revealing an entrance. Inside there is another
     Business Scrub that sells a Kinstone piece for 200 rupees. That
     certainly is not worth it, but you can fuse Kinstones with him
     twice (see fusions #45 and #46).

Fixed fusion #44
  Who: Forest Minish
  Where: Wind Ruins - At the western end of the area, use the stump to
     turn Minish-sized and drop into the nearby hole in the ground.
  Kinstone: Red-3
  Effect: A beanstalk grows elsewhere in the Wind Ruins. Climb up there
     to find a big chest in the clouds... Inside is an upgrade to your
     quiver, which will increase your arrow carrying capacity by one
     notch (30-> 50-> 70-> 99).

Fixed fusion #45
  Who: Business Scrub (1)
  Where: Minish Woods - Fusion #43 must be done to reach this Business
     Scrub in the middle of the woods.
  Kinstone: Green-1
  Effect: A golden octorok appears in the Western Wood. Defeat it for a
     large blue rupee (worth 100 rupees).

Fixed fusion #46
  Who: Business Scrub (2)
  Where: Minish Woods - Fusion #43 must be done to reach this Business
     Scrub in the middle of the woods.
  Kinstone: Green-2
  Effect: A Minish-sized hole in the ground appears at the northwest
     corner of the Castor Wilds. Inside there is a chest with a red
     Kinstone piece.

Fixed fusion #47
  Who: Gentari
  Where: Minish Woods - The Minish town elder in the house at the
     northwest corner of the Minish Village.
  Kinstone: Red-3
  Effect: Belari the bombmaker gets a spark of inspiration-- a bomb that
     went off only when you wanted it to. Then you can go to Belari and
     have all your regular old bombs exchanged for sparkly new remote
     bombs!

Fixed fusion #48
  Who: Belari
  Where: Minish Woods - The bombmaker in the Minish house just to the
     west of the Minish Village.
  Kinstone: Red-1
  Effect: A golden chest appears in the Wind Ruins, near the entrance to
     the Fortress of Winds. Inside is an upgrade to your bomb bag, which
     increases your bomb carrying capacity by one notch
     (10 -> 30 -> 50 -> 99).

Fixed fusion #49
  Who: Forest Minish (1)
  Where: Minish Woods - From the northeast corner of the Minish Village,
     follow the slightly secluded wood path to the right. Swim across
     the water to reach this hidden Forest Minish.
  Kinstone: Red-3
  Effect: A patch of land emerges from the water in the Veil Falls area,
     allowing you access to a Mole Mitts cave. Dig inside there to find
     a Piece of Heart and 50 Mysterious Shells.

Fixed fusion #50
  Who: Forest Minish (2)
  Where: Minish Woods - From the northeast corner of the Minish Village,
     follow the slightly secluded wood path to the right. Swim across
     the water to reach this hidden Forest Minish.
  Kinstone: Red-1
  Effect: A Minish-sized hole in the ground appears near the Wind Crest
     in the Lake Hylia area. Drop into there and make your way through
     the cave with obstacles and enemies... come up the ladder on the
     other side. Inside the Minish house is Librari, who gives you a
     whole Heart Container!

Fixed fusion #51
  Who: Melari
  Where: Mt. Crenel - Inside Melari's Mines, at the southwest room
  Kinstone: Red-2
  Effect: A beanstalk sprouts at the west peak of Mt. Crenel. Climb up
     there and into the clouds, where you'll find 160 rupees and a Piece
     of Heart.

Fixed fusion #52
  Who: Mountain Minish
  Where: Mt. Crenel - Inside Melari's Mines, near the west exit
  Kinstone: Green-1
  Effect: A chest appears at the western part of the Minish Woods.
     Inside is a blue Kinstone piece.

Fixed fusion #53
  Who: Mountain Minish
  Where: Mt. Crenel - Inside Melari's Mines, at the southeast room
  Kinstone: Green-1
  Effect: A golden tektite appears in Mt. Crenel, near the base of the
     mountain.  Defeat it for a large blue rupee (worth 100 rupees).

Fixed fusion #54
  Who: Mountain Minish
  Where: Mt. Crenel - Inside Melari's Mines, at the eastern side
  Kinstone: Green-3
  Effect: A chest appears in the Minish passage at the northeast part of
     Mt. Crenel, where it's raining. Inside is a blue Kinstone piece.

Fixed fusion #55
  Who: Mountain Minish
  Where: Mt. Crenel - Inside Melari's Mines, digging at the north side
  Kinstone: Green-2
  Effect: A chest appears in the Minish passage of Mt. Crenel's Base
     where you get the special green Mt. Crenel Mineral Water. Inside
     the chest is a blue Kinstone piece.

Fixed fusion #56
  Who: Grayblade
  Where: Mt. Crenel - Climb up the eastern series of Crenel walls until
     you reach the end, then go into the cave.
  Kinstone: Red-1
  Effect: A waterfall appears at the northeast corner of Castor Wilds.
     Inside is Scarblade, who speeds up your spin attack charge time.

Fixed fusion #57
  Who: Forest Minish
  Where: Mt. Crenel's Base - At the northwest part of the area, use the
     Gust Jar to suck away the spiky dust things and reveal a
     Minish-sized hole. Use the stone portal to turn small and get in.
  Kinstone: Green-3
  Effect: A golden chest appears at the western end of Mt. Crenel's
     Base. Inside it is 200 rupees.

Fixed fusion #58
  Who: Forest Minish
  Where: Hyrule Castle Garden - Inside the Minish-sized hole at the
     northeast corner of the area. If you haven't already done so, ram
     the nearby tree using the Pegasus Boots to reveal a portal stump so
     you can get inside.
  Kinstone: Green-3
  Effect: A bent tree turns straight at east part of the Western Wood.
     Go to that area and use your Mole Mitts to dig up the dirt... you
     get two large red rupees! That's a total of 400 rupees-- the
     biggest treasure find of the game, I believe.

Fixed fusion #59
  Who: Grimblade
  Where: Hyrule Castle Garden - Cut away the bushes at the southeast
     corner to reveal a stairway to Grimblade's dojo.
  Kinstone: Red-3
  Effect: An opening appears in a waterfall at Veil Falls. Inside is
     Splitblade, who speeds up your split gauge charge time. That means
     you won't have to wait as long to charge when duplicating
     yourself.

Fixed fusion #60
  Who: Forest Minish
  Where: North Hyrule Field - If you haven't already done so, ram the
     tree at the middle-west part of the area to turn it into a stump
     portal. Use it to turn small, then go up the nearby vine and into
     the hole that was under a rock.
  Kinstone: Green-2
  Effect: A golden chest appears in the south Wind Ruins. Inside it is
     200 Mysterious Shells.

Fixed fusion #61
  Who: Dampe (1)
  Where: Royal Valley - In the house just outside the graveyard.
  Kinstone: Blue-1
  Effect: A gravestone moves away at the northeast part of the
     graveyard, revealing a stairway. Inside there is a chest with 100
     Mysterious Shells. Also, Gina is down there and you can fuse with
     her twice.

Fixed fusion #62
  Who: Dampe (2)
  Where: Royal Valley - In the house just outside the graveyard.
  Kinstone: Green-1
  Effect: A Minish-sized hole in the ground appears in the Wind Ruins.
     To get in, you need to use the stump portal that's one screen north
     and one to the right, then climb your way back down the vines.
     Inside the hole is a chest with a red Kinstone piece.

Fixed fusion #63
  Who: Spookter (1)
  Where: Royal Valley - Between two gravestones in the graveyard.
  Kinstone: Blue-1
  Effect: The guy running the chest mini-game in Hyrule Town gets the
     idea to make it harder. Now you can choose a harder difficulty,
     with three chests instead of just two. Doesn't make the game any
     more fun though.

Fixed fusion #64
  Who: Spookter (2)
  Where: Royal Valley - Between two gravestones in the graveyard.
  Kinstone: Blue-2
  Effect: The ghost blocking the side entrance into Anju's house moves
     away. Now you can get inside there when Minish-sized. There's
     nothing in there but a bunch of cuccos though, and they beat you up
     mercilessly. What's the point of this? Who knows...

Fixed fusion #65
  Who: Gina (1)
  Where: Royal Valley - Fuse with Dampe first (fusion #61), then you go
     into the stairway under the northeast gravestone.
  Kinstone: Green-1
  Effect: An entrance appears in a small waterfall in Hyrule Town.
     Inside there is a chest with 200 Mysterious Shells.

Fixed fusion #66
  Who: Gina (2)
  Where: Royal Valley - Fuse with Dampe first (fusion #61), then you go
     into the stairway under the northeast gravestone.
  Kinstone: Green-1
  Effect: A bent tree turns straight in the middle of the Western Wood,
     clearing your way to a chest with 100 Mysterious Shells.

Fixed fusion #67
  Who: Gale
  Where: Cloud Tops - If you've been to the tower at the top of the
     clouds, you can find her there. Otherwise, she's at the starting
     point of Cloud Tops.
  Kinstone: Red-2
  Effect: An opening appears in a waterfall at the top of the Veil Falls
     area. Inside is a Piece of Heart.

