_______________
  /  ________    /   T H E  L E G E N D  O F
 /.-‘       /   /________________     _______        ___
           / / / \    ___  | \  /     \   _  \       \  \
          / / /   |  |   \ | |  |     |  | \  \      /   \
         / / /    |  |    \| |  |     |  | |  |     / /\  \
        / / /     |  |_/|    |  |     |  | |  |    / /  \  \
       / % /      |   _ |    |  |     |  | |  |   / /____\  \
      / / /       |  | \|    |  |     |  | |  |  /  _______  \
     / / /        |  |    /| |  |  /| |  | |  | /  /       \  \
    / / /         |  |___/ | |  |_/ | |  |_/  //  /         \  \
   / / /          /________| /______|/_______//___\         /___\
  /   /________.-‘/     T H E
 /_______________/        W I N D  W A K E R
-------------------------------------------------------------------------------
The Legend of Zelda: The Wind Waker for Nintendo Gamecube
FAQ/Walkthrough Written by DarthMarth
Version 1.0
Started: Sunday, January 11, 2004
Finished: Saturday, June 5, 2004
-------------------------------------------------------------------------------
1. Table of Contents (press Ctrl+F and type in the code next to the section, in
parentheses instead of hyphens, to jump to it. On Mac browsers, use Command+F.)
---
1. Table of Contents (you’re reading it)
2. Introduction -Intrd-
3. FAQ –Frakq-
4. Walkthrough –Wlkth-
   a. The Beginning -Thbgn-
   b. Storming the Forsaken Fortress -Frsk1-
   c. The First Pearl -Dgnic-
   d. The Second Pearl -Fohfw-
   e. Old Hyrule -Twotg-
   f. Return to the Forsaken Fortress -Frsk2-
   g. Restoring the Master Sword -Erttm-
   h. Blade of Evil’s Bane -Wndtm-
   i. Gathering the Triforce -Gttri-
   j. The Final Showdown -Gnstw-
5. Game Controls –Gmeco-
6. Objects –Objct-
7. Items –Keitm-
8. Pieces of Heart –Piohe-
9. Charts –Chrts-
10. The Nintendo Gallery –Tniga-
11. Enemies –Enmis-
12. Secret Caves –Scrcv-
13. Sea Platforms –Seplt-
14. Submarines –Sumri-
15. Blue Chuchus –Blchu-
16. Big Octos –Bgoct-
17. Fairies –Fairs-
18. Islands –Islnd-
19. Minigames –Mngms-
20. The Tingle Tuner –Tntnq-
21. The Savage Labyrinth –Tsvlr-
22. Beedle’s Shop Ship Guide –Shogi-
23. Fun and Useful Tricks –Fuutr-
24. Legal Information/Contact –Legin-
-------------------------------------------------------------------------------
2. Introduction (Intrd)

Welcome to my FAQ for one of my four favorite games of all time, The Legend of
Zelda: The Wind Waker. I’ve put virtually everything you could need to know
about the game into it. Hopefully, it will help answer any questions about
items, Heart Pieces, Charts, where to go next, or just about anything else you
have. With the insider tips and in-depth information provided by this FAQ, even
a total newb should be able to beat the game with ease. If you find any errors
or confusing parts, please don’t hesitate to E-mail me at [email protected].
-------------------------------------------------------------------------------
3. FAQ (Frakq)

FAQ: What’s the letter-number thing you put after islands?
A: That’s the coordinate system. The letter (from A to G) tells you how far
down on the Sea Chart the island is, from the first to seventh row. The
following number shows how far to the right it is.

FAQ: I just visited the helmet-wearing Beedle at Rock Spire Island, and he says
he closes in X days! How do I get enough Rupees to buy him out before then!?
A: Don’t worry, crazy Beedle’s only saying that as a marketing gimmick to
attract customers. He does “close,” but instantly reopens after remodeling.

FAQ: How many saplings are there in the game?
A: 346.

I don’t have very many FAQs here, but if I answer a question online too many
times, I’ll answer it here.
-------------------------------------------------------------------------------
4. Walkthrough (Wlkth)

This is but one of the legends of which the people speak...

Long ago, there existed a kingdom where a golden power lay hidden. It was a
prosperous land blessed with green forests, tall mountains, and peace.

But one day, a man of great evil found the golden power and took it for
himself. With its strength at his command, he spread darkness across the
kingdom. But then, when all hope had died, and the hour of doom seemed at
hand...

A young boy clothed in green appeared as if from nowhere. Wielding the blade of
evil’s bane, he sealed the dark on away and gave the land light.

The boy, who traveled through time to save the land, was known as the Hero of
Time. The boy’s tale was passed down through generations until it became
legend...

But then...a day came when a fell wind began to blow across the kingdom. The
great evil that all though had been sealed away by the hero...once again crept
forth from the depths of the earth, eager to resume its dark designs.

The people believed that the Hero of Time would once again come to save them.
..But the Hero did not appear. Faced by an onslaught of evil, the people could
do nothing but appear to the gods. In their last hour, as doom drew nigh, they
left their future in the hands of fate.

What became of that kingdom? None remain who know.

The memory of the kingdom vanished, but its legend survived on the wind’s
breath. On a certain island, it became customary to garb boys in green when
they came of age. Clothed in the green of fields, they aspired to find heroic
blades and cast down evil. The elders wished only for the youths to know
courage like the hero of legend...

a.      The Beginning (Thbgn)

OUTSET ISLAND

As The Legend of Zelda: The Wind Waker begins, you find a young girl named
Aryll searching for her brother, who I’ll call you or Link, who happens to be
sleeping on a watch tower. (he must be sore) As Aryll runs down a ramp, looks
through her telescope, and climbs up to the tower, you slowly wake up. She
tells you that this tower is her private lookout, where she gazes at the sea
with her telescope. As she asks you what day it is, she notices you’re still
half-asleep. When she says it’s your birthday, you seem surprised. (what were
you doing last night, anyway?) Apparently, your grandma has been waiting for
you to go back to your house; you’d better hurry!

You now assume control of Link; climb down the ladder and run up the dock, to
Outset Island. Now, head west, across a long bridge connecting the island’s two
halves. On the western half, you should be able to see two houses; enter your
house, the right-hand, single-story one. In here, climb the ladder to the loft,
where your grandma is waiting for you. As a birthday present, she gives you the
Hero’s Clothes! Link doesn’t look too happy about coming of age, though.
Grandma tells you about the traditions the Hero’s Clothes symbolize, and how
Orca is the only one on the island who still practices with weapons in this
peaceful time. After you put the Hero’s Clothes on, Grandma tells you about her
plans for your birthday party, then to go get your sister.

Leave the house and go back the way you came, to the watch tower. You will want
to collect the island’s pigs for Rose and get the Orange Rupee under your
Grandma’s house; it will pay off later. Consider visiting Beedle’s Shop Ship
offshore to get some Bait. Climb up to the tower and talk to Aryll. She
compliments your new clothes, then lets you borrow her most precious belonging:
her telescope! Go ahead and try it out by zooming in on your house from the
watch tower. Aryll asks you to zoom in on the postbox just outside your house,
where a winged postman has delivered your mail and struggles to take off. After
Aryll’s comments on the postman, she screams for you to look up in the sky!
Zoom out and do so, and a cinematic of you spotting a massive, colorful bird
clutching a girl plays! Suddenly, cannon fire whizzes past the bird; a pirate
ship is pursuing it! The bird soon gets hit by a cannonball, dropping the girl
into a forest high above the island. Aryll says the girl needs help, but it’s
too dangerous in the forest without something to defend yourself. If you recall
your Grandma’s comment about the island’s only swordmaster, you’ll know where
to go.

Head back to the west side of the island, but as you leave the bridge enter the
bottom floor of the two-story house, where Orca lives. He notices your worried
expression when you talk to him, and offers to train you in the way of the
sword. After you accept and bow, you’re challenged to do a horizontal slice.
This should be easy; don’t touch the control stick or L button and press B.
Continue this a few more times to advance to the next lesson. Next is the
vertical slice. L-target Orca and hit B to do this one. Next, you must thrust
your sword at Orca. L-target Orca and hold the control stick forward, then
press B to do one. After you repeat this attack, you have to do a spin attack.
Hold B instead of tapping it, then release it to perform one. The next
technique, a parry attack, is slightly hard. L-target Orca, but don’t attack.
Wait until he prepares to attack, the A button icon in the top right corner
changes shape, and you hear a distinctive noise, then press A to parry his
attack, dodging and countering it. The last move is the jump attack. With your
sword drawn, L-target Orca and press A. After you finish your training, Orca
lets you keep the Hero’s Sword!

Now, leave Orca’s house and once again cross the bridge. Continue past the dock
to the watch tower, up a hill and behind Mesa’s house. When you reach a line of
saplings blocking the way, cut them down with your sword. Follow the path to
the top of the hill, and go across the long rope bridge to your left at the
top. This bridge leads to the forest the giant bird dropped the girl into.

FOREST OF FAIRIES

As you enter the forest, Link notices the girl hanging from a tree branch high
up. Judging by her clothes and the pirate ship, she must be a pirate! Run up a
ramp to the right, and drop down into a large area. You’ll have to fight an
unarmed Bokoblin here; if you L-target it and use the attacks Orca taught you,
you should defeat it easily. Climb up onto a short tree stump, and jump onto a
ledge. Keep going and jump off a log ramp to another grassy area. Some
Kargarocs drop two unarmed Bokoblin here; try to stay away from one as you
engage the other. This fight shouldn’t be too hard.

When you beat both of the Bokoblin, the pirate girl wakes up. Seeing that she’s
stuck on a branch, she struggles to get free and ends up falling to the ground.
She immediately asks what’s with your green getup, then starts to remember how
she got here. Suddenly, one of her pirate flunkies from the ship (Gonzo) runs
in. When he calls, her, you realize the pirate girl’s name is Tetra, and she
seems to be Gonzo’s superior. When Gonzo tells Tetra the bird dropped her on a
mountain, she gets mad and for revenge. When you leave, you see that Aryll has
followed up you, and is making her way across the bridge. From out of nowhere,
the giant bird swoops down and grabs Aryll! Link runs after her, but nearly
falls off a cliff without thinking.

OUTSET ISLAND

You soon find yourself with Tetra and Gonzo back at the beach. Tetra is shocked
by Link’s asking to come along on her ship to chase the bird. She first says
that being a little kid, he’ll only bring a headache, but then the postman from
earlier swoops down. He butts in and reasons that the bird wouldn’t have come
at all if the pirates hadn’t led it here. He further explains that being so
well-traveled, he’s heard that the same bird has been capturing blonde-haired,
pointy-eared girls all over the Great Sea and mistook Aryll for Tetra. He
happens to know that the bird’s next is to the north, at the Forsaken Fortress.
Tetra reluctantly decides to take you along if you can find something to defend
yourself in the dangerous Forsaken Fortress, but where would you find something
like that? The shield in the family crest, of course!

!!!!!!!!!!!!!!!!!!!!!!!!!!!
!TWO-TIME PICTOGRAPH ALERT!
!!!!!!!!!!!!!!!!!!!!!!!!!!!
If you’re in your second quest, you can easily get a Pictograph of Tetra while
she’s standing on the beach. If not, you’ll have to wait until you beat the
Helmaroc King to get her Pictograph.

Return to your house and climb up to the loft; the shield is gone! When you
climb back down to the first floor, your Grandma is holding the shield. She
knows what’s happened, and gives you the Hero’s Shield. Now, return to Tetra
and say you’re ready to set off. As the pirate ship leaves Outset Island, Link
waves goodbye to everyone on shore; his Grandma even comes out to watch him go.
Tetra interrupts this touching moment and taunts you about being so
sentimental. She then tells you to find another pirate called Niko below deck.

PIRATE SHIP

Go through the door on the ship’s front end. Yet another pirate, Nudge, guards
Tetra’s cabin, so go down the stairs to Niko. Since he’s normally the bottom-
feeder on the pirate ship, he’s happy to have someone to boss around. He then
decides to give you the standard swabbie test. It involves stepping on a
switch, then jumping from platforms and swinging from ropes to reach the other
side. After he finishes his instructions (listen carefully), he taunts that it
will take you an entire year to complete, then tells you to start. When you hit
the right-hand switch on the starting ledge, several platforms rise up from the
ground to connect some swinging torches. You have 1 minute to navigate across
them to reach the far ledge, where Niko awaits you. It shouldn’t be too hard to
get from rope to rope; it’s just a matter of jumping to them. Keep the camera
centered behind Link to line up your jumps. Though you can stop with R and line
up your swing after you grab onto the torches, it’s far easier and faster to
carefully aim your jumps before hand so you can immediately swing across,
saving time. When you hear a clock start ticking, you have 20 seconds left.
When the ticking quickens, you have 10 seconds. It will probably take a few
tries to do, unless this isn’t your first time playing the beginning. If you
mess up and fall before the platforms retract, climb the ladder to the starting
ledge and hit the switch in front of it to retract the platforms and reset the
timer so you can try again. Once you make it to the far platform, Niko is
amazed by your skill. He thinks for a moment, and decides it’s okay to give you
something. When he steps aside, go to the treasure chest behind hi and open it
to get the Spoils Bag, which lets you carry battle spoils from enemies. Right
after you get it, Tetra calls you to the deck; you reached the Forsaken
Fortress.

b. Storming the Forsaken Fortress (Frsk1)

Once you’re on deck, Tetra calls you up to the crow’s nest. Tetra doesn’t seem
to appreciate Niko’s “training,” but she lets it go to show you the Forsaken
Fortress, in all its foreboding evil glory. Several searchlights around the
perimeter of the fortress prevent the pirate ship from getting any closer. Link
also notices the Helmaroc King nesting high up on the fortress’ tower! Tetra
points out a high window your sister is probably being kept in, but wonders
aloud how to get you in. Suddenly, Link find himself stuck in a barrel mounted
on the ship’s catapult! Tetra reassures him that pirates do this all the time
(which I doubt), and starts the countdown. Soon after, Link finds himself
flying through the air in the barrel, aimed at the Forsaken Fortress!
Unfortunately, things don’t quite go as planned. He smashes into the tower and
slides into the moat; even worse, his sword flies off onto a high ledge! In one
of the unnecessarily most hated parts of the game, you’ll be exploring the
Fortress without it.

FORSAKEN FORTRESS

As you climb onto the shore near where you fall into the water, something in
Link’s pocket start vibrating, scaring the heck out of him. Link discovers that
Tetra is talking to him through a pendant she slipped into his pocket, the
Pirate’s Charm. (and you thought you had finally gotten away from her) She
apologizes for her bad aim, then gives you instructions of using the Pirate’s
Charm. After Tetra is finished talking to you, it’s time to storm the Forsaken
Fortress. Since you’re unarmed, you’ll have to use stealth to get through. If
you’re caught in one of the spotlights or by a patrolling Moblin, you
immediately get thrown in jail. To escape, climb onto the table in the center
of the cell, then jump to the shelf. Break or displace the vase on top of it to
reveal a crawlspace; go through this to emerge on the other side of the bars.
Luckily, the searchlights are only in the courtyard, which you should have to
enter anyway, and the Moblin only patrol the first-floor hallways, which you
don’t need to explore at all. Just in case, grab one of the barrels near where
you came ashore. If it’s hollow, Link will put it over him as a disguise. As
long as he stays still under the barrel, enemies can’t see him. (unfortunately,
the ever-annoying Rats can; they can also cheaply break the barrel)

After you get the barrel, climb the flight of stairs. Don’t go into the
courtyard ahead; all that’s there are some tempting but poisoned Rupees.
Instead, climb another flight of stairs next to the first to reach the safer
second floor. Be sure to stop before the searchlight passes over you. Once you
reach the top, don’t enter the covered hallway; instead, look to the right
(southwest) for a ramp. Keep your barrel on and run up it. Once you get to the
top of the ramp, look right; there’s a ladder ahead leading up to one of the
searchlights. A Bokoblin is operating the controls, and when you get too close
he attacks you with a Boko Stick. Either approach L-target him and deflect his
attack with your shield (hopefully knocking the stick out of his hands) or run
left around the searchlight and look for a pot of Boko Sticks. Pick it up and
throw it. Either way, once you manage to get a Boko Stick, pummel and defeat
the Bokoblin with it. (it takes 5 hits) The searchlight he was operating stops
works and faces up; only two more to go.

Next, head back down the ladder and to the covered hallway you saw earlier. Go
through the door to the right here, closest to the ramp you’re coming down.  In
this room, look across the gap in front of you for a treasure chest. Remember
what you did with Niko; swing across the lantern in here to the chest, which
contains the Dungeon Map of the Forsaken Fortress. Now swing back across and
enter the door you didn’t come in through. To the left, through an opening in
the hallway, is a balcony with a ladder leading to the second searchlight.
Climb it, and don’t move when you get to the top; the Bokoblin is close. Inch
around to the right to the Boko Stick pot. Repeat what you did before to
disable this searchlight. Next, look for a wide ledge (not the narrow one you
climbed up through) and jump back down to the walkway/ramp you climbed before.

SIDEQUEST: PIECE OF HEART
Go back down to the covered hallway, and enter the door you entered before, on
the southwest end of it. Now, jump down to the lower level of this room. Behind
some barrels in the northwest corner here is a switch; press it to open a
nearby jail cell. Inside is a chest containing a Piece of Heart, likely your
first one. Now that you have that, leave through the northeast door.

In the hallway, deliberately get caught by a Moblin so that you get thrown into
the jail on the second floor. If you forgot how to get out, look a few
paragraphs above. After you escape, run down the hallway back to the room you
were just in. You can grab the Dungeon Map here if you missed swinging to it
before; either way, swing back across and leave through the northeast door.

From where you got the Treasure Chart, go straight across the covered hallway
from where and enter the room directly below the third searchlight. In front of
you, behind some barrels, look for the Compass in a treasure chest. Now either
swing across the gap in the room via the lantern of jump across a long shelf
near the Compass. Once you reach the other side of the room, exit once again.

Look for the doorway to another balcony on your left as you enter the covered
hallway. There’s a ramp leading up from this balcony; like before, a ladder to
a searchlight is at the top. One last time, disable the searchlight. Look just
to the left for a pot of Boko Sticks. Now, climb down and go back down the ramp
and the northwest door across from where you entered. As usual, swing across
the lantern in this room and exit. Out here, look to the left balcony. You’re
right above a ladder to the courtyard, but it’s a short ways off the ground.
Push the crate next to the ladder off the ledge, then jump down and push it
under the ladder to make a helpful shortcut. Now that the searchlights are all
disabled and you can get back up, go ahead and grab the Rupees in the
courtyard. When you’re ready, climb back up and continue on through the next
door.

SIDEQUEST: YELLOW RUPEE
Now that you have access to the courtyard, you can easily reach the room where
you got the Treasure Chart, connected to the jail. Go through the northwest
door here, down a hallway to another room. On the first floor of this room’s
west side is a treasure chest with a Yellow Rupee, on a bed. Be careful when
jumping down to claim it. A statue above the room’s double doors fires deadly
accurate laser beams at you if you get too close. Stay along the side of the
wall to hopefully dodge the attack as you claim the Yellow Rupee. You can reach
a ledge from which you can swim back to the KoRL, but this involves running to
the door the statue guards; save and quit instead, then run back and use the
shortcut you opened to resume your quest.

The next room is a shipyard patrolled by two Moblins. Be very careful, but
don’t bother with the nearby barrel. You’ll only have to sneak past one of the
Moblin guards to reach the far door, but you’ll have to watch out for Rats.
Sneak past the Moblin when he’s walking away from the door; if you run and roll
fast enough while his back is turned, he won’t notice you. Once you get past
him, climb the stairs to the left and go through the door. You’ll have to climb
three staircases now, and there’s a Moblin above them. Move the camera so you
can see where he’s going. Between the second and third staircases and on the
third, either stay close to the wall so the Moblin can’t see you, or wait for
it to pass by. Once you reach the top, wait for the Moblin to go away and get
in the barrel. Use it to sneak past the Moblin, preferably when it’s far away.

Once you’re a very safe distance from the Moblin, take the barrel off and keep
going. Eventually, you come across a very narrow ledge. Before sidling across
it, jump off to the south to get onto a ledge near one of the disfunctional
searchlights. Like before, you’ll notice a crate on the ledge. Push it off to
create another, even more convenient shortcut from the walkway near the third
searchlight. Now climb back up the ladder to where you were before and sidle
across the narrow ledge. Run around a bend in the path and repeat this on
another ledge, this time picking up two hearts on the way. You might need them.

Climb up another ramp. Up ahead is a Shield Bokoblin-and your Sword! As you
enter the area, Link notices his Sword, and starts to jump for joy. Suddenly,
spikes seal off the exit and the Shield Bokoblin attacks! L-target it and keep
your Shield up as you circle around it and dash for your Sword; pick it up with
A. Once you have your Sword back, defeat the Shield Bokoblin. (try parrying its
attacks, or play it safe by shielding yourself from its attacks, then
immediately dropping your guard and slicing it) Once you defeat the Shield
Bokoblin, a bar lift from the lock of a large wooden door near you. Enter it to
emerge in a tall room, with a jail cell containing your sister and several
other kidnapping victims! Link runs to Aryll, but before he can get to her the
Helmaroc King returns and grabs him in its beak! It flies to the top of the
tower, where a mysterious robed man with greenish skin and a red beard is
standing. This man must be the Helmaroc King’s master; with a simple nod of his
head, he commands his pet to fling you away, far off over the Great Sea...