Fixed fusion #68
  Who: Caprice
  Where: Cloud Tops - Second floor of the tower at the top of the clouds
  Kinstone: Green-2
  Effect: A golden chest appears at the top of the Veil Falls area.
     Inside it is a blue Kinstone piece.

Fixed fusion #69
  Who: Flurris (1)
  Where: Cloud Tops - Third floor of the tower at the top of the clouds
  Kinstone: Green-3
  Effect: A golden rope appears in Castor Wilds. Defeat it for a large
     blue rupee (worth 100 rupees)

Fixed fusion #70
  Who: Flurris (2)
  Where: Cloud Tops - Third floor of the tower at the top of the clouds
  Kinstone: Green-3
  Effect: A bent tree turns straight in the Western Wood, beside the
     exit to Castor Wilds. Dig into the dirt at the piece of land that's
     revealed... you unearth a big green rupee (worth 50 rupees).

Fixed fusion #71
  Who: Hailey
  Where: Cloud Tops - Fourth floor of the tower at the top of the clouds
  Kinstone: Green-3
  Effect: A golden tektite appears in Veil Falls. Defeat it for a large
     blue rupee (worth 100 rupees).

Fixed fusion #72
  Who: Siroc
  Where: Cloud Tops - Fourth floor of the tower at the top of the clouds
  Kinstone: Green-1
  Effect: A golden chest appears in the northwest of the Royal Valley.
    Inside it is a red Kinstone piece.

Fixed fusion #73
  Who: Siroc
  Where: Cloud Tops - Fourth floor of the tower at the top of the clouds
  Kinstone: Green-3
  Effect: A golden chest appears in the northeast of the Royal Valley.
    Inside it is a red Kinstone piece.


                -- OPTIONAL KINSTONE FUSIONS (SHARED) --


The concept of "shared" Kinstone fusions is difficult to explain, but
actually quite simple in practice.

There are 18 Kinstone fusion effects that can be triggered by any one of
a certain group of Kinstone fusers. For instance, Anju the cucco lady...
you can fuse Kinstones with her once, and the effect is randomly chosen
from the list of shared fusion effects. When you've triggered all the
possible shared fusion effects, all of the shared fusers stop offering
to fuse with you.

Also, another annoyingly random feature... sometimes these guys just
don't want to fuse Kinstone with you, even if you haven't fused with
them yet. If that happens, just try going out of the room and coming
back, again and again, until they want to fuse with you.

This aspect of the game is something that you probably wouldn't even
realize when playing the game, but it's a nightmare for FAQ writers to
document. A nightmare.


List of shared Kinstone fusers:
-------------------------------

This list is admittedly far from complete, but it is more than enough
for you to trigger all 18 shared Kinstone fusion effects. Note that
fusers marked with an asterisk (*) are no longer available at the end of
the game.

Crenel Hermit... Mt. Crenel - High up on the west Crenel Wall
Crenel Hermit... Mt. Crenel
Crenel Hermit... Mt. Crenel
Crenel Hermit... Mt. Crenel
Crenel Hermit... Mt. Crenel
Hurdy-Gurdy Man. Hyrule Town - Mama's cafe, guy with blue hat
Breve........... Hyrule Town - Mama's cafe, old woman
Chai............ Hyrule Town - Mama's cafe, woman drinking milk
Baris........... Hyrule Town - Mama's cafe, guy sitting down
Mutoh........... Hyrule Town - Carpenters' house, head carpenter
Brent........... Hyrule Town - Carpenters' house, guy holding plank
Mack............ Hyrule Town - Carpenters' house, left sawing carpenter
Doyle........... Hyrule Town - Carpenters' house, right sawing carpenter
Town Minish..... Hyrule Town - At the carpenters' house
Romio........... Hyrule Town - At his house in southeast of town
Berry........... Hyrule Town - Romio's sister
Rolf............ Hyrule Town - Dog at Romio's house
Julietta........ Hyrule Town - At her house in southeast of town
Verona.......... Hyrule Town - Mother of Julietta
Scratcher....... Hyrule Town - Cat at Julietta's house
Lolly........... Hyrule Town - Brown-haired kid
Anju............ Hyrule Town - Cucco lady
Bindle.......... Hyrule Town - Brown-haired guy in the lobby of the Inn
Growler(*)...... Hyrule Town - Dog by the stairs at west side of town
Pina(*)......... Hyrule Town - Fruit vendor in the central plaza
Brocco(*)....... Hyrule Town - Vegetable vendor in the central plaza
Sturgeon(*)..... Hyrule Town - Library, upper floor
Talon........... Lon Lon Ranch - Inside the house
Percy(1)........ Trilby Highlands
Daltus(*)....... Hyrule Castle

Note 1: You can fuse with Percy to trigger a shared Kinstone fusion
   effect only after you've done his fixed Kinstone fusion.


List of shared Kinstone fusion effects:
---------------------------------------

Shared fusion #1
  Kinstone: Green-1
  Effect: A chest appears at the northwest corner of North Hyrule Field,
     just at the exit to Royal Valley. Inside is 200 Mysterious Shells.
     It is only possible to get to this chest after infusing the Water
     Element into your sword.

Shared fusion #2
  Kinstone: Green-1
  Effect: A chest appears at the Minish passage in the field of Funday
     School in Hyrule Town. To get there, use the vase portal inside
     Funday School, then exit through the mousehole at the lower right.
     Go into the passage, and inside the chest is a red Kinstone piece.

Shared fusion #3
  Kinstone: Green-2
  Effect: A chest appears in South Hyrule Field, just to the east of
     your house. Inside is 200 Mysterious Shells.

Shared fusion #4
  Kinstone: Green-3
  Effect: A chest appears at the extreme north end of Lon Lon Ranch. To
     get there, you need to exit into the Veil Falls area (with the help
     of the Cane of Pacci), then come back down south. Inside the chest
     is 200 rupees.

Shared fusion #5
  Kinstone: Green-2
  Effect: A chest appears at the Minish passage in the fenced area of
     Lon Lon Ranch. To turn Minish-sized, you may need to use the
     Pegasus Boots to ram into the nearby tree, turning it into a stump
     portal. Inside the chest is a red Kinstone piece.

Shared fusion #6
  Kinstone: Green-1
  Effect: A chest appears in the Minish Woods, a bit to the right of
     where the Deepwood Shrine is found. Inside the chest is a red
     Kinstone piece.

Shared fusion #7
  Kinstone: Green-3
  Effect: A chest appears at the northwest part of the Minish Woods.
     Inside the chest is a blue Kinstone.

Shared fusion #8
  Kinstone: Green-1
  Effect: A chest appears in the Minish Woods, at the Minish-sized
     passage that leads up to the Minish Village. Inside the chest is
     200 rupees.

Shared fusion #9
  Kinstone: Green-3
  Effect: A chest appears in the Minish Woods, at the eastern part where
     it's foggy. Inside the chest is a red Kinstone piece.

Shared fusion #10
  Kinstone: Green-1
  Effect: A chest appears in the Minish Woods, beside the water at the
     west side near the exit to the Eastern Hills. Inside the chest is
     200 rupees.

Shared fusion #11
  Kinstone: Green-2
  Effect: A pond drains in South Hyrule Field, revealing a stairway at
     the western part near the exit to the Western Wood area. Inside
     there is a bunch of blue rupees, with a total value of 75 rupees.

Shared fusion #12
  Kinstone: Green-1
  Effect: A pond drains in northwest Hyrule Castle Garden, revealing a
     stairway. Inside there is a fairy fountain. Also, just above the
     stairway is a Minish-sized entrance... inside there is a chest
     containing 50 Mysterious Shells.

Shared fusion #13
  Kinstone: Red-2
  Effect: A pond drains in northeast Hyrule Castle Garden, revealing a
     stairway. Inside there is a Piece of Heart. Also, just above the
     stairway is a Minish-sized entrance... inside there is a chest
     containing 50 Mysterious Shells.

Shared fusion #14
  Kinstone: Green-1
  Effect: A golden rope (snake) appears in Hyrule Castle Garden, at the
     east side. Defeat it for a large blue rupee (worth 100 rupees).

Shared fusion #15
  Kinstone: Green-2
  Effect: A golden rope (snake) appears in the Eastern Hills, beside the
     exit to South Hyrule Field. Fighting it is complicated by the
     Acro-Bandits that pop up from the ground in this area. Defeat it
     for a large blue rupee (worth 100 rupees).

Shared fusion #16
  Kinstone: Green-2
  Effect: A golden octorok appears in the northwest part of the Minish
     Woods. Defeat it for a large blue rupee (worth 100 rupees).

Shared fusion #17
  Kinstone: Blue-1
  Effect: The thorns come off of a tree in North Hyrule Field, revealing
     an entrance. Inside there is a fairy fountain.

Shared fusion #18
  Kinstone: Green-3
  Effect: A Minish-sized hole in the ground appears in the Minish Woods,
     beside the pond that's just south of the Minish Village. To get
     inside, you need to use the stump portal at the southeast. Inside
     the hole is a chest containing a blue Kinstone piece.


,----------------------------------------------------------------------.
| [6] FIGURINES                                                        |
`----------------------------------------------------------------------'


                          -- ABOUT FIGURINES --

Collecting all 136 of these figurines is a daunting and stupidly
tedious task. Yes, tedious to the point of stupidity.

So, what do these figurines do, exactly? Well, you can look at them. And
read their descriptions. Yeah, that's pretty much it. To see the
figurines that you have, check the machine at the left of Carlov.

Once you have collected every single figurine there is, you get the
Carlov Medal. It will appear in the start menu in place of the
Mysterious Shells. When you have it, talk to the guy sitting outside the
coffee shop in Hyrule Town... he'll be so impressed that he opens up his
house to you and says everything inside is yours for the taking. His
house is the one just north of the coffee shop. Inside there are 600
rupees, a Piece of Heart, and the sound test phonograph (see the "Sound
test" section of this guide for details).


                       -- HOW TO GET FIGURINES --

You can start collecting figurines only after you've gone through the
second dungeon and acquired the Cane of Pacci. You get the figurines
from Carlov, who lives in the tree at the southwest corner of Hyrule
Town.

[If a dog blocks your way to southwest Hyrule Town, do this: Go into the
coffee shop and turn over the vase with the Cane of Pacci. Turn yourself
small and exit through the mousehole. Go west, crossing the narrow
bridge, and talk to the dog to get him to move.]

This guy collects Mysterious Shells, so bring him the shells and he'll
give you a chance at winning figurines. You can choose how many shells
you'd like to wager... the more shells you use, the more likely you are
to win a figurine you don't already have. Naturally, the more figurines
you have, the less likely it is that you'll get a new figurine, so
you'll gradually be tempted to wager more shells. In reality, the most
cost-effective way to earn figurines is to only bet 1 shell at a time.
Betting more will only save you some time. Make your wager, then pull
the lever of his figurine-dispensing machine to get your prize. If you
get a figurine you already have, Carlov will give you 5 rupees.

Generally it is only possible to win figurines of things you have
actually encountered in the game. So, for instance, you can't get the
Great Mayfly Fairy figurine if you haven't met the Great Mayfly Fairy.
There seem to be some exceptions to this rule though. Also, only after
defeating Vaati and saving the game will you get access to winning the
last six figurines (#131-#136).


                         -- LIST OF FIGURINES --

I've used the name "Link" for the names of the figurines here, but the
game names the figurines based on the name you entered for yourself. So
if you named yourself, say, "Mike", then Figurine #001 would be "Capless
Mike"


#001 - Capless Link
   A young boy who lives in Hyrule. He is close friends with Princess
   Zelda.
 
#002 - Ezlo and Link
   A young boy on a quest with Ezlo to restore the Four Sword. With the
   sword's power, he hopes to remove the curse on Princess Zelda.
 
#003 - Princess Zelda
   A bright and cheery princess from Hyrule's royal family. She loves to
   sneak out of the castle to visit her good friend, Link.
 
#004 - Ezlo (Cap)
   A strange creature that looks at first like a cap. He speaks roughly
   and treats Link like a child, but he actually really likes Link.
 
#005 - Sorcerer Vaati
   When the young Minish donned Ezlo's magic cap, he took this evil
   form. Now, he searches for the light force in his quest to become
   all-powerful.
 
#006 - King Daltus
   The king of Hyrule. Reported to have been a fine swordsman, he
   appeared in the Picori Festival tournament as a youth and fought to a
   draw with Smith.

#007 - Minister Potho
   The supporting pillar of Hyrule. He is also in charge of Princess
   Zelda's education, so when she goes missing, he gets frustrated.

#008 - Smith
   The finest swordsmith in Hyrule. As a young man, he was a great
   swordsman. He and King Daltus are friends and enjoyed a pleasant
   rivalry as youths.

#009 - Mayor Hagen
   The mayor of the town of Hyrule. He's a big collector of odd masks.
   He's built a shelter into his garden just in case monsters ever
   attack Hyrule.

#010 - Marcy
   Second in command at Hyrule's post office. She's mellow and
   laid-back, entirely unlike the high-strung and easily excitable
   Stamp.

#011 - Stamp
   A busy, hardworking postal employee, although he can be a touch edgy.
   The stamp he uses is his own personal one, so please don't borrow it.
   Thanks.

#012 - Rem
   The proprietor of Rem's Shoe Store. Using his "secret technique," he
   makes shoes in his sleep. Princess Zelda is his single biggest source
   of income.

#013 - Dr. Left
   A gruff-talking academic type who is obsessed with studying the
   Picori. He doesn't seem to be aware that they are actually living in
   his own house.

#014 - Carlov
   A sculptor of finely crafted figurines. Many consider him the best
   sculptor in all of Hyrule. He enjoys collecting Mysterious Shells.

#015 - Borlov
   Owner of the Chest Mini-Game Shop. Carlov's younger brother. He
   detests gambling, but he has made the biggest gamble of all:
   entrepreneurship.

#016 - Stockwell
   The handy neighborhood gear seller, also called Stockwell the
   Well-Stocked. He complains that he's been too busy lately to see his
   dog, Fifi.

#017 - Simon
   His mysterious dungeon-simulation game is very popular in Hyrule. It
   gives players the illusion of fighting real monsters in real
   dungeons.

#018 - Gorman
   He wants to rent out his house in town, but he's too overbearing to
   attract a tenant. He doesn't even seem to realize what the problem
   is...

#019 - Anju
   This young woman tends to her cuccos in Hyrule Town. If you help her
   gather her loose cuccos, she'll give you a reward.

#020 - Brocco
   Hyrule's vegetable vendor. He sells fine produce. He also argues
   constantly with the fruit vendor, Pina, over the health benefits of
   vegetables.

#021 - Pina
   Hyrule's fruit vendor. She hates vegetables, so she won't even sell
   tomatoes, even though they technically ARE fruits. Freak.

#022 - Beedle
   Though he is an adult, he is very good at finding Picolyte made by
   the Minish. And he is very, VERY convincing about their healthful
   properties.

#023 - Postman
   A very serious mail deliveryman. He continues to make every delivery
   right on time every day.

#024 - Crenel Hermit
   A hermit who lives on Mount Crenel. He has lots of Kinstone pieces.
   He brags that he won the festival  tournament when he was younger.

#025 - Monster Lady
   A weird old lady living in Percy's house without his permission. She
   doesn't want you to turn on the lights. She might actually be a...

#026 - Dampé
   The gravedigger at the cemetery. They say he has the power to speak
   with the dead. He fuses the Kinstones he digs up with the local
   ghosts.

#027 - Gustaf, Royal Spirit
   The spirit of an ancient king of Hyrule who wishes to secure peace in
   his land from beyond the grave. He was very fond of the people of the
   Wind Tribe.

#028 - Syrup
   A wizard who lives in the Minish Woods. She sells magic items with
   odd powers. She's looking for an apprentice to whom she can teach her
   mystic spells.

#029 - Great Butterfly Fairy
   The Great Butterfly Fairy of Minish Woods. She provides you with a
   larger wallet, allowing you to carry more Rupees with you.

#030 - Great Mayfly Fairy
   The Great Mayfly Fairy of Mount Crenel. She provides you with a
   larger bomb bag, allowing you to carry more bombs with you.

#031 - Great Dragonfly Fairy
   The Great Dragonfly Fairy of Royal Valley. She gives you a larger
   quiver, allowing you to carry more arrows with you.

#032 - Percy
   A poet who lives in Western Wood. He comes home from a long journey
   to find his house occupied by an unwanted guest. Poor guy...

#033 - Nayru
   She's looking for a house in Hyrule to move into. She is descended
   from a line of oracles in the land of Labrynna.

#034 - Farore
   She's looking for a house in Hyrule to move into. She's a very
   helpful person, but people take advantage of her kind nature. This
   really bothers her.

#035 - Din
   She's looking for a house in Hyrule to move into. She is a famous
   dancer from the land of Holodrum.

#036 - Joy Butterfly
   A rare butterfly said to bring happiness to those who catch it. If
   you see one on your journeys, try to grab it!

#037 - Gina
   A strange Ghini who wants to fuse Kinstone pieces, which is somewhat
   peculiar for a monster. She has a lot of pieces, so keep on fusing!

#038 - Festari
   A Minish living in Minish Village. He speaks some human languages. He
   sees that Link is human with one look. He's a bit of a human
   enthusiast.

#039 - Gentari
   The elder of the Forest Minish. He has lived among humans for a long
   time. He knows where the four elements are. He has a twin brother in
   Hyrule's library.

#040 - Forest Picori
   Not visible to the eyes of adults, they delight in making humans
   happy by hiding helpful items and Rupees under grass and rocks all
   over the world.

#041 - Librari
   This Town Minish elder is Gentari's twin brother. Those large wings
   that he is so proud of are trophies from a duel with a cucco as a
   young Minish.

#042 - Town Picori
   These Minish like humans so much that they moved from Minish Village
   into Hyrule itself! They try to make humans happy, but it sometimes
   backfires.

#043 - Melari
   He lives with his seven apprentices in Mount Crenel, which contains
   all the mineral riches they will ever need. He seems gruff, but he's
   trustworthy.

#044 - Mountain Picori
   These seven students followed Melari from Minish Village to Mount
   Crenel. Their song is actually a sign that they are full-fledged
   Mountain Minish now.