+-----------------------------------------+
|THINGS TO GET AFTER THE FORSAKEN FORTRESS|
+-----------------------------------------+
Picto Box: Windfall Island (B4)
Piece of Heart: Windfall Island (B4), Squid-Hunt Minigame
Piece of Heart: Pawprint Isle (B5)
Tingle Tuner: Windfall Island (B4)
Tingle’s Chart: Windfall Island (B4)
Treasure Chart 7: Windfall Island (B4), Squid-Hunt Minigame
Treasure Chart 23: Windfall Island (B4), Squid-Hunt Minigame
Treasure Chart 34: Pawprint Isle (B5), Salvage Corp.

c. The First Pearl (Dgnic)

WINDFALL ISLAND

After his unscheduled flight across the Great Sea, Link finds himself floating
unconscious in the middle of the ocean as a red boat hull pulls up to him. He
wakes up in the boat, as a voice calls his name. As Link wakes up, the bearded
figurehead of the boat turns around and speaks to him! It turns out that Link
has had the fortune of being found by the world’s only talking boat, the King
of Red Lions. (who will be called the KoRL hereafter) The KoRL says he was
watching you as you stormed the Forsaken Fortress to rescue your sister, but
your attempt was too foolhardy to work. He then tells you the mysterious robed
man who commanded the Helmaroc King to throw you is named Ganon. (that’s a
typo; since he’s in human form his name is Ganondorf) Ganondorf is the one who
tried to obtain the power of the gods and was sealed away by the Hero of Time,
as you saw in the intro. The KoRL still doesn’t know how Ganondorf was able to
return. (but I do; it’s a plot device) After you confirm that you still want to
save your sister, the KoRL agrees to guide you, but warns you that the key to
beating Ganondorf is locked away.

Once the KoRL has told Link all this, it’s time to leave! There’s one problem:
although the KoRL possesses the power of speech, he doesn’t have a Sail.
Without one, it will take you days just to cross a single quadrant. You’ll have
to search around in this town of merchants and buy one. Don’t listen to the
KoRL’s warnings to hurry; take your time. If you’re feeling lost on Windfall,
check out the “THINGS TO GET AFTER the Forsaken Fortress” section just above,
or the Islands section.

Okay, now I’ll assume you’ve done any sidequests you want to do, namely
*shudder* visiting Tingle to get his items and the Picto Box, and playing the
heck out of the Squid-Hunt game. Once you’re ready, look for an outdoor stall
under the Cafe on the northeast side of Windfall. It is owned by Zunari, a
strange merchant in a parka and enormous hood. When you talk to him across his
counter, he tells you that he sailed here from a cold land far away, but was
marooned. Only he and “that” survived the storm. Since he notices you’re a
traveler, he offers to sell you “that” for 80 Rupees. When you buy it, you find
that “that” is a Sail! If you don’t have enough, smash the pots around
Windfall, then enter a building and do it again. Once you have the Sail and are
finished with any sidequests, return to the KoRL. After he tells you how to use
the Sail and your Sea Chart, it’s time to set sail to the first destination he
marked, Dragon Roost Island, two quadrants to the west. Consider stopping on
Pawprint Isle in between Windfall and Dragon Roost Islands for an easy Piece of
Heart.

DRAGON ROOST ISLAND

As you approach the towering Dragon Roost Island, the KoRL announces it to you.
A great sky spirit named Valoo lives here and has a jewel called Din’s Pearl.
You’ll have to ask the native Rito people to see him. As you start to leave,
the KoRL almost forgets to give you a baton called the Wind Waker. In ancient
times, people used it to borrow the power of the gods. Now it’s your turn to
use it. First, the KoRL has you conduct a practice melody, in 3/4 time. Use the
C-stick to point the Wind Waker the right way. It has to be the correct
direction when the counter above you passes the center. Instead of trying to
time it, just hold the C-stick until you play the right note. The KoRL also has
you practice in 4/4 and 6/4 time. Use the D-pad or control stick to switch
rhythms. After you’ve finished all this, the KoRL gives you the Wind Waker to
keep!

Although you now have the Wind Waker, you still don’t have any songs for it;
it’s time to get one! Look for a nearby tunnel directly through the island; off
the shore on the other side is a small island with a shrine. Swim out to this
island. There are two blue stone tablets out here, but one is broken. Pull out
your Wind Waker in front of the unbroken one. Out of nowhere, a song plays.
Imitate it on your Wind Waker to learn the essential Wind’s Requiem, which
allows you to change the direction of the wind! It will be perfect for sailing!
After Link learns the Wind’s Requiem, a crazy frog riding a cloud swoops down
next to Link. He introduces himself as Zephos, the god of winds. He tells you
what the Wind’s Requiem does, then about his brother, Cyclos. He’s angry that
his monument was broken, and now has fun by summoning giant cyclones around the
Great Sea. Zephos requests that you chastise his brother for him if you ever
meet Cyclos, then flies off.

Now, go back to the other side of Dragon Roost Island. To your left, at the
bottom of a ramp, a giant cracked boulder blocks the path. Just to the left of
this on the shore of a pond are some Bomb Flowers. Pick one, set it next to the
rock, and get the heck away! If you set it close enough (you can also try
throwing the Bomb), the rock gets blown to kingdom come and you can pass. Make
sure to get rid of the Bomb in time. Like all the large rocks, it leaves a
Yellow Rupee behind for your trouble. Continue up the slope, and use the next
Bomb Flower to blow up the two nearby cracked rocks. Keep going through the
right-hand one, to a third Bomb Flower on the slope. Grab the Bomb while facing
towards the cliff face but slightly to the right, then side jump until you can
throw the Bomb on top of the ledge, near the last cracked rock. It should get
blown up if you were facing the right way. Get the Yellow Rupee, then sidle
across the narrow ledge and get the Blue Rupee at the end. Walk towards the
ledge facing out to sea so that you fall instead of jump, landing near a Bomb
Flower. Throw the Bomb at the rock below two blocks up ahead. When it blows up,
the blocks fall into an indentation. Jump down to where they fell and pull the
lower one out to create a shortcut. Now climb up them and keep going, through a
short tunnel.

Someone is waiting for you at the other side of the tunnel; it’s none other
than your postman! He’s pleased that you’ve traveled this far, then asks about
your sister. He reassures you that she’ll be okay, then decides to fly ahead
and tell the rest of the Rito that you’re coming. Follow him by running up the
long balcony and into the Rito aerie.

As you enter, the Rito Chieftain is asking someone if he’s discovered the cause
o the great Valoo’s anger...this can’t be good. He then notices you, and says
Quill (the name of your postman) has told him all about you. He says the Rito
will help you, but they’re dealing with a problem of their own right now. To
grow their wings and begin their life in the sky, young Rito must climb Dragon
Roost Island must get a scale from Valoo. Unfortunately, he has become violent
and enraged, preventing this from happening. Without any new flying Rito, their
whole way of life will eventually be threatened. Before the Rito can help you
with your problem, they must deal with theirs. Quill and the Chieftain decide
to let you visit the Chieftain’s son, Komali. He is at the age to get his
wings, but because of this situation he might just give up. The Chieftain also
asks you to give his son something for him, but you’ll have to find a young
girl named Medli to get it. Lastly, Quill gives you the Delivery Bag, which
lest you hold letters, documents, and Windfall Island decorations.

After this conversation is over, ascend the ramp winding around the edge of the
aerie and enter the first door you come across. Medli is standing directly in
front of you here. Medli seems to recognize you and your Hero’s Clothes, then
introduces herself as the attendant of Valoo. Actually, that’s not accurate;
she’s still studying to become one. She then remembers the things the Chieftain
gave her, and gives you a letter addressed to Komali. She also asks you to do
her a favor and meet her outside the entrance to Dragon Roost Cavern later.
Now, leave the Chieftain’s room and jump back down to the first floor. Run down
a tunnel opposite the main aerie entrance and enter Komali’s room.

Komali is sitting on his bed, holding what looks like a big orange ball.
Players of Oracle of Ages should recognize the symbol on it; could this be
Din’s Pearl? When you give Komali the Chieftain’s letter, he reads it and
doesn’t seem to care about his father’s encouragement; he doesn’t have to get a
scale from Valoo. He also doesn’t care about you saying you can calm Valoo
down. Komali will only listen to you if you can find someone who can reach
Valoo on top of Dragon Roost Island. Now leave Komali’s room and go through the
other exit to the aerie’s first floor, a tunnel with light at the end.

Ash continually blows through the air in this barren area; there are also
several wilted Bomb Flowers near you. Turn left and jump down into the lower
part of the area, where Medli is waiting. She tells you there used to be a
spring here, but Valoo knocked a boulder down, blocking it off. Only a tiny bit
of water trickles out from beneath it now. When you tell Medli about Komali,
she seems concerned... She tells you she feels guilty about the way Komali is.
His grandmother was a great attendant who taught Medli; if Medli was as great
an attendant as her, Komali might feel more confident about seeing Valoo. She
wants to go to a shrine on top of Dragon Roost Island, but needs some help
getting up a high ledge. Agree to help her, but note the crazy wind that
switches direction often. Get out the Wind Waker and play the Wind’s Requiem to
set the wind to the north, towards the ledge. Now pick Medli and throw her at
the ledge from the raised rock. For a laugh, make her crash into the ledge.
Once you get her on top of the ledge, Medli says she’s going to meet with Valoo
and try to calm him. She also gives you your first Empty Bottle, which can hold
all kinds of useful things. Useful things like water, for instance.

Use your Empty Bottle to scoop up some water from the spring, then climb to
where you entered and water one or more of the withered Bomb Flowers. Pick the
Bomb from it, wait a few seconds, then throw it at the boulder from the
railing. It may take a few tries to get the timing, but you’ll eventually blow
up the boulder and free the spring. With water filling the lower area, you can
now swim across to the ledge where Medli was. A short distance behind it is a
small lake of lava with two jar-holing statues on either side of it. Pick one
of the Bomb Flowers next to the pool and throw it into the right-hand, nearest
statue’s jar. It will probably take a few tries to get the distance right. Once
you do this, the statue falls, creating a bridge across the lava. Pick another
Bomb and jump onto the statue so you can repeat this with the far one. Throw
the Bomb in from the middle of the statue. Once both statues have fallen, you
can use them to get across the lava and enter the cave up ahead to...

DRAGON ROOST CAVERN

As the first real dungeon of the game, Dragon Roost Cavern will provide you
with plenty of thrills and chills...well, maybe not chills. The entryway is
fairly boring, and players of the Wind Waker demo should recognize it. Break
the pots around it for Rupees or heart, then look at the 3 statues in the
middle part of the room. Grab onto the left one with R, then pull it away from
the wall. (how does Link grab onto it?) Then get behind it and pull the middle
one to where the left one was to open a doorway to the second part of the room.
In here, you’ll have to fight two Bokoblin holding flaming Boko Sticks. Stay
moving, keep your shield up when not attacking, and try not to get caught
between both of them. If you have trouble in this fight, I sure hope this game
is a rental... After they’re both defeated, pick up one of the flaming Boko
Sticks and use it to light the two torches in the northwest corner of the room.
When both of them light, a chest appears containing a key you can use to unlock
the nearby door to the next room. If the stick goes out, relight it at the
torch on the northeast side of the room.