#045 - Goron
   These rock- and iron-eaters once lived on Mount Crenel in Western
   Hyrule. Now their numbers are few, and they live quietly in a cave.

#046 - Minish Vaati
   Before he became a sorcerer, he was a simple Minish. He had always
   been entranced by the evil that lives in the hearts of men...

#047 - Vassals
   These vassals serve the king of Hyrule. They are loyal and diligent.
   Like the king himself, they are courteous yet frank.

#048 - Library
   The Royal Hyrule Library. Although the library is well loved, many
   forget to return their books, causing no end of trouble for the
   librarians.

#049 - Blade Brothers
   All of these self-trained swordsmen have won the fighting tournament
   at the Picori Festival before. They see great potential in Link.

#050 - Wheaton & Pita
   This couple bakes bread in Hyrule. Their tasty pastries hold a
   secret... If you're extra lucky, there'll be a helpful item hidden
   inside!

#051 - Funday School
   This is where all the children of Hyrule learn. Link and Princess
   Zelda studied here, too. The two teachers are twins named Tina and
   Dina.

#052 - Mama's Cafe
   This is the best place in town to relax. You can also pick up some
   good tips, from the latest gossip to observations about the world.

#053 - Happy Hearth Inn
   This generous inn gives a gift to every guest who stays the night.
   Guests can unwind in the lobby on the second floor.

#054 - Zill and Friends
   Zill's the one with the drippy nose. He likes to wander around town
   with his friends. He knows a lot about Hyrule, and he might even give
   you some tips!

#055 - The Carpenters
   These carpenters may be rough around the edges, but they do good
   work. They may seem tough, but they're in touch with their feminine
   side.

#056 - Young Couple
   Romio and Julietta grew up next door to one another. They're dating
   now, but they plan to marry once they get their pets' approval.

#057 - Peaceful Hyrule 1
   Carlov's Peaceful Hyrule Scenery Series No. 1

#058 - Peaceful Hyrule 2
   Carlov's Peaceful Hyrule Scenery Series No. 2

#059 - Peaceful Hyrule 3
   Carlov's Peaceful Hyrule Scenery Series No. 3

#060 - Cucco!
   With a boisterous crow and a cute crest, these feathered friends are
   the most popular pets in Hyrule. The baby chicks like small bugs.

#061 - At Lon Lon Ranch
   This small ranch lies just outside Hyrule Town. Father-and-daughter
   team Talon and Malon run it, and they sell the finest milk in Hyrule!

#062 - The Wind Tribe
   The people who built the Wind Ruins. They now live above the clouds,
   suspended by their own magic ability to control the wind.

#063 - Gregal & the Ghost
   An old man plagued by an evil spirit. Coming to his aid will bring
   you benefit in the end, so if you meet him, you must find a way to
   help him.

#064 - Tingle Siblings?
   Tingle (in green) and his twin younger brothers Ankle (in purple) and
   Knuckle (in blue). They believe fusing Kinstones will help them meet
   fairies, so they are recording Kinstone data on their maps. David Jr.
   is not technically a relative.

#065 - Eenie & Meenie
   The Hyrulean vegetables grown in their fields are exquisitely
   delicious. Apparently, Brocco sells the best of their crops.

#066 - Goron Merchant
   This Goron appears when you successfully fuse certain Kinstone
   pieces. He will sell you expensive, but rare, Kinstone pieces.

#067 - Spookter & Spekter
   Ghosts from the Royal Valley. The one in the blue cap is Spookter,
   and the one in the red cap is Spekter. Spookter tries to be scary,
   but he's just not.

#068 - Sluggula
   Appears in Minish dungeons. They drop from the ceiling unexpectedly.
   They are slow, so take your time, and defeat them one by one.

#069 - Scissors Beetle
   Appears in Minish roads dungeons. These monsters have sharp
   mandibles. Hit them when they shoot these away. Avoid their attacks
   to get in close.

#070 - Moldworm
   Appears in Minish roads. They come out of the ground when they sense
   prey. If you get swallowed, you'll take damage and get all dirty!
   Watch out, because when you're all dirty, Pestos will come after you.

#071 - Spiked Beetle
   Appears in dungeons. Covered in hard, spiny shells. Few attacks work
   on them. You have to flip them over to hurt them.

#072 - Eyegore Statue
   Appears in Castor Wilds. They move when you put an arrow in their
   eye. No other attacks work. You can always just let them pass...

#073 - Business Scrub
   Appears in caves, etc. Normally stay underground. They'll pop out and
   spit seeds at you, but if you get to know 'em, they're not so bad.

#074 - Armos
   Appears in the Wind Ruins. Built by the Minish for the Wind Tribe
   long ago. They look like stone statues, but if you get too close,
   they move!

#075 - Keese
   Appears in various areas. These bats live in dungeons and caves.
   Their movement is unpredictable, so use ranged weapons from a safe
   distance.

#076 - Keaton
   Appears in various areas. This thieving fox preys upon travelers and
   merchants. He may not be strong, but he will attack very quickly, so
   be careful.

#077 - Ghini
   Appears in the Royal Valley, etc.  These dark beasties are attracted
   to light, and if they attack you, they may suck your life away!

#078 - Gibdo
   Appears in the Palace of Winds. These mummies keep coming at you when
   you attack. It's better to fight from a distance if you want to avoid
   damage.

#079 - Rollobite
   Appears in dungeons. His hard shell protects him from swords, but
   once he rolls into a ball, you can use the Gust Jar to draw him in.

#080 - Spark
   Appears in dungeons. They cling to walls and move quickly. Normal
   attacks may not work, but the boomerang is pretty effective.

#081 - Dark Nut
   Appears in Castor Wilds. These armor-clad soldiers are tough. Use
   your shield and rolling skills to find an opening in their
   defenses...

#082 - Red Dark Nut
   Appears in the Palace of Winds. These Dark Nut commanders are strong,
   but if you relax and wait for your opening, you can still defeat
   them.

#083 - Chaser
   Appears in dungeons. They move quickly to chase you once they spot
   you. Your shield will block them, but keep on your toes!

#084 - Rock Chuchu
   Appears in Veil Falls. These tough Chuchus wear rocks on their heads.
   The rocks protect them from damage, so you'll have to find a way to
   knock the rocks off before you'll be able to destroy them.

#085 - Moldorm
   Appears in various areas. These guys move quickly and randomly. Trap
   them in a corner and take them out quickly.

#086 - Door Mimic
   Appears in the Royal Crypt. They look like doors, but they're really
   traps! If you get too close to one, it will fall down on you!

#087 - Peahat
   Appears on Mount Crenel, etc. These strange beasts hover on
   propeller-like leaves. You can pull them out of the sky with your
   Gust Jar.

#088 - Helmasaur
   Appears in various areas. Their fronts are protected with metal
   masks, but their backsides aren't! Pop off that mask for an easy
   battle.

#089 - Wall Master
   Appears in dungeons. If these guys grab you, they'll send you back to
   the start of the dungeon. Dodge them as they fall, then attack.

#090 - Floor Master
   Appears in dungeons. If these guys grab you, they'll send you back to
   the start of the dungeon. Watch out when he attacks with others.

#091 - Acro-Bandits
   Appears in the Eastern Hills, etc. Five of them pop out at once. If
   you smack each one as they pop out of the ground, they're a piece of
   cake.

#092 - Bob-omb
   Appears in dungeons. They often gather in groups in narrow areas.
   Once activated, they go a little crazy. Take them out with arrows.

#093 - Bombarossa
   Appears in dungeons. They float in the air and explode when touched.
   Walk carefully, and you may escape unhurt...

#094 - Like Like
   Appears in caves, dungeons, etc. Don't let them grab you: they'll eat
   your shield if they hold you long enough. Swing your sword to escape.

#095 - Rupee Like
   Appears in caves, dungeons, etc. This Rupee Like has a Rupee dangling
   from its head stalk. This clever lure attracts greedy and delicious
   heroes.

#096 - Rope
   Appears in various areas. They'll come straight for you if they spot
   you. Just swing your sword when they charge at you.

#097 - Boulder
   Appears on Mount Crenel, etc. These huge boulders come crashing down
   from cliff walls. They fall in a random pattern, so watch your step!

#098 - Ball & Chain Soldier
   Appears in the Palace of Winds. They're not fast, but that iron ball
   is a bruiser! Try to hit them after they swing the ball.

#099 - Spiny Beetle
   Appears in various areas. They hide under common rocks and grass. Be
   careful, because they can pop out when you least expect it!

#100 - Spear Moblin
   Appears in Minish Woods, etc. They rush you on sight. They also block
   head-on attacks with their spears, so circle around to attack.

#101 - Bow Moblin
   Appears in various areas. They fire arrows at you on sight. Block
   these with your shield and then close in to attack.

#102 - Cloud Piranha
   Appears in the sky. They swim through clouds like fish in water.
   Attack them in that brief moment when they pop out!

#103 - Mulldozer
   Appears in Minish roads, dungeons, etc. There are red and blue ones.
   They may look small and weak, but their hard shells make them
   formidable.

#104 - Pesto
   Appears in Minish roads, dungeons, etc. There are red and blue ones.
   The blue ones are stronger and throw things down on your head.

#105 - Puffstool
   Appears in Deepwood Shrine. These mushroom beasties scatter spores
   all over dungeons. When their caps are red, they are invincible.

#106 - Wizzrobe
   Appears in the Palace of Winds, etc. They fire magic bolts from afar.
   Hit them when they appear so they don't cast another spell!

#107 - Fire Wizzrobe
   Appears in the Palace of Winds. They wield fire magic. Hit them when
   they appear so they don't cast another spell!

#108 - Ice Wizzrobe
   Appears in the Palace of Winds. They wield ice magic. They're weak
   against fire, so attack with fire for a quick battle!

#109 - Wisp
   Appears in dungeons. They float in midair. They won't hurt you, but
   if you touch them, you won't be able to use your sword for a while.

#110 - Octorok
   Appears in various areas. There are red and blue ones. They've
   appeared in every Zelda game to date. They spit rocks, so be careful!

#111 - Golden Octorok
   Appears in... Well, we're not sure! The legendary Golden Octorok. It
   can't be confirmed, but they are said to shoot chunks of pure gold...

#112 - Golden Tektite
   Appears in... Well, we're not sure! The legendary Golden Tektite. Its
   basic attack is the same, but it has much more power.

#113 - Golden Rope
   Appears in... Well, we're not sure! The legendary Golden Rope. It's
   much more aggressive than the normal ones: it will attack you on
   sight.

#114 - Crow & Takkuri
   Appears in various areas. The black one is Crow. If you touch
   Takkuri, he will steal Rupees from you, so be careful!

#115 - Lakitu
   Appears in the sky. They float on clouds. They don't move, but they
   do throw lightning bolts. Steal their clouds with the Gust Jar.

#116 - Stalfos
   Appears in dungeons. Blue ones jump, and red ones throw bones. See
   what happens when you remove their heads with the Gust Jar.

#117 - Beetle
   Appears in various areas. They appear under rocks and grass. If they
   grab you, you won't be able to move. Swing your sword to get away.

#118 - Chuchu
   Appears in various areas. Chuchus come in many colors. Each color is
   a little different, but ranged weapons work well against all.

#119 - Tektite
   Appears on Mount Crenel, etc. They move by jumping long distances.
   Their movement can be unpredictable, so attack them when they are
   still.

#120 - Trap
   Appears in various areas. A trap with sharp blades. Some are
   triggered by nearby intruders, while others follow a set path.

#121 - Leever
   Appears in Wind Ruins, Veil Falls. These baddies move freely
   underground when attacking. You never know where they will pop up, so
   keep your shield raised and at the ready!

#122 - Madderpillar
   Appears in Deepwood Shrine, etc. This caterpillar moves in a zigzag
   pattern. If you hit him on the nose, he gets upset and starts running
   around.

#123 - Spiny Chuchu
   Appears in various areas. These Chuchus project spikes from their
   bodies at the first sign of danger. Try a well-placed bomb.

#124 - Big Octorok
   Appears in the Temple of Droplets. Frozen solid by the power of the
   Water Element. He's been frozen so long that his hunger is
   unbearable.

#125 - Gyorg Pair
   Appears in Palace of Winds. Females are larger than males. They fly
   around the Palace of Winds, preying on adventurers.

#126 - Biggoron
   This is a legendary Goron with a body bigger than a mountain. This
   Goron is so big, in fact, that no one has ever seen all of it at
   once.

#127 - Big Green Chuchu
   Appears in Deepwood Shrine. A perfectly ordinary Chuchu. Though not
   much of an enemy usually, they are terrifying to anyone Minish-sized.

#128 - Gleerok
   Appears in the Cave of Flames. A Gleerok with a hard, rocky shell
   found in Mount Crenel. Hiding in lava, this beast spews fire on
   everything it sees.

#129 - Mazaal
   Appears in the Wind Ruins. Constructed by the Wind Tribe to repel
   intruders, this sturdy machine cannot be destroyed by any external
   force.

#130 - Big Blue Chuchu
   Appears in the Temple of Droplets. An ordinary blue Chuchu. Fighting
   him while Minish-sized is daunting, but just try to avoid that
   electric attack.

#131 - Zelda & Link
   These two became fast friends because of Smith and the king of
   Hyrule. Zelda wishes that the sometimes unreliable Link were just a
   wee bit stronger.

#132 - Minish Ezlo
   The Minish Ezlo, before he was cursed by Vaati. He is a famous Minish
   sage. Even among Minish inventors, he was renowned for his amazing
   creations.

#133 - Black Knight
   Appears in Dark Hyrule Castle. This is the strongest Dark Nut, with a
   good balance of attack and defense. They will do anything to stop
   you.

#134 - Vaati Reborn
   The sorcerer Vaati took this form after draining the power of the
   light force from Princess Zelda. The evil beams from his eyes are
   devastating.

#135 - Vaati Transfigured
   Once Vaati's body has been shattered, this dark form rises up, all
   that remains of the evil sorcerer. Only the sacred Four Sword can
   defeat him.

#136 - Vaati's Wrath
   This is the embodiment of purest evil, the final form of the
   power-mad Vaati. Its mind is consumed with a hunger for destruction.
   Find its weakness.


,----------------------------------------------------------------------.
| [7] SWORD TECHNIQUES                                                 |
`----------------------------------------------------------------------'


There are a total of eight sword techniques for you to learn, eight
Tiger Scrolls for you to acquire. Only the first sword technique (the
spin attack) is required to progress through the game, all the others
are purely optional, with varying degrees of usefulness. Though the
Tiger Scrolls are numbered from 1 to 8, that is not necessarily the
order that they become available to you in the game.

Aside from the eight sword techniques there are also three special
upgrades to existing abilities. You don't get any Tiger Scroll for
acquiring these upgrades.

Also, each Tiger Scroll you get gives you the ability to buy a new
Swordsman Newsletter, available at the Hyrule Town post office after
you've fused Kinstones with the postman. See the Swordsman Newsletter
section of this guide for details.


----------------------------
Tiger Scroll #1: Spin Attack
----------------------------

Where: Swiftblade (Hyrule Town)
Needs: Earth Element
Quote: "Press and hold your sword button. Charge and release!"

  For your first sword technique of the game, head to Swiftblade's hut
  (the wooden cabin near the south exit of Hyrule Town) when you return
  to Hyrule Town after acquiring your first element. You need to get it.
  A guard literally blocks the exit to Trilby Highlands unless you show
  him you can do the spin attack.

  The spin attack is so essential that I was surprised you are not given
  the ability from the beginning, as it is in every other Zelda game.
  It's useful for attacking a bunch of enemies that surround you, or for
  swiping away a whole bunch of bushes or pots, or for looking cool and
  impressing your friends. Whatever. This is the only sword technique
  that you're absolutely required to learn.


---------------------------
Tiger Scroll #2: Sword Beam
---------------------------

Where: Grimblade (Hyrule Castle Garden)
Needs: Flame Lantern
Quote: "When your hearts are full, swing your sword!"

  It's actually possible to go into Grimblade's dojo as early in the
  game as when you acquire the Pegasus Boots (and you can get the Piece
  of Heart), but you can't learn the sword technique until you have the
  Flame Lantern. Go over to the southeast corner of Hyrule Castle
  Garden... If you haven't already done so, cut away the bushes to
  reveal a ladder to an underground room. Down there is master swordsman
  Grimblade! Light up the torches at the corners to light up the room so
  Grimblade can see well and teach you the technique.

  The Sword Beam is a wonderful technique. As long as your heart
  containers are full, a beam of energy will shoot forth from your
  sword. It's like a projectile weapon with unlimited ammo... as long as
  you can manage to keep your health meter full.


----------------------------
Tiger Scroll #3: Dash Attack
----------------------------

Where: Swiftblade (Hyrule Town)
Needs: Pegasus Boots
Quote: "Equip your Pegasus Boots and sword, then dash away!"

  This is the third technique you can learn from Swiftblade. After he
  teaches you the Rock Breaker technique he says to come back after you
  learn to run like the wind... so come back when you have the Pegasus
  Boots.

  The "Dash Attack", as it's called here, is just common sense. In fact,
  until I learned this technique from Swiftblade I had actually been
  assuming that I already had it. All it does is that Link sticks out
  his sword to plow through enemies while doing the dash attack. This is
  helpful so you can dash around the place worry-free, and mow through
  grass and bushes quickly, and you can use it as a technique in
  fighting Dark Nuts. Remember, you need to have the sword equipped to
  do this technique... but really, you should have the sword equipped
  almost all the time anyway.


---------------------------
Tiger Scroll #4: Peril Beam
---------------------------

Where: Waveblade (Lake Hylia)
Needs: At least 10 Heart Containers
Quote: "When you have only one heart left, swing the sword!"

  You need at least 10 Heart Containers before getting this technique.
  It's possible to have that many containers as early in the game as the
  part when you have the flippers. This Waveblade fellow is found in the
  Lake Hylia area. From Mayor Hagen's cabin, hop into the lake, swim to
  the left to the end, then climb up onto the land where there are steps
  leading north. Enter the cave in the tree here for Waveblade's place.
  The technique is just like the sword beam, except it works when you
  have one heart left rather than all hearts full.