As you go through the short hallway and enter the next room, you’ll notice the
dungeon’s concentration on fire. The Wind Waker follows suit from Ocarina of
Time, in that its first three Dungeons focus on the elements of Fire, Earth and
Water. They also take place in the same settings: a giant tree, a searing
volcano, and-um, if a huge tower can be counted as a leviathan fish-god, they
all happen in the same places. Anyway, this room is a massive lava cavern, the
central room of Dragon Roost Cavern. Start by going left across the wooden
walkway. The door up ahead is locked; keep going on the passage to the right of
it. There’s a ledge on the wall between a sizeable gap in the walkway ahead.
Jump down and pull a block out from the cave wall. Climb onto this block and
jump from it to the other side of the interrupted walkway. Keep going until you
reach a short gap. When jumping it, make sure the lava geyser isn’t going off
to avoid great pain! Before the long rope bridge, you’ll undoubtedly attract
the attention of some Keese. Defeat them with vertical slashes as they get
close; try to do it from a platform and not the bridge. On the other side of
the bridge, there are a few Bomb Flowers grab a Bomb and throw it at the
boulder at the other side of the short bridge to blow it up. Then enter the
door behind it.

The next room consists of three alcoves with a pool of lava in between them. If
you grab one of the large jars near you and run around, you’ll see that it’s
filled with water. Throw it about halfway between the ledge you’re on and the
one to the southeast to solidify some of the lava into a temporary platform.
Jump across this to the next ledge, but make sure it’s positioned right. If it
isn’t, wait for it to melt and try again. If you ever run out of pots, exit the
room and reenter to make more appear. Anyway, the ledge you’ll reach next
contains a chest with the Dragon Roost Cavern Dungeon Map! Repeat the same
process to get to the final ledge using the pots on this ledge. Don’t climb the
ladder to the next room yet; instead, walk around the bottom and a Red Chuchu
will probably jump down. Slay it, then keep going to the next room.

There are some wood beams ahead of you here. Keep your shield out as you walk
towards them; a Bokoblin holding a sword will smash through them. Defeat it as
usual with sword attacks, then grab its sword and use it to smash the room’s
other wood beams. In the second part of the room, drop the sword. There are two
Red Chuchus on a ledge to the left; either lure them off it or climb up, then
defeat the either way. Go back and get the sword and smash the wood beams
behind them, then open the treasure chest behind them. It has a Small Key
inside, just what you need to open the door in the lava cavern! Now, exit
through the northwest to the aforementioned cavern.

There’s another cracked boulder sitting on a ledge up ahead, but the only Bomb
Flowers nearby are growing on a wall, out of reach. Look east of where you came
in from a couple of rocks. Throw one at one of the Bomb Flowers to detonate
them and blow up the rock. If you keep missing and run out of rocks, exit and
reenter the room. Once you get past the rock, you’ll be back where you first
came in. Keep going ahead and through the locked door.

In the next room, note the lava-filled side passage to the right. You’ll be
returning to it later to get a Treasure Chart. Keep going ahead, defeating the
Red Chuchus as you go. Behind some boards to the left, another Bokoblin is
prepared to ambush you. Once again, keep your shield in front of you and draw
him out. Once you defeat the Bokoblin, take its Boko Stick and light it on one
of the torches on either side of the sealed exit. Once it’s lit, use it to burn
away the other boards in the room. Behind them, there is a switch; press it to
unseal the door.

When you go through that door, you emerge outside! Be very careful not to fall
as you cross the rope bridge to the right. Defeat the Bokoblin at the end with
sword thrusts so you don’t cut any of the ropes. After that, climb the ladder
ahead but be careful. Periodically, a jet of lava spurts from the cliff side
and through the ladder. Stop climbing just before it, then quickly continue as
soon as it stops. Once you get to the top, defeat the Kargaroc with vertical
slashes or a jump attack; remember to shield its attacks. There’s a narrow
board sticking out of the wall, beyond the top of the ladder. Sidle across it,
but look out for the lava jet like before. Walk around a large cracked boulder
to the next ledge, which is too narrow to even sidle across. Move up to it so
Link grabs on, then move across it while hanging from your hands. Once across,
climb two ledges up to a Bomb Flower. Pick a Bomb from it, wait a second or
two, then throw it at the cracked boulder. Try to get the Bomb to land on the
boulder, or time it so it blows up as it falls past. Once the boulder blows up,
it reveals a door behind it. Enter this door to reenter the Cavern.

Once you climb up two ledges in the next room, you find 3 stacks of blocks. The
side stacks have 3 blocks; the middle has 4. To get past this minor puzzle,
pull a block out from the bottom of the center and one of the side stacks.
Climb onto the top of the side stack, then the main stack from there. The door
to the next room is just in front of the top block.

The next room is swarming with Rats. Now that you have your sword back, you can
defeat the Rats, but they are constantly moving which makes it hard. If you got
some All-Purpose Bait from Beedle, spread it in front of the nearby rat hole on
the lowest part of the room. The Rats not only stop attacking you; another Rat
will sell you more Bait or Potions! After the Rats are somehow taken care of,
pull the block out from the north wall and use it to climb to the top part of
the room. In the east side of the room, on a wood-floored alcove is a treasure
chest containing the Compass! To reach a chest in the south part of the room,
you’ll first have to get rid of the wooden boards in front of it. They aren’t
cracked and there are no Bokoblin with swords to be found, so you can’t smash
them. Instead, break the pot of Boko Stick next to the locked north exit and
light one on the torch near the Compass chest. Then face the boards and throw
the flaming Boko Stick at it to burn them up. Once the boards are gone, jump
down and climb the ladder up to the chest; inside is a Small Key you can use to
open the north door.

For the next room, you find yourself outside again. Go up the stairs to the
right; some parts have fallen away, so you’ll have to jump them. At the top, a
Kargaroc nests on the end of a narrow, projecting rock. Run up to the bird to
make it chase you, then lure it back to the main ledge before defeating it so
you don’t risk falling. After the Kargaroc is defeated, grab the Small Key it
was sitting on and use it to open the next door.

The next room is extremely dark. Run southeast to the eastern part of the room,
where several Keese attack you. Defeat them with vertical strikes as usual. Be
sure to open the chest in an alcove to the east containing a Joy Pendant. Then
go back to the entrance, smash a Boko Stick pot, and light one on the nearby
torch. Run back to the formerly Keese-filled part of the room, and light the
torch in the center of it. Keep running to the south part and light both
torches there to unseal the door. If your Boko Stick burns out, relight it on
he last torch you lit.

Once you go through the unsealed door, you find yourself high up in the main
lava cavern. To your right is a Bomb Flower; to your left, a Warping Jar as
seen in the dungeon’s first room, with a cracked boulder covering the entrance.
Pick a Bomb and throw it next to the jar to blow up the boulder. You can now
use the Jar to warp between here and the first room! Convenient, huh? Now is a
good time to save your game; after that’s done, run across the rope bridge to
the next room.

Right off the bat, defeat the Bokoblin in the next room. I shouldn’t have to
give you any tips by now. After that, go around the room and smash all the
pots; several more Bokoblin to defeat hide in them. To get the one on a shelf
east of the entry door, roll into the wall below it. When you beat all the
Bokoblin (there are three total), the entry and exit doors unseal. Before you
climb the ladder to the exit and leave, get a Boko Stick either from one of the
hiding Bokoblin or from a jar on the walkway above. Go to the plinth in the
west side of the room, and light the Stick on the lit torch. When you light the
unlit one next to it, a treasure chest containing Treasure Chart 11 appears
between them! After you get it, exit the room.

The small lava cavern you arrive in next can be one of the trickiest rooms in
the dungeon if you don’t know what you’re doing. The ledge you enter on has
quite a few jars of water. A small, circular platform has a Magtail crawling
around on it, and after that a lava geyser periodically spouts up. The platform
the Magtail is on is too small for you to defeat it with a parry attack without
cheaply falling into the lava. Instead, grab a water jar, L-target the Magtail
from the ledge you’re on, and throw the jar at it to stun it. Once it’s
stunned, ump over to the Magtail, pick it up, and carry it back to the bigger
ledge, where you can set it down and defeat it with your sword easily. Once the
Magtail has been dispatched, grab another water jar, jump to the small platform
with it, and throw it over the spot where the lava geyser shoots out.
(preferably not while it’s doing so) Then jump on and wait for it to lift you
and the solidified lava up. From there, you can easily jump onto a wooden
walkway and continue to the next room.

This room is one of the last in the dungeon; you can even see the giant gold
lock of the boss door on the north end of it! Unfortunately, not only do you
not have the key to open it, you also can’t cross the expanse of lava in front
of you. You’ll be taking care of both of these problems soon, however. For now,
look for a Bomb Flower just to the right of where you enter. (make sure you
don’t jump straight to it, or you’ll hit the lava) Use the Flower to uncover
both a nearby Warping Jar (save afterwards) and the door to the next room, in
the south.

The next room actually isn’t a room at all, but another outside part! The only
way to go is up a staircase, but be fast. The stairs crumble moments after you
step on them; keep rolling to stay ahead of the collapse. When you get to the
top, look through the doorway to a large clearing just below Valoo. Two Shield
Bokoblin are holding Medli prisoner! Enter the clearing, which closes off
behind you, and fight them. With your Bokoblin-slaying experience, you should
be able to defeat them easily. After that, a Kargaroc airlifts a hulking Moblin
into the arena to fight you! Since you don’t have the Boomerang yet, defeating
it can be slightly hard. Try to keep shielding its attacks from a short
distance away, then jump attack the Moblin right after it attacks. Stay away
from it when you knock its spear away; the Moblin can attack you with an
insanely powerful punch when unarmed. If you keep attacking it right after It
attacks, or try parrying its attacks, you should be able to beat the Moblin. If
you’re having trouble, the pots around the edge of the area contain hearts.
Once you defeat the Moblin, the door to Medli’s cage opens.

When you talk to Medli, she tells you she’s found the cause of Valoo’s anger.
Something in the cavern below him is hurting his tail. Medli decides to go back
down and tell everyone what’s happening. To help you out, she gives you the
device she used to get this far. It was also used by Ritos before they evolved
wings. Without further ado, please welcome out special guest...the Grappling
Hook! Medli then tells you to climb to a ledge to the left, and flies up to
help you learn to use the Grappling Hook. To Grapple across an overhanging
branch in front of the ledge, first press the Grappling Hook button to aim it
in first-person mode. (you can also use it in third-person mode while L-
targeted) Move the red targeting dot (it’s got laser sighting!) over the middle
part of the Grapple post until you gear an audio cue and a yellow sparkle
appears, then press the Grappling Hook button again to let it fly and Grapple
onto the target. Once you get swinging, the controls are exactly the same as
for swinging from lanterns like in the Pirate Ship and Forsaken Fortress. Once
you swing across, run ahead and repeat the step, then smash through some boards
with your sword. Jump down, and you’ll be directly in front of the door you
came out of. Don’t go through it, though. Look to the east for some more ledges
with Grappling posts in between. Use the Grappling Hook to travel down the
ledges and enter the door at the end. Remember to stay on the outside of every
ledge when Grappling, so you don’t fly off the ledge.