  The ability to fire a sword beam when you're holding on for dear life
  sounds useful in theory, but in practice I can't remember ever making
  use of this sword technique. Probably because my health very rarely
  drops to one heart, and when it does it's probably because I'm under
  relentless attack and am about to get killed anyway. I dunno, maybe
  you'll find it useful.


-----------------------------
Tiger Scroll #5: Rock Breaker
-----------------------------

Where: Swiftblade (Hyrule Town)
Needs: Fire Element
Quote: "Break pots with your sword! That's all there is to it!"

  This is the second technique you can learn from Swiftblade. Return to
  see him after you've gotten the Fire Element from the dungeon on
  Mount Crenel. Now that you have the reforged Picori Blade, he's ready
  to teach you a new technique.

  The Rock Breaker technique allows you to break rocks and pots with a
  simple swipe of your sword, rather than having to pick them up and
  throw them manually to get what's inside. It's a big convenience.
  Also, there are those enemies that hide under rocks... you can now
  simply mow down that guy with the sword instead of having to pick the
  rock off of him first.


----------------------------
Tiger Scroll #6: Roll Attack
----------------------------

Where: Grayblade
Needs: Two Elements infused
Quote: "Roll! Then swing your sword as you start to get up!"

  You can get this sword technique only after infusing the power of the
  Earth Element and Fire Element into your sword. To find Grayblade,
  climb up the walls at the eastern side of Mount Crenel and you'll come
  to a cave at the end. Inside, use the upper-left and upper-right
  flashing tiles to duplicate yourself, then step on the switches to
  open the door. The next room is Grayblade's dojo, along with a Piece
  of Heart, and 100 rupees.

  The roll attack is a little burst attack that you can do immediately
  after doing a roll. I haven't had the chance to use it often in the
  game, aside from the times I find myself doing the roll attack
  accidentally. :p


----------------------------
Tiger Scroll #7: Down Thrust
----------------------------

Where: Swiftblade (Hyrule Town)
Needs: Roc's Cape
Quote: "Equip the Roc's Cap and the sword!! Jump and swing!"

  This is the fourth and final sword technique you can learn from
  Swiftblade. After he teaches you the Dash Attack, he asks you to come
  back again when "you can jump farther than any other"!. So come back
  after you've gotten the Roc's Cape from the Palace of Winds. He will
  teach you the Down Thrust!

  With this technique you do a little hop with the Roc's Cape, then
  swing your sword at the height of your jump, resulting in a swift
  and powerful-looking downward thrust. I say powerful-looking because I
  never really use it. It does look pretty cool though, eh?
  Unfortunately the technique only works when you do a little hop with
  the Roc's Cape, not a big leap.


----------------------------------
Tiger Scroll #8: Great Spin Attack
----------------------------------

Where: Swiftblade the First (Castor Wilds)
Needs: All 7 other Tiger Scrolls
Quote: "Perform a Spin Attack... and then hit the button repeatedly!"

  If you've gotten all 7 of the other sword techniques, you can now
  finally go to Swiftblade the First for the final technique. Use the
  Ocarina of Wind to go to the Castor Wilds, then dash over the swamp to
  the western area where there's a big gravestone (just north of the
  place where there's three big statues). If you haven't already done
  so, push the gravestone to reveal a stairway, and go inside.
  It's Swiftblade the First, Spirit of the Swordsman! He teaches you
  the Great Spin Attack-- an awesome unleashing of power!

  All you need to do for this sword technique is to perform a regular
  spin attack, then continue pressing the sword button repeatedly to
  continue the spin attack. You can even move around while doing this.
  This technique actually is helpful in the final dungeon when you need
  to clear out a room full of enemies, or if you ever want to mow down a
  field of grass.

  This technique can be enhanced by getting the Greater Spin Attack
  ability (see below).


--------------------------------
Upgrade: Spin Attack charge time
--------------------------------

Where: Scarblade (Castor Wilds)
Needs: Wind Element; Fuse Kinstones with Grayblade

  This upgrade is only available after you've gotten the Wind Element.
  Go back to Grayblade... he's the one that lives in Mount Crenel, at
  the top of the eastern Crenel Wall. Fuse Kinstones with him, and an
  opening will appear in a waterfall at the northeast corner of the
  Castor Wilds area. Get yourself over there and you'll find Scarblade,
  who speeds up your spin attack charge time!

  Actually the difference in charge time is not that noticeable, but it
  can make the difference in a critical situation when you need to do
  the spin attack quickly, like in the final battle against Vaati. Every
  split-second saved is a split-second earned.


----------------------------
Upgrade: Greater Spin Attack
----------------------------

Where: Greatblade (North Hyrule Field)
Needs: Wind Element; Great Spin Attack; Fuse Kinstones with Waveblade

  For this upgrade, you must first have learned the Great Spin Attack
  (see above), which means you must have gotten all eight Tiger Scrolls.
  Go back to Greatblade-- he's the one at Lake Hylia, west of Hagen's
  cabin-- and fuse Kinstones with him. This causes an opening to appear
  in a waterfall in North Hyrule Field. Get yourself over there, and
  inside you'll find Greatblade, who teaches you the Greater Spin
  Attack. It's like the Great Spin Attack... but greater!

  Personally I thought the regular Great Spin Attack was quite generous
  with the number of spins you can do. Before the upgrade I could do
  around 10 rotations, and after the upgrade this was increased to 15
  rotations. A 50% increase! That means more enemies killed, more grass
  mowed down, and generally more awesomeness.


--------------------------------
Upgrade: Split Gauge charge time
--------------------------------

Where: Splitblade (Veil Falls)
Needs: Wind Element; Fuse Kinstones with Grimblade

  This upgrade is only available after you've gotten the Wind Element.
  Go back to Grimblade... he's the one at the southeast of Hyrule Castle
  Garden. Fuse Kinstones with him, and an opening will appear in a
  waterfall somewhere in the Veil Falls area. Get yourself over there
  and you'll find Splitblade, who speeds up your split gauge charge
  time! This means it will be faster for you to duplicate yourself on
  the flashing tiles!

  I wish this upgrade came much sooner in the game... I've grown tired
  of having to wait for the split gauge to fill up over and over again.
  This upgrade brings the charge time down to about 1 second. This is
  quite a convenience, and can make a big difference in the final battle
  against Vaati.


,----------------------------------------------------------------------.
| [8] SWORDSMAN NEWSLETTERS                                            |
`----------------------------------------------------------------------'


When you fuse Kinstones with the postman that runs around Hyrule Town,
the guy working in the post office has an epiphany about asking
Swiftblade to start a newsletter for adventurers. To get the
newsletters, talk to the post office worker named Marcy sitting behind
the counter. More issues are made available gradually as you progress
through the game and learn more sword techniques from Swiftblade and his
brothers. 

There are a total of eight newsletter issues, and each issue is made
available for the insultingly high price of 200 rupees. You heard that
right! So the cost of buying all eight issues is grand total of 1600
rupees-- far more than you can carry all at once in the largest-sized
wallet. It's crazy, eh?

The newsletters are not worth the money it costs to buy them (maybe not
even worth the time it takes to read them). If you're a completionist
like me, you'll dish out the rupees for them anyway. If not, I've
transcribed the text of the newsletters for you right here.


-----------------------
Swordsman Newsletter #1
-----------------------

Some Walls Go Boom...
It may look like a regular wall, but it may be something you can blow
up. There's actually an easy way to tell. And I'm here to teach you!
Build up the power in your sword and start stabbing the wall. If you pay
attention, you'll find that some spots make a different sound!

Teach us, Teacher!
Monsters got you? Don't give up! Start mashing buttons! You might be
able to escape quickly!

Swiftblade's Gossip Column
The Magical Boomerang... Somewhere in Hyrule, you can find an incredibly
handy boomerang. It's designed so you can change its direction after you
throw it! Or so I've been told. But it's just a rumor...

Swiftblade, Signing Off!
That's it for our first issue! We plan to bring you helpful questing
hints every week, rain or shine. Be sure to check with your local post
office for future issues! See you in issue 2! Until next time, warriors!


-----------------------
Swordsman Newsletter #2
-----------------------

This Year's Must-Have Item!
Have you seen those sparks that move along walls? Your sword doesn't
work, so maybe you've just given up fighting them. But have you tried
ALL your items? Like... what about your boomerang? Give it a shot! You
might be surprised at the results!

Teach us, Teacher!
Monster took your shield? Well, don't get all down about it. All hope is
not lost. Beat him up quickly, and you might just get it back!

Swiftblade's Gossip Column
The Mirror Shield... A beautiful, glimmering shield capable of
reflecting monsters' shots. You can use it to turn their attacks back at
them. Or so they say... But it's just a rumor...

Swiftblade, Signing Off!
Issue 2 is out the door! We've got our first reader letter! Let's answer
it now! "Hey, Swiftblade, what's your best feature?" That would be my
eyebrows! I spend a lot of time grooming these suckers! See you in issue
3! Until next time, warriors!