Run across the rope bridge, defeating the Bokoblin on the end with sword
thrusts. Keep your shield out as you approach the pots beyond him, as a Shield
Bokoblin will attempt to ambush you from one of them. When you defeat it, a
chest appears in the room, directly below you. Run back to the bridge and cut
all the ropes on it with horizontal slashes. Normally this would be a bad idea,
but when the bridge here collapses, Link jumps down to a walkway below. Open
the chest you made to get a Joy Pendant, then leave through the west door to
reenter the main lava cavern.

Turn right and jump onto a large, circular platform hanging from a large
birdcage-like structure. Periodically, a massive lava geyser buffets this
platform. You have to cut all the ropes to free the platform, but if you only
cut one or two it dumps you into the lava. Charge up a spin attack facing away
from the ropes, then edge in between them and unleash it to slice all 3 at
once. Once the platform reaches the surface of the lava, jump off it to a ledge
to the northeast. Jump across two hanging platforms and climb a ladder to reach
a sealed door in the shape of a monster head. Then, look to the south for an
elaborate Grapple post. Grapple onto it to unseal the door, then swing back
onto the ledge (you’ll probably have to battle some Keese first).

There’s a Grapple post just ahead of you over some lava, but it only takes you
to a dead end.

!!!!!!!!!!!!!!!!!!!!!
!TINGLE STATUE ALERT!
!!!!!!!!!!!!!!!!!!!!!
This end isn’t dead if you have the Tingle Tuner, which can be used to find a
Tingle Statue. You can uncover a hidden chest containing a it using a Tingle
Bomb on the right spot.

Anyway, rather than swinging directly across, hold R to stop and turn 90
degrees to face east. Then release R and start swinging until you can release
yourself and get to the ledge in front of you. Jump across 3 hanging platforms,
and from there use the Grappling Hook on a post high up to reach the exit.

The next room contains an elaborate blue chest with the dungeon’s Boss Key, but
it’s surrounded by flames. A continuous pressure switch next to the flames
extinguishes them, but you obviously can’t be in two places at once. Instead,
L-target the Magtail that will crawl from the lava and lure it so that it’s
between you and the flames/switch. When the Magtail rears up to attack, keep
your distance and stun it with the Grappling Hook. Quickly pick the curled-up
Magtail up and set it on the switch to drop the flames, then grab the Big Key.
Now that you have it, you could backtrack all the way to the room with the boss
door, but there’s an easier way: just save and quit to reappear in the
beginning of the dungeon, where you can use the Warping Jars to easily reach
the final room.

SIDEQUEST: TREASURE CHART 39
Before you enter the first jar, however, use your Compass to locate an unopened
treasure chest in a nearby room. Go to the lava cavern, then turn left to the
room. You should remember the lava-filled passage to your right as you enter
the room, and now that you have the Grappling Hook, you can reach it using the
Grapple post on the ceiling. Once again, smash the wooden boards on the other
side, then open the treasure chest to get Treasure Chart 39. Now, go back to
the first room and take the Warping Jars to the boss door room.

Back in the Boss Door room, you know the drill; cross the previously impassable
lava moat in here by Grappling the post above it. On the other side, defeat the
Magtail with a parry attack and open the treasure chests. The west one contains
a Yellow Rupee; the east one has a Knight’s Crest. If you didn’t buy a Blue
Potion from the Rat earlier, smash open the pots at the top of the stairs to
get FAIRIES!!! Be sure not to accidentally have them heal you as you catch one.
After you have a Fairy, save and go through the boss door.

It’s quiet in the boss room...too quiet. It seems to consist of a ring of land
around a pool of lava, with wooden platforms high up on the walls. Hanging from
the ceiling is Valoo’s tail; the creature torturing it must be here, meaning
it’s the boss! As you walk forward, the lava begins to heat up, and a massive
lava scorpion emerges from it, spewing fire and knocking Link backward with its
claws! (nice entrance) Get ready to fight...

+-----+
|GOHMA|
+-----+
Difficulty: *
This giant scorpion is a very easy boss if you know the right way to beat it.
Without one, Gohma is nearly impossible. Basically a huge Magtail, it’s been
spewing lava around its cavern and tormenting Valoo, even solidifying some rock
around his tail. If you want to calm Valoo and get Din’s Pearl, you’ll have to
defeat Gohma.

-Defensive Strategy-
First, its attacks. Gohma has four attacks. Its main attack is to slam one of
its claws at you. Don’t L-target Gohma; instead, run around and roll when you
hear Gohma grunt and prepare to attack. Its second attack is identical to the
first, but it gets its claw stuck in the ground for some time, which is very
helpful later. I don’t know exactly what determines when its claw gets stuck;
if you do, E-mail me about it. Its third attack is a cheap, quick claw attack
that’s nearly impossible to dodge unless you roll as soon as you hear the
distinctive sound. It also sometimes attacks with its two claws, embedding them
on either side of you, then belches forth fire breath to toast you. This attack
isn’t too tough to dodge, and is actually quite desirable. When it uses the
preliminary claw attack, roll through the openings under either of Gohma’s
claws before it attacks with its fire breath. (you have plenty of time) With
practice, you’ll be able to anticipate Gohma’s attacks merely by the sounds
associated with them. Also, one other thing of note; don’t worry about falling
into the lava Gohma swims in; you won’t have to restart the battle if you do.
(you’ll still take damage)

-Offensive Strategy-
As with all Dungeon Bosses, you’ll use the item you got in the Dungeon to make
Gohma vulnerable, then unload a beating on it with your Hero’s Sword. The
strategies I provided for dodging Gohma’s attacks are all well and good, but
with a method partially of my own invention, you won’t need any of them. As the
battle starts, quickly whip out your Grappling Hook and look above Gohma.
You’ll see Valoo’s tail, twitching and whipping around in pain. Quickly move
the cursor to the general area where the spiked end of Valoo’s tail is until
you get the symbol indicating a Grappling target. Toss the hook so it grabs
onto Valoo’s tail. Swing over Gohma on the rope, then let go as you reach the
other side. Your weight makes the rock Valoo’s tail is embedded in fall, right
onto Gohma’s ugly mug. This cracks its hard exoskeleton, and makes it fall back
into the lava. As it builds up strength and rears up to replace the rock, get
your Grappling Hook back out and move the cursor to approximately where Valoo’s
tail will be when Gohma rears back up. As soon as the rock is back in place,
throw the Grappling Hook again and repeat the cycle. The only way Gohma can
complicate things is by interrupting Grapple mode by hitting you with one of
the flying fireballs as it drops back into the lava, though this doesn’t happen
all the time and can be prevented by standing next to the wall. If this
happens, you’ll probably notice that Gohma’s normal claw strike hits you too
fast and often for you to Grapple Valoo’s tail again. Instead, run to the wall
on the outer rim of the arena. Gohma’s claw attacks can’t hit you here, and if
it tries to use its fire breath, you can simply roll out of it and Grapple
Valoo’s tail. You don’t even have to wait, however. Inch away from the wall
until you’re just barely far enough to Grapple Valoo’s tail yet not be in reach
of Gohma’s claws. (to do this, alternate between slowly walking away and trying
to aim at Valoo’s tail) If you perfect this method, Grappling Valoo’s tail is
easy no matter what. Drop the rock on Gohma a total of three times to break its
armor completely off. After that, lock onto the beast and use your Grappling
Hook on its eye to yank it over to you and stun it, then attack it with your
sword. Repeat this attack three times to defeat it. One other thing of note:
there are wooden platforms placed all over the cave. If you manage to Grapple
onto one, good for you. Gohma has a much harder time attacking you up there
(though I think it can eventually burn them off) so you’ll have more time to
Grapple onto Valoo’s tail. There are also pots with Hearts on these platforms.

When you beat Gohma, it solidifies and turns into black rock, which then
superheats and explodes. Link does the happy dance as a Heart Container appears
in front of him! Finally, the lava in the middle of the arena solidifies and a
windy vortex appears in the middle. Grab the Heart Container to increase your
total hearts by one, then enter the vortex to warp out of the dungeon.

After you enter the warp, you see Valoo roaring outside as Medli talks to the
chieftain and other Rito. Suddenly, the clouds surrounding the mountain clear
up and the ash stops flying through the air!

DRAGON ROOST ISLAND

Link next finds himself back on the beach of Dragon Roost Island. Medli and
Komali appear behind him. Komali apologizes for mistrusting you, and adds that
he wants to be like you someday. Then he decides to give you the thing he
values most, Din’s Pearl, to give him the courage to stand up to bad things.
After you get the sacred pearl, Medli tells you that Valoo is also grateful.
Medli translates the ancient Hylian he speaks in; he’s telling you to “use the
wind god’s wind.” If you followed the walkthrough and got the Wind’s Requiem
earlier, you’ll already have done this. He also names you a true hero, and
Medli agrees. Komali, filled with new courage, decides to leave for Valoo at
once to get his wings. After thanking you, Medli also leaves.

Once you’re ready to leave Dragon Roost Island, swim up to the KoRL. He guesses
that Ganondorf must have sent the monster to this place. This means you should
hurry to the south, before the reach the second pearl! Although you can use the
Wind Waker in the KoRL, he won’t let you get on unless you’ve changed the wind
to the south.

As you start sailing to the south, a voice stops you. A Merman jumps out of the
water and surfaces next to you. He comments that your sea chart is downright
pathetic; it looks like it has nothing but oceans drawn on it. The Merman pulls
a paintbrush out from the water, and draws Dragon Roost Island on your chart.
He also tells you of a cave high up on the back side of the Island. He says
he’ll send word to all his brethren about you; to get a chart of your current
area from them, just spread some All-Purpose Bait on the water while near them.
As the Merman suggests, you should definitely make a habit of mapping every
area you come across. Before he dives back below the Sea, he says something
about repaying a debt to the KoRL...what could he mean?

Once you get out to sea, remember to stop at Bomb Island to get the Empty
Bottle, and map every quadrant you pass through. Just beyond it in quadrant F6
is your next destination: Forest Haven.

+---------------------------------------+
|THINGS TO GET AFTER DRAGON ROOST CAVERN|
+---------------------------------------+
Empty Bottle: Bomb Island (E6), Submarine
Piece of Heart: Any mailbox
Piece of Heart: Dragon Roost Island (B6), Mail Sorting Minigame
Piece of Heart: Dragon Roost Island (B6), 20 Golden Feathers required

d. The Second Pearl (Fohfw)

FOREST HAVEN

As you approach Forest Haven on the KoRL, he introduces it and pulls up to its
shore. You must find the spirit of the earth, the Great Deku Tree, and get
Farore’s Pearl from him. This may not be easy; it’s likely Ganondorf’s minions
have already reached this place.

Run up some ledges from the shoreline; at the top you’ll probably find a Boko
Baba soon. To defeat these plantlike enemies, L-target them and mash B to
unleash a sword thrust combo. The first three hits stun the Boko Baba and make
its stem vulnerable, while the fourth hit kills it. Make sure not to hesitate
too long near the Baba, or it will try and eat you! Climb up a grassy hill,
defeating 4 Boko Babas as you go. When you reach a ledge overlooking a
waterfall, get out your Grappling Hook and use the post overhead to swing
across. You’ll probably have to adjust your direction while hanging. Once you
swing to an island on the waterfall, a River Octorok to the right will probably
start shooting rocks at you. Draw your sword, and then shield yourself from the
projectile to deflect it back at the Octorok, killing it. Then jump across to
another grassy platform where you must defeat another Boko Baba. Be very
careful when jumping over the river; if you fall in it will pull you over the
waterfall and force you to start over. Once it’s dispatched, jump to another
island in the middle of the river, climb a ledge, then jump to a circular
platform at the top of a second waterfall. Before Grappling onto the post far
above, get out your shield and kill another River Octorok by deflecting its
rock. Once you reach the shallow, placid water it was floating in, enter Forest
Haven through the large doorway.

Once you are in the overgrown Forest Haven, run along the shallow river and
climb up a waterfall ahead. (as if Link wasn’t already wet enough) Keep going
up another waterfall farther on, then climb onto the land beyond that. The
massive trunk occupying the center of the dry land here is the Great Deku Tree!
As you walk around to its face, you see it has a downright gruesome case of
Chuchu acne! Roll into the Great Deku Tree to dislodge the Chuchus, then keep
moving as you defeat them. Besides the weak Red Chuchus, you must also fight
off some Green Chuchus. They take two sword hits to defeat instead of one, and
are only vulnerable just before they attack.

Once you beat all the Chuchus, the Great Deku Tree says something to you in
Hylian. He quickly starts speaking English (or whatever they speak on the Great
Sea) and says that seeing your Hero’s Clothes (or pajamas, in the second quest)
caused the ancient Hylian language to emerge. He thanks you for ridding him of
the Chuchus, and correctly guesses that the KoRL took you here. He then deduces
that you need Farore’s Pearl, and that Ganondorf has returned and sent his
minions to claim it. After that, he calls out the so-called children of the
woods, the Koroks, from their hiding places to meet you. The Koroks are
strange, wooden people who fly around on helicopter-like leaves. They used to
assume human forms (players of OoT should know who), but become Koroks when
they took up living on the Great Sea. It seems that you’ve arrived in Forest
Haven just in time for an important yearly ceremony of the Koroks; the Great
Deku Tree will give you Farore’s Pearl after it is complete.

Unfortunately, there is a problem. One of the Koroks, Makar, is missing in
action. He has fallen into the Forbidden Woods, a massive, thorn-covered tree
you may have noticed on your way to Forest Haven. The Great Deku Tree is
immediately concerned, and asks you to go to the Forbidden Woods and rescue
him. Linder, the Korok who brought the bad news, reminds the Great Deku Tree
that you can’t fly to the Forbidden Woods like Koroks can. He bestows on you
the Deku Leaf, a special item that will let you fly (or at least glide) through
the sky. Conveniently enough, he summons it on his highest branch.

To reach the Deku Leaf, look for some Baba Buds around the Great Deku Tree’s
base. They look like hiding Boko Babas, but are purple instead of red. Jump
into the one at ground level, then use the control stick to aim yourself. You
want the next bud (you’re traveling around the Deku Tree clockwise) to be
directly in the center of your screen. When it is, hold the control stick up to
launch yourself into it. If you aren’t aligned, don’t touch the control stick
to fall back into the bud. Launch yourself from bud to bud to make your way
around the Great Deku Tree. About halfway, you land on a leafy branch. Use the
Grappling Hook to swing from an overhanging branch to the next bud; make sure
to align yourself so the rope is right over the bud. You definitely don’t want
to fall as you get higher, or you’ll lose some health. After you reach the
highest branch, grab the Deku Leaf. It’s uses are twofold: you can use it on
the ground to fire blasts of air at enemies or blow away leaves. In the air,
you can deploy it to glide through the air for long distances. You are also
given a Magic Meter, which is used to power the Deku Leaf’s gliding ability.
Now that you have it, look around you for a ledge far below with a grass patch
in the shape of an arrow. Glide to this ledge and drop onto it. (use the C-
stick to move the camera directly above you) Once you reach the ledge, chop
down some grass to refill your Magic Meter and go through the door to Forest
Haven’s exterior.

You emerge on a ledge high above the sea. Directly ahead of you are the
imposing Forbidden Woods, but you aren’t high up enough to reach them by
gliding. Instead, you’ll have to stop at an island to the southwest first.
Remember to set the wind in this direction; when gliding outside, you’re at its
mercy. Once you’re ready, glide to the island, using the C-stick to align
yourself for dropping onto it. Now slice down some plants to refill your Magic
Meter once again, and set the wind to the northwest. To get the altitude you
need to reach the entrance to the Forbidden Woods, you must glide through a
whirlwind that circles the island. It’s a little ways out, so when facing the
Forbidden Woods jump and start gliding as soon as it enters your field of
vision to hopefully go through it. (make sure to L-target so you aren’t looking
down over the ledge instead) Luckily, when you’re first entering the Forbidden
Woods, a failed attempt at gliding returns you to the island, minus a quarter
heart. Once you hit the whirlwind and start gliding, there’s one more obstacle.
Some helicopter-like enemies called Peahats are floating near the entrance.
I’ve found that the best way to dodge them is to swerve right, then left so you
can drop onto the ledge. Once you have reached it, go through the doorway to
the Forbidden Woods.

FORBIDDEN WOODS

As soon as you enter the Forbidden Woods (and hopefully before that), you’ll
see that it’s the earth-themed dungeon. The entry room is filled with tall
grass and Green Chuchus. Defeat them all as you did at the base of the Great
Deku Tree; parrying their attacks works well in beating them. Also, keep in
mind that the Deku Leaf can stun them briefly. There are quite a few in the
area around the dungeon entrance, a couple more near the room’s Warping Jars,
several in the northwest corner of the room in front of a giant nut, and also
several in the northeast corner, guarding a treasure chest containing the
Dungeon Map. Once you cleared them all out and received the Dungeon Map, look
at the door to the next room. A strange blue flower blocks the door with
sprawling vines, and closes up in defense whenever you get close. To kill it,
pick the Deku Nut from the northwest corner of the room, and throw it at the
flower from a distance, when it isn’t closed up. Be accurate though; it begins
to rot as soon as you pick it and eventually shatters. (luckily, you can simply
pick it again) Once you’ve hit the open flower with the Deku Nut, it blows up
and you can continue to the next room.

This room is very tall, spanning from the basement to the third floor of the
Forbidden Woods.

SIDEQUEST: KNIGHT’S CREST
If you want to get a Knight’s Crest, jump down to the basement to get a rare
Knight’s Crest. To avoid damage from any long falls, intermittently get your
Deku Leaf out and put it away to break your fall. (and most likely your arms)
Once at the basement floor, you’ll see that the chest in the north side of the
room is protected by another viney flower. To get rid of it, defeat the 2 Boko
Babas around the room, and preferably the 4 Green Chuchus. Then, take the Boko
Stick left behind by one of the Babas and light it on a torch near the treasure
chest. Throw the flaming stick at the flower from a distance to burn it away so
you can get the Knight’s Crest.

To get back up, jump into one of the Boko Buds around the basement. The nearby
Boko Buds are too far away to launch yourself into; to reach them, glide over
with the Deku Leaf after you’re launched out. Don’t worry about running out of
magic, either; it’s partially replenished when you enter a Boko Bud. Use this
method to reach a ledge on the northern part of the room, on the second floor.
Unfortunately, the exit is blocked off my-you guessed it-another flower. This
time, you’ll have to blow it off using the nearby Bomb Flower. It’s guarded by
some Green Chuchus, however; defeat them with style by luring them near the
Flower, then slashing it with your sword to blow them all to kingdom come.
(make sure to run away quickly!) After the Green Chuchus are defeated, throw a
Bomb at the flower to blow it up and go through the door.

The next room is relatively small. A primitive cable car hangs on the far side
of the room. Besides that, the only landmarks of the room are two switches that
look like those spinning cups meteorologists use to measure wind speed. They’re
used the same way here; blow some wind at the one to the left with the Deku
Leaf to start it spinning, moving the cable car next to your ledge. Jump onto
it, then blow wind either south towards the entrance or the far wind switch,
over to the northeast. Either way, the cable car should move to the opposite
ledge, letting you go through.

The next room is another dead end; you’ll have to travel up to advance. You’ll
find some Boko Babas and some Peahats in here. To defeat the Peahats, L-target
and blow a Deku Leaf wind blast at them to destroy their helicopter attachments
and make them fall to the ground stunned. Once you done this, it only takes a
single sword hit to defeat them. Defeating Boko Babas also becomes easier with
the Deku Leaf; you can stun them safely from a distance with the Deku Leaf
instead of a sword combo. Anyway, fight your way to the northeastern-most Boko
Baba and defeat it; its bud turns into a Boko Bud. Get into it and use it and a
second bud to reach the upper floor of the room, and a tricky puzzle. Once
again, the door is blocked by a flower, but the only Deku Nut grows on the
other side of the room, reachable only by a cable car.

SIDEQUEST: RED RUPEE
Before you get the Nut, there’s a treasure chest below you with a Red Rupee in
it. If you’re short on funds, get to the chest by edging off the south ledge
near the door, so you grab onto it. Press A to drop, then immediately hold
forward on the control stick to grab onto the ledge below, where the Red Rupee
chest is. You can also use the Deku Leaf to reach it from the cable car on the
south end of the room.

Anyway, when you’re ready, get onto the cable car, and use the Deku Leaf either
in the opposite of the direction you want to go or the farther wind switch to
reach the ledge with the Deku Nut. Shatter the boards blocking it with your
sword, pick the Nut, and set it down on the cable car. Get to the ledge with
the flower once again the same way you did before. (make sure the Deku Nut
isn’t in the way, or you’ll blow it off the cable car and have to start over)
For some reason, you can’t reach the ledge while holding the nut, so throw it
over first, then jump. Once again, use it to destroy the flower from a short
distance, then go through the door.

The next room is a simple, slightly psychedelic tunnel of wood. The door is
once again blocked by a flower, but this time the Deku Nut is in plain sight.
Unfortunately, reaching it is tougher than it looks, as a ring of massive,
thorny vines pops out of the ground when you get close. Use the Deku Leaf to
blow the next out of the ring, then side around the side of the room and pick
it up. You should know what to do now; pick the Nut up and use it to get
through the door.

Just as Dragon Roost Cavern had the massive lava cavern, the Forbidden Woods
has its own main room, and you’re entering it. The room spans from the basement
to the top floor, though this isn’t evident right away. It’s dominated by a
massive flower that hangs from the high ceiling on 5 blue vines. To start with,
look to the right and use your Grappling Hook to swing up to a ledge. Next,
you’ll see two huge vines with flat platforms at their ends. They move back and
forth in a predictable pattern. Jump onto the nearest one when it moves close,
then to the farthest one, then to a ledge with a Deku Nut and locked door.
Since you don’t have a key, grab the Deku Nut jump onto the ledge surrounding
the hanging flower and run 90 degrees around it to one last ledge. Use the Deku
Nut to kill the flower as usual. (after killing the flower, you can claim some
Rupees inside the flower if you want) After it’s gone, don’t enter the next
room yet look left, to the south, for some vertically moving platforms. Jump to
the first one when it lowers, then to the second in the middle, then from it to
a ledge high up. Use the Deku Leaf to blow away a pile of leaves here and
reveal a Warping Jar! Now go back down the vertically moving platforms and
enter the next room/

This room is basically a long hallway. Inside a crevasse in the middle of it,
there is a chest containing a Yellow Rupee. The only other thing of note are
the Morths that jump out of the pinecones and await you in the crevasse.
Although they’re covered in spikes, Morths can only slow you down, not hurt
you. Remove them with a spin attack. Anyway, you can enter the next room
whenever you want.