-----------------------
Swordsman Newsletter #3
-----------------------

Got a Bone to Pick?
You're sure to run into more than a few skeletons on your journey.
That's why this week's newsletter is dedicated to all you bone-breakers!
A good, solid whack to the head should do the trick. That's their weak
spot! Try smacking them with a beam from your Cane of Pacci. You should
also try your Gust Jar. That head should just pop right off! They go all
to pieces once they lose their head.

Teach us, Teacher!
Those darn Bob-ombs! If you hit them with your sword, they'll run all
over the place and explode! But don't worry. This newsletter's here to
teach you how to cope! Your best bet is arrows! One shot can take them
down! You can fire from a safe distance too! There's also your Gust
Jar... Draw them in and shoot them out, and they'll even blow up
whatever they hit! 

Swiftblade's Gossip Column
Light Arrows are amazing... They go through grass! They fell a monster
with one strike! They're handy! They're dandy! They're a
super-duper-ultra-item! Or so it seems... But it's just a rumor...

Swiftblade, Signing Off!
We've got more reader mail this week! "Hey, Swiftblade! How many
siblings do you have?" There are nine of us, not counting the ghost of
Swiftblade the First. I'm the oldest, but again, that's if you don't
count Swiftblade the First! See you in issue 4! Until next time,
warriors!!!!


-----------------------
Swordsman Newsletter #4
-----------------------

Seek Out the Strong
Have you ever seen a golden monster? When you fuse Kinstone pieces, you
might get the rare chance to meet one. They're much stronger than the
regular version of that monster. Of course, if you beat one of 'em,
you'll get something REALLY good! If you see one, go fight it instantly!
Just drop everything and go!

Teach us, Teacher!
Coping with a Thorny Situation. Those thorny little thorn monsters! Your
sword doesn't hurt 'em at all! But if you bump 'em with your shield up,
they'll totally flip! There are other ways, though. Flip 'em with a
bomb! Or your Cane of Pacci! Or a well placed Down Thrust! How's that
for options? Your head must be swimming at the possibilities!

Swiftblade's Gossip Column
Remote Bombs... Here's a secret: you can blow them up whenever you want!
How cool is that?! Or so it seems... But it's just a rumor...

Swiftblade, Signing Off!
I went to Lon Lon Ranch the other day. I saw the ghost of Swiftblade the
First defeat a cow with his bare hands! It was kind of sad, really...
See you in issue 5! Until next time warriors!!!!


-----------------------
Swordsman Newsletter #5
-----------------------

Fire Up That Chilly Chump!
Have you seen a sorcerer who throws cold curses at you? Yeah, the one
who keeps disappearing! That's him! Well, next time he shows up, whack
him with your lantern! Fire against ice! It's the law of nature!

Teach us, Teacher!
Those pig-faced Moblins... You see them around the Minish Woods, right?
They're big and dumb? Well, they're also rich! Beat one up for some
quick cash!

Swiftblade's Gossip Column
A tidbit about amulets... I hear that there's a mysterious amulet that
raises your abilities if you use it! Well, that's what I heard,
anyway... But it's just a rumor...

Swiftblade, Signing Off!
I went to Smith's the other day. The old guy's still looking pretty
good. But I AM a little concerned about the guy in green tights on the
hill there... See you in issue 6! Until next time, warriors!!!!


-----------------------
Swordsman Newsletter #6
-----------------------

Here's What You Do!
Have you seen a monster wrapped in bandages? It tries to grab you? Well,
here's a pro tip: bandages burn easily, especially on a mummy! I don't
have to spell this out, do I? Yeah, you know what I'm about to say!
That's right, it's time to light up their world! FWOOOSH!

Teach us, Teacher!
Those heavy-handed Floor Masters... And their irritating friends, the
Wall Masters... They're really annoying, but if you beat one, they say
you'll be rich!! But it's just a rumor... Don't complain to me if it
turns out to be wrong.

Swiftblade's Gossip Column
Rupee-stealing nasties... Those Rupee-camouflaged creeps have been
ripping off a lot of you lately. I heard that you greedy adventurers are
getting soaked! If fact, I hear that the greedier you are, the more it
takes! Or so it seems... But it's just a rumor...

Swiftblade, Signing Off!
We've got reader mail again! "Hey, Swiftblade, do you have a hobby?"
Training! See you in issue 7! Until next time, warriors!!!!


-----------------------
Swordsman Newsletter #7
-----------------------

For Real Swordsmen Only
You know the Roll Attack, right? Yeah, the one you do midroll! I bet 
Grayblade told you to attack just as you fish the roll, right? Well, 
actually, you can do it just as you start the roll, too! But the timing
is very tricky! You can do it! Hone your skill! The journey of a
thousand miles begins with a single step! Or... something!

Teach Us, Teacher!
Camouflaged shell-shockers... These fiends festoon themselves with grass
and rocks to deceive your eyes. But you can remove their camo without
trying to pick them up, you know! Hit them with that Cane of Pacci! Suck
them with the Gust Jar! How do you like that!? Now you're a camo-buster!

Swiftblade's Gossip Column
Those short-fused Bob-ombs... I told you about them in issue 3, but 
here's another thing... Apparently they drop bombs at a higher rate than
other enemies! Or so it seems... But it's just a rumor...

Swiftblade, Signing Off!
The next one is our last issue! After that, it'll be time for me to put
down my pen. As much as I like writing, I'm a teacher at heart. But I
know you'll miss me when I'm gone. I'm like a star! A superstar! Issue
8, the last one, is coming soon! Hope you're looking forward to it!
Until next time, warriors!!!!


-----------------------
Swordsman Newsletter #8
-----------------------

The Way to the Sacred Blade
Have you ever wished you could unleash your Spin attack a little faster?
Or perhaps split faster? Or maybe you wanted a longer Great Spin Attack?
It's only natural to want these things. Every warrior wants to be his
best! So now for some good news! I haven't confirmed it, but there MAY
be a way! All of these things could be yours if you only figure out how
to do it!

Teach Us, Teacher!
The one-eyed statue Eyegore... You have to shoot him with an arrow to 
make him move... But if you beat him, he almost always drops spare
arrows for you! So don't worry about running out of arrows once you've 
beaten him! Just fire away!

Swiftblade's Gossip Column
Armos, fabled creations of the Minish. I hear that they drop Kinstone 
pieces when you beat them! Or so it seems...  But it's just a rumor...

Swiftblade, Signing Off!
That's all the news for you! If you get lonely, just come over and spar
for a while! And thanks for reading! I hope you've enjoyed it as much as
I have. And now, let me sign off one final time with that oh-so-familiar
farewell... Until next time, warriors!!!!


,----------------------------------------------------------------------.
| [9] PICOLYTE                                                         |
`----------------------------------------------------------------------'


To be honest, I never used Picolyte through any of my regular plays
through the game. It just seems like another unnecessary gimmick in a
game already crowded with gimmicks like figurines, Kinstones,
Tiger Scrolls, etc. And it's true, for the most part this stuff is a
major rip off. For the most part! One or two of them are slightly
helpful.


                          -- ABOUT PICOLYTE --

When you return to Hyrule Town after getting the Earth Element, you'll
notice a lot of dust gathered in the town's central plaza at the spot
where Princess Zelda previously won the shield for you. You have the
Gust Jar, go ahead and suck all this dust away. Later on in the game
(after getting the Fire Element), Beedle will be in that spot selling
Picolyte.

One dose of Picolyte costs 200 rupees and is stored in bottles. When you
drink the Picolyte, you have a short period of time (just 15 seconds!)
you can use to cut down bushes and grass and stuff, and the appearance
rate of a particular item is greatly increased. For instance, green
Picolyte helps you to find Mysterious Shells. You'll know the Picolyte
is in effect because you will be all sparkly.

The best place to use Picolyte-- heck, maybe the only place where using
Picolyte could possibly be worth it-- is in the grassy field at Trilby
Highlands. Especially if you have the upgraded Great Spin Attack, you
can unleash your fury upon the grass and pick up the spoils.

Initially the only available types are green, red, and yellow. More
types will be made available if you do this little Pico Bloom quest
thing.


                         -- PICO BLOOM QUEST --

You can complete this "Pico Bloom quest" once you've acquired the
Pegasus Boots, which is some time after you have the second element.
Each new Pico Bloom unlocks a new type of Picolyte that Beedle will sell
in Hyrule Town.

At the east side of the Minish Village, go into the barrel house and
you'll meet a Pico Bloom researcher at the north side among the Pico
Blooms. Speak to him, and he'll tell you what ingredient he needs to
continue his research. You need to seek out and give him what he needs,
then wait a while... a seriously long while, you should just go
elsewhere and do something for a while... then come back to him and
you'll see a new Pico Bloom color lighting up. From then on, Beedle in
Hyrule Town will be selling a new type of Picolyte.

Here are the ingredients the guys needs:

1. Lon Lon Milk - You can get Lon Lon Milk from Malon in Hyrule Town...
   she's at the north side of town, selling her milk for 100 rupees.
   Giving this to the Pico Bloom researcher unlocks the yellow Picolyte,
   which helps you find rupees.

2. Mt. Crenel Mineral Water - You remember where to get this one, right?
   It's at Mt. Crenel's Base, at that Minish passage at the east side.
   Giving this to the Pico Bloom researcher unlockes the blue Picolyte,
   which helps you find bombs and arrows.

3. Red Potion - You get red potion from Syrup the Witch, but she doesn't
   sell it until you've done a certain Kinstone fusion. So if you
   haven't already done so, fuse Kinstones with the Forest Minish at the
   southwest corner of South Hyrule Field. Syrup sells the potion for
   150 rupees. Giving this to the Pico Bloom researcher unlocks the
   orange Picolyte, which helps you find fairies.

Remember, it's not enough to just give the ingredient to the Minish...
you have to go back to him and see the plant bloom before Beedle sells
the new Picolyte.


                         -- TYPES OF PICOLYTE --

GREEN PICOLYTE
  Cost:  200 rupees
  Finds: Mysterious Shells
  Notes: Using this Picolyte and unleashing the Great Spin Attack in the
     grassy field in Trilby Highlands, I was only able to garner 20
     Mysterious Shells. That's a pathetic amount considering the
     Picolyte costs 200 rupees. You're better off just buying Mysterious
     Shells at Stockwell's shop in Hyrule Town, where it's 200 rupees
     for 30.

RED PICOLYTE
  Cost:  200 rupees
  Finds: Hearts
  Notes: With this Picolyte at the Trilby Highlands field I was able to
     gather enough hearts to fully replenish my health meter-- but
     what's the point? It's much easier to just go to a nearby fairy
     fountain, and there's no shortage of those in the area. Pointless
     picolyte, waste of money.

WHITE PICOLYTE
  Cost:  200 rupees
  Finds: Kinstone pieces
  Notes: This is the only type of Picolyte that I would not hesitate to
     say is worth your money. If you're in need of Kinstones, this is
     the fastest way to stock up. And it's not just the green
     Kinstones... there are some blue and red ones to be found too. I
     was able to get more than 10 Kinstone pieces in one round. It was
     especially helpful to me when making the Kinstone fusion section of
     this guide.

YELLOW PICOLYTE
  Cost:  200 rupees
  Finds: Rupees
  Notes: This Picolyte is promising... it helps you find rupees, and it
     does its job well. Using the upgraded Great Spin Attack in Trilby
     Highlands field, I cooked up a flood of red rupees amounting to
     more than 450 rupees. Considering the cost of the Picolyte, that's
     a net gain of 250 rupees! It's a decent way to rake in the money,
     if you can afford the initial investment.

BLUE PICOLYTE
  Cost:  200 rupees
  Finds: Bombs, arrows
  Notes: Beedle advertises this Picolyte as helping you to find
     "items"... but don't get your hopes up. All it really does is help
     you find bombs and arrows. This is the most useless Picolyte of
     all... not only does it promise to help me find something I never
     have a shortage of, it doesn't even find that much. In the Trilby
     Highlands field I only got 15 bombs and 15 arrows. Hmmph.

ORANGE PICOLYTE
  Cost:  200 rupees
  Finds: Fairies
  Notes: So, what is the point of having this Picolyte when there's
     already the Picolyte that helps you find hearts? Hmm... well,
     fairies can be stored in bottles, but it's easier to just go to a
     fairy fountain and catch them yourself. Basically this Picolyte is
     just useful for the novelty of seeing a dozen fairies in Trilby
     Highlands. In other words, it's useless.


,----------------------------------------------------------------------.
| [10] SOUND TEST                                                      |
`----------------------------------------------------------------------'


The sound test is made available to you after completing the stupidly
tedious task of collecting all 136 figurines. Carlov, the operator of
the figurine place, will reward you with the Carlov Medal in the shape
of his face. Once you have this, talk to the guy sitting outside the
coffee shop in Hyrule Town. He'll be so impressed that he opens up his
house to you and says everything inside is yours for the taking. His
house is the one just north of the coffee shop... inside there is 600
rupees, a Piece of Heart, and the sound test phonograph.

So, check out the phonograph to begin the sound test. You can listen to
all the music tracks from the game. At least, I think this is all of
them. Plus, there's track #4 which isn't actually found in the game at
all.

Press up and down to change tracks, the A button to play or pause the
music, and the B button to quit. Note, what I have listed here are not
"official" music titles, just a concise description of where the music
occurs in the game.

In the game's end credits, Mitsuhiko Takano is credited for the music.
Koji Kondo is credited as sound advisor.


   Num   Title
   ---   ------------------------------
   01:   Game title screen
   02:   Hyrule Castle entrance jingle
   03:   Gaining an element
   04:   Fairy spring
   05:   Game over
   06:   Link to the Past intro (not in this game)
   07:   Vaati theme
   08:   Ezlo theme
   09:   Story introduction
   10:   Beanstalk
   11:   Inside a house/building
   12:   Minigame
   13:   Syrup the Witch
   14:   Cave
   15:   Element appears
   16:   Overworld
   17:   Hyrule Castle
   18:   Minish Village
   19:   Minish Woods
   20:   Hyrule Town
   21:   Miniboss
   22:   Boss
   23:   Vaati Reborn
   24:   Defeat the enemies
   25:   Swiftblade
   26:   Mount Crenel
   27:   Picori Festival
   28:   Game select screen
   29:   Quest beginning
   30:   End credits
   31:   Ending
   32:   Ending 2
   33:   Rain in Mount Crenel
   34:   Castor Wilds
   35:   Royal Valley
   36:   Cloud Tops
   37:   Dark Hyrule Castle
   38:   Cave 2
   39:   Deepwood Shrine
   40:   Cave of Flames
   41:   Fortress of Winds
   42:   Temple of Droplets
   43:   Palace of Winds
   44:   Flashback
   45:   Royal Tomb
   46:   Elemental Sanctuary
   47:   Vaati Transfigured
   48:   Escaping Dark Hyrule Castle
   49:   Vaati's Wrath
   50:   Mole Mitts cave
   51:   Zelda
   52:   Wind Ruins


,----------------------------------------------------------------------.
| [11] GAME CREDITS                                                    |
`----------------------------------------------------------------------'


These are the game credits for The Legend of Zelda: The Minish Cap, as
they appear in the game's ending. These are the people that brought the
game to us, so I figure they've earned some recognition in their own
section of this FAQ.


                     Director:  Hidemaro Fujibayashi

       Planning:                           Title logo design:
          Hidemaro Fujibayashi                SHOEI
          Suchol Lee                          Satoshi Ukai
          Joko Kazuki
          Mitsuki Nakai                    Supervisor:
          Takashi Hamamura                    E. Aonuma
          Shigeki Morihira                    Y. Yamada
                                              M. Narita
       Programming:                           T. Tezuka
          Toshihiko Honda                     Y. Yamashita
          shimitan
          Yoshiyuki Fujikawa               Sound advisor:
          N. Minomiya                         K. Kondo
          Yohey Doi
          K. Yoshida
                                       - North American Localization -
       Object design:
          KIMOKIMO                         Management:
          erichop                             Jeff Miller
          Kumiko Fujiwara                     Leslie Swan
          Keisuke "TWIGGY" Motozono
                                           Localization:
       Scroll Design:                         Rich Amtower
          Nishitsuji Asae                     Scot Ritchey
          Takayuki Nakayama                   Bill Trinen
          Hiroyuki Imahori
          Yoshi Maeda
          Haruki Suetsugu                  Special thanks:
                                              M. Takeguchi
       Music:                                 Super Mario Club
          Mitsuhiko Takano                    NOA Product Testing
                                              Rockman Club
       Sound effects:                         Capcom HC
          Shinji Amagishi                     Flagship Co., Ltd
          Takashi Moriguchi                   Original "Zelda" Staff
       
       Character design:                   Management:
          KIMOKIMO                            nosetake
                                              Masanori Kusumoto
       Artwork:
          Haruki Suetsugu                  Product Management:
                                              Yasushi Adachi

                          Producer:  Keiji Inafune

                  General producer:  Shigeru Miyamoto

                Executive Producer:  Satoru Iwata


All Rights, including the copyrights of Game, Scenario, Music and
Program, reserved by NINTENDO.


,----------------------------------------------------------------------.
| [12] CREDITS & INFO                                                  |
`----------------------------------------------------------------------'


Special thanks to...
   - All the other Minish Cap FAQs at GameFAQs, for all the tips and
        general information that ensured the completeness of this FAQ.
   - Hidemaro Fujibayashi, Keiji Inafune, Shigeru Miyamoto, Satoru
        Iwata, and all the good people at Nintendo, Capcom and Flagship
        that helped to make this game what it is.
   - GameFAQs.com, for posting all my FAQs. This is my 15th so far, can
        you believe it?


NOTE TO WEBMASTERS:
You may freely place this document on non-profit websites without
explicit permission from the author as long as (1) it is not modified at
all and (2) I receive full credit. Take note that any future updates
will be sent only to GameFAQs.

REGARDING FEEDBACK:
Before coming to me with questions, please make sure that it's not
already answered in this guide. And make sure you're looking at the most
recent version of the guide (always available at GameFAQs). Address all
email to mpgonzalez@gmail.com.


Blogspot:         http://mpgonz.blogspot.com
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Copyright (c) Michael Gonzalez 2008