This large, circular room is extremely annoying. Many, many thorny vines form a
dangerous maze that can easily surprise and damage you if you move too fast in
it. Walk at all times to avoid taking a cheap hit. First, walk through the maze
to the left, making your way to the south side. Once you make it, use the Bomb
Flower to blow up the wooden boards blocking off an alcove containing a
treasure chest with the Compass! Before leaving this area, grab another Bomb
and throw it towards the room’s southwest side, hopefully near more boards.
Once you blow these boards up, slowly make your way back to the door and then
keep going; it shouldn’t be hard to find the way over to the boards your blew
up. Behind them, you can find a Small Key. Next, use the Baba Bud to glide over
to the pillars in the middle of the room. You can get the contents of the pots
around here if you want, but they aren’t very important. Glide back to the door
from a Baba Bud when you’re ready, then return to the giant flower room.

Back here, you can now go through the locked door the Deku Nut grew in front
of.

This is another cable car room, but this time you must defend yourself against
some Peahats. Quickly get across the room with the cable car, and only defeat
Peahats if you have to. The next door is already unlocked.

In the first floor of this tall room, you must defeat 2 Boko Babas and a
Wingless Mothula. These new enemies are fast and slow you down with Morths, but
are fairly weak to your sword. Defeat it before it does too much damage to you.
Once that’s ready, use the Baba Bud from one of the Boko Babas to get to a
ledge of branches and leaves. You’ll have to fight off more Peahats up here
before using another bud to ascend to the fourth floor. Up here, defeat even
more Peahats if you must, but hurry to go through the north door.

As Link enters this dead-end room, the door locks behind him. The room seems
empty, but a massive Mothula is waiting right above him! Get ready for a
miniboss battle! Because it flies above you, you obviously can’t just attack
it. L-target the monstrous insect and hit it with a Deku Leaf wind blast to
stun the Mothula and make it drift down to the ground, where you can cut it
apart with your sword. (try to use a jump attack) Each sword hit also removes
one of its wings. Once you have taken off all four of its wings, it becomes a
normal Mothula, except with much more health. As a winged Mothula, its main
attack is a rocket-powered charge that leaves Morths behind. Try to ignore the
Morths, and jump out of the way. Spin attack the Morths off if they slow you
down too much. When its wings are removed, try to shield yourself from the
Mothula’s rapid charges and hit it with your sword. Once you slay it, a gate
opens up in the northwest corner of the room. Behind it is a treasure chest
containing the most useful item in the game: the Boomerang.

The Boomerang has many uses. If you L-target an enemy, the Boomerang seeks it
out and stuns it. It can even destroy weak enemies instantly, including Boko
Babas. Two hits from it can also defeat a Peahat from a distance. When not L-
targeted, you can hold the Boomerang’s assigned button and move the red
targeting cursor over up to 5 objects. When you let it fly, it seeks out all 5
objects and hits them. It even carries items back to you! As with the Grappling
Hook, you’ll immediately have to use the Boomerang to escape the room. Look
above the door with it, and target both crystal switches. When you release the
Boomerang, it hits both and opens the door.

Back in the tall room, Peahats seem much easier now that two throws of your new
superweapon defeats them.

SIDEQUEST: JOY PENDANT
You can now take the time to get a chest containing a Joy Pendant if you wish.
Look above the northwest part of the top branch level for a Grapple branch. Get
swinging, then climb the rope onto the branch. Swing from another branch, onto
a grassy ledge. From here, time your jumps to cross two vertically moving
platforms and onto a ledge with the treasure chest.

From here, either take the boring or fun (climbing down or jumping) way down to
the top level of branches. The south door here is blocked off by two flowers.
Target and destroy both of them with the Boomerang and go through.

This room is above the last cable car room you went through. You need to reach
the far ledge by gliding, but a few dozen hanging pinecones bock the way.
Destroy them five at a time with the Boomerang to clear the way and then use
the Deku Leaf to cross the gap. Open the chest to the left containing a Joy
Pendant before going through the door.

You emerge high up in the giant flower room, in view of the 5 blue vines. To
advance, you’ll have to go to the basement, which is blocked off by a net of
vines. To smash through it, use the Boomerang to cut the five vines the flower
hangs from, causing it to drop down to the basement. Jump off the ledge after
it. Although you fall four floors, you take no damage from landing on the
flower or in the water it’s floating in. If you want to get out of the
basement, stand on the western ledge with the exit and hit the wind switch to
the northeast with the Deku Leaf. This causes a huge updraft to rise from the
flower. Jump into the Boko Bud next to you and glide into the updraft with the
Deku Leaf to quickly ascend to the first floor. You shouldn’t do this yet,
however. Instead, go through the western door.

As soon as you enter this room, L-target the Peahat that floats nearby and
defeat it with the Boomerang. Then manually use it to destroy the Morths
sitting on the three platforms in front of you, so you can jump across them and
to the right-hand ledge. There are several Chuchus and creepy Grabbing Hands
here; don’t waste time fighting them and instead roll to the door as fast as
you can.

A small, withered flower hangs from four vines in front of you here. If you
want more Rupees, jump across it and open the treasure chest for a Yellow
Rupee.

SIDEQUEST: TREASURE CHART 1
Use the Boomerang to sever the vines on this flower as before, and jump down
onto it. Defeat the River Octorok that will attack with your shield or the
Boomerang, and then jump to the southern ledge. Pick the Bomb here, jump with
it back to the flower, and from there throw it at the wooden boards on the
north side of the room to blow them up, opening up the room with Treasure Chart
1.

You’ll probably have to defeat some Peahats with the Boomerang as you enter
this room. Make sure to sidestep so you don’t get hit.

!!!!!!!!!!!!!!!!!!!!!
!TINGLE STATUE ALERT!
!!!!!!!!!!!!!!!!!!!!!
If you have the Tingle Tuner, jump down to the low platform in the southeast
corner of the room. Slice down the saplings here, then use the Tingle Tuner to
find a hidden item. As before, Tingle Bomb it to reveal a chest with a Tingle
Statue.

Anyway, jump back to the entry ledge and onto a small platform with leaves.
Defeat a Boko Baba on the next platform with the Boomerang, then jump to the
center platform. Run around the back and keeping jumping to the north end of
the room. Make sure to defeat the Morths and Boko Baba on the platforms. When
you defeat the Baba, it turns into a Baba Bud. Use it and the Deku Leaf to
reach a high ledge on the north side of the room. There’s another cable car set
up here, and you should know what to do. Use it to reach the south ledge, and
pick a Bomb from the flower there. Throw the Bomb from the cable car, into the
large, funnel-like tree stump in the middle of the center platform. It may take
several tires to get it right; when you throw the Bomb into the funnel
successfully, a cinematic is shown with the Bomb blowing a flower off a chest
there. Go back to the main platform and crawl into the stump through a crawlway
on the north side. Open the chest to get Treasure Chart 1, then leave and go to
the previous room.

Back in this room, move forward and look left for a ladder you should climb.
You’ll be back where you first entered the room; slice the vines supporting the
flower once again and jump onto it. Defeat the River Octorok, then move the
flower around on the water by shooting a wind blast in the opposite of where
you want to go. As you get to the northwest corner of the tunnel, you’ll
probably have to defeat two Octoroks; use the Hero’s Shield here, as you likely
get hit while aiming the Boomerang. Once you defeat them, pull the flower up to
the ledge and jump onto it. Roll past more Grabbing Hands and Green Chuchus to
enter the next room.

A wooden gate with a familiar, ornate blue chest behind it is directly in front
of you in this circular room. Look to the left of it for a ramp, and run up it
to the top of the large stump. Get out your Boomerang and target all 5 crystal
switches surrounding you, then hit them in quick succession to open the gate.
Jump down and go through it to get the Boss Key! As you exit the alcove with
the chest, Kargarocs airlift two Moblins in to fight you! Don’t be intimidated,
though; this fight is much easier now that you have the Boomerang. L-target a
Moblin and whack it with the superweapon to stun it long enough to unload a
sword combo. It’s recommended you stun both before attacking, so the second one
doesn’t hit you. Keep stunning and attacking the Moblins to defeat them. (it
becomes easier after the first one is destroyed) When you beat both, the door
you entered through doesn’t unlock, but a door high up to the east does. Get
back on top of the stump, and swing to the door with the Grappling Hook.

You’re back in the forked room here. Defeat the Peahat and Morths on the
platforms as you did before, and reenter the bottom floor of the main room.

As I said before, to get up, first hit the wind switch to the left with a wind
blast to start a massive updraft from the flower. Get into the Baba Bud to the
right and fly into it with the Deku Leaf to ascend to the second floor. Use the
Boomerang to destroy the two flowers blocking the door to the east and go
through it.

You’ll have to fight two Wingless Mothulas in this long room. Use the Boomerang
on them to make the fight easier. (stun both at once like you did before) After
beating them, open the chest with a Joy Pendant that appears and enter the next
room.

This dimly lit room is filled with pine cones containing refills and Morths.
The Boss Door is on the east side of the room, and there’s also a Warping Jar.
To open it, break the jar of Boko Sticks on the right side of the Boss Door,
light one on a nearby torch, and burn the Jar’s cover off. You can enter the
Boss Door if you want, but I’d recommend backtracking to get Treasure Chart 15
before leaving the Forbidden Woods, unless you want to go through the trouble
of reentering it later.

SIDEQUEST: TREASURE CHART 15
Anyway, use the Warping Jar (or just save and quit) to return to the first room
of the dungeon, and advance to the second. Back in the second room, use the
Baba Buds and the Deku Leaf to get to a high ledge on the northeast side of the
room, on the third floor. From here, glide across the room to the southwest
side, landing on the left side of the ledge to avoid a Boko Baba. Defeat it and
use the Boomerang to destroy a flower covering a chest in an alcove. Open the
chest to get Treasure Chart 15. Then, reach the final room again by saving,
quitting, and using the Warping Jars. Once you’re back, go through the boss
door.

Inside the Boss room, the lost Korok Makar is jumping up and down in the middle
of a gigantic blue flower, with a boss nowhere to be seen. Link is happy, until
an off-color Boko Baba extends from the middle of the flower and eats Makar! As
the flower closes up, a forest of vines attaches to the ceiling and raises the
monstrosity into the air. This is the Boss of the Forbidden Woods, Kalle Demos!

+-----------+
|KALLE DEMOS|
+-----------+
Difficulty: **
Kalle Demos is a mutated Boko Baba shrouded within a massive, tentacled Baba
Bud. It’s the master of the Forbidden Woods, and also ate the hapless Korok
Makar. As usual, it’s up to you to utilize the Dungeon item to defeat it,
restore peace to the nearby Forest Haven, and get Farore’s Pearl.

-Defensive Strategy-
Kalle Demos’ attacks both involve the waving tentacles surrounding the main
flower. It either whips across the battlefield with one tentacle or attacks
with several from underground. A tentacle flashes yellow when it’s about to
attack. Both attacks can be avoided by running around Kalle Demos. Don’t stay
still too long, or you’ll get whipped. If you’re running low on health and
Potions/Fairies, cut the bushes around the edge of the arena to find Heart
refills.

-Offensive Strategy-
As long as Kalle Demos is suspended from the ground, it’s invulnerable to
attack. Its weak spot are the vines attaching it to the ceiling. As the battle
starts, whip out your Boomerang (don’t target Kalle Demos; go into first-person
mode) and quickly pass the cursor over at least five vines to target them.
Release the Boomerang, and quickly sidestep and jump around Kalle Demos as it
weaves through and cuts some of the vines suspending it. Once your Boomerang
returns, you should be at a new position, quickly get it back out and repeat
the process on more vines before it attacks you. Continue cutting its vines
with the Boomerang until they’ve all been severed. At this point, the massive
flower crashes to the ground and opens up to reveal the vulnerable Boko Baba
inside. Draw your sword as you run up to it, and unload everything you have on
the Baba. (make sure to Z-target it) Kalle Demos only stays open like this for
a few seconds before it closes and reattaches to the ceiling, so be quick about
attacking it. If you’re standing on it when it closes, it engulfs you and you
take damage, but this is an acceptable trade-off to get some extra damage done.
Repeat this process until it dies; it will likely take you 2-3 rounds of
severing all the vines and attacking it with your sword before Kalle Demos
dies, depending on how fast you are. Also, remember to cut its vines quickly;
they eventually reattach themselves.

When you beat Kalle Demos, the Boko Baba in the middle of it is severed and
flies up into the air, then thrashes around on the ground and blows up, leaving
behind a Heart Container and Makar. The giant blue flower wilts and turns grey,
flattening and creating a swirling warp in the middle of it. Makar thanks you
for rescuing him, then remembers the forest ceremony is today and says he has
to leave immediately. As with Gohma, get the Heart Container and enter the
warp, this time with Makar.

FOREST HAVEN

You reappear holding Makar in front of the Great Deku Tree. Makar jumps down
and apologizes for getting lost. The Great Deku Tree forgives him, then
congratulates you. In thanks, he hands over Farore’s Pearl. Hey, the ceremony
hasn’t been completed yet! Well, it’s about to start. Makar starts playing his
violin and the forest ceremony begins! All the other Koroks start singing
(rather badly) and seeds appear in the Great Deku Tree’s branches. 8 of the
Koroks fly up and get the seeds, and after a few parting words they leave to
plant new Deku Trees all over the Great Sea. Now, leave Forest Haven and return
to the KoRL. (on your way, note that you have some mail. The Rito Chieftain has
belatedly sent you a Piece of Heart for helping him and Komali!) When you talk
to him, he worries that Ganondorf may be regaining his power. You have to hurry
and get the last pearl, to the northwest!

Although this KoRL hurries you along as usual, you can ignore him, also as
usual. Now that you have the Boomerang, he lets you go anywhere in the Great
Sea; feel free to take care of any sidequests you want. Anyway, your eventual
destination is Greatfish Isle, in quadrant D2. As usual, it’s marked
conspicuously on your sea chart. You may have to fight off some enemies on your
way, but you can dispatch them with the Boomerang. Be quick when fighting
Seahats, as they can easily knock you out of your boat!

GREATFISH ISLE

As you approach Greatfish Isle, it definitely doesn’t look like the resting
place of the third Pearl. A dark cloud hangs over it, and it looks jagged and
torn apart. As you approach the Isle, the sky darkens and heavy rain starts to
fall. You are too late; a great water spirit named Jabun lived here once, but
it’s obvious that he’s gone now. Quill then swoops down to you, and tells you
that the destruction of Greatfish Isle is the work of Ganondorf’s forces.
Luckily, he was able to flee the Isle before they attacked, and now resides at
your home island, Outset! Unfortunately, the cave in which he lives is sealed
by a great stone slab. Quill says that not even the pirates could get through
it; apparently, he revealed Jabun’s location to them while asking about your
whereabouts. They were last spotted by Quill on Windfall Island, but he doesn’t
know what they were doing. You’ll have to visit them to see Jabun. He then
comments on the dark skies and rain of Greatfish Isle, in contrast to the rest
of the Great Sea. Valoo was right in calling this Isle cursed, and Quill
recommends against staying here long. You should still probably get the Piece
of Heart on the cliffside using the Deku Leaf, but when you’re ready you should
set sail back to Windfall Island. (you’ll need to use the Boomerang to defeat a
Gyorg near Tingle Island on the way)

WINDFALL ISLAND

As you approach Windfall, you’ll probably notice the pirate ship docked by it.
The KoRL reasons that if they’re trying to get the pearl, they won’t tell you
anything if you ask them. He says you should try to find out what they’re up
to, without them noticing you. But where did the pirates go, anyway? Exactly
where you’d go if you wanted to break through a giant rock: the bomb shop. Head
over to the shop, on the southwestern corner of the island, but don’t go
through the front door; one of the pirates just tells you they are closed.
Instead, look to the left of the shop. Either sidle or jump across the gap here
to get around to the back of the shop. Climb some vines on the back wall, then
crawl through a small opening on the roof.

As Link crawls onto a high shelf in the Bomb Shop, he sees the pirates finish
tying Cannon up below. It’s no wonder they’re stealing the Bombs, considering
how much Cannon charged for them. After that, Mako compliments Gonzo on getting
information on you from Quill. (those dishonest crooks!) Mako comments that if
Gonzo and Tetra had a kid, he could be the best pirate ever, which gets Gonzo
mad. Tetra scolds both of them for wasting times with their jokes, and tells
them to get the Bombs back to the ship so they can immediately set sail. Gonzo
is taken aback and begs her to let them stay at Windfall for the night. Tetra
gets mad at them, and says that the same destruction that happened to Greatfish
Isle could happen at Outset if they don’t hurry. Mako comments that Tetra seems
more concerned about Outset Island than the treasure, putting her at a loss for
words. Suddenly, Tetra notices Link and winks at him mysteriously (she seems to
like doing this). After this, she immediately changes her mind and
“reluctantly” lets the pirates stay for the night. As the pirates leave to
enjoy Windfall Island, Mako asks Gonzo what today’s password is. Remember or
write down the password, because you’ll need it later! If you forget, asks the
KoRL, who listened to the conversation as well.

After the Bomb Shop scene is over, you can jump down to Cannon. You can’t untie
him, but after the prices he sold Bombs for, why would you? Feel free to take
the Rupees in his back room, and leave when you want. Then head across the
field to the ledge where Tott dances, where you can jump over to the pirate
ship. Feel free to explore it as much as you want, but when you’re done try to
enter the door at the bow. Niko asks for the password from the other side; be
sure to enter it exactly as you heard it.

PIRATE SHIP

Once you’re in, you can go down to the hold, but first, you’ll probably want to
explore Tetra’s room, now unguarded by Nudge. Among other things, you’ll
probably notice two of the paintings from the intro scene above her bed and
desk! What interest could Tetra have in old Hyrule? Also, a painting of a
mysterious woman hangs above her couch; this must be her mother! When you’re
ready (you may even want to Pictograph some of the things, since you won’t be
entering Tetra’s room again anytime soon), go down to the hold.

Niko is overjoyed that you’re alive after the Forsaken Fortress, and that he
has someone to boss around again. He decides to set you to work on your next
test, which is harder than the last. This time, there are not raised platforms
to land on, so you’ll have to swing from rope to rope. Carefully line up your
swings, especially on the tricky two moving ropes on the left side of the room.
Only let go when another rope lines itself up with yours. This time, the timer
is for how long a metal door is open on the far side of the room; luckily, it
gives you much more time than before, so take your time lining up swings. Niko
once again jumps to the far side (without taking the test, apparently) and
shuts the door to start the test. (why don’t you just threaten to leave him
stuck in there if he doesn’t give you your reward?) Anyway, use the tips above
to pass Niko’s next test. Niko is amazed that you’ve passed the test, and lets
you have the Bombs the pirates stole! Open the chest to get the explosive
weapons. On land, you can press the button they’re assigned to to use them just
like a Bomb Flower, but at sea you get a cannon to fire Bombs that you can aim
with the control stick. Cool, huh?

After you get the Bombs, Tetra contacts you through the Pirate’s Charm. Tetra
comments on your courage trying to steal pirate’s treasure, and like Niko seems
to be surprised you made it out of the Forsaken Fortress alive. She tells you
that you only get the Bombs because they left an idiot like Niko in charge. (I
hope he isn’t listening) After telling you more about the pearl’s whereabouts,
she once again say that they’ll be leaving at first light tomorrow, so you’ll
have to get the pearl tonight. After Tetra is finished, leave the hold (be sure
to shut the gate and trap Niko) and jump off the stern to the KoRL. Get aboard
and set sail to Outset Island; you have no time to spare!

Or do you? As you sail southwest through the storm, it never seems to get any
brighter. Eternal night must be part of the curse Valoo spoke of; how mucky for
you. What isn’t lucky, however, is the fact that there are quite a few monsters
on the beaten path to Outset. They can all be dispatched with the Boomerang and
Bombs, but except with Gyorgs it’s best to avoid them. You’ll probably pass
through quadrant D3, Cyclops Reef, which is swarming with Seahats. Pass it a
good distance to the left to avoid them. Other than that, it shouldn’t be too
hard to get back to Outset Island.

OUTSET ISLAND

As you arrive at Outset, KoRL finally notices that day still hasn’t broken
since you left Greatfish Isle. Since the pirates aren’t going anywhere, feel
free to embark on a sidequest on Outset. To do it, first head to the Forest of
Fairies, where you rescued Tetra. You’ll have to fight or run from some Red and
Green Chuchus and Miniblin on the way. Since the bridge seems to be broken now,
get up to the highest rock on the eastern hill and set the wind to the west.
Use the Deku Leaf to reach the other side of the broken bridge, and enter the
Forest of Fairies.

FOREST OF FAIRIES

Rather than an unarmed Bokoblin, you’ll now have to fight a Wingless Mothula
for starters here. Use the Boomerang to stun it, then slay it with the Hero’s
Sword. When you jump up to approach the next area, look to the right for the
giant cracked rock. Now that you have Bombs, you can blow it up and reveal a
hole underneath. Drop into it to enter the namesake of the Forest: a Fairy
Fountain! As you approach the pool of water, a Great Fairy appears. By casting
a spell, she upgrades your Wallet; you can now carry 1000 Rupees! After she
disappears, be sure to bottle one of the Fairies that appears, then leave the
Forest. (you can take the way you came or the other way, to fight either the
Wingless Mothula or two Moblins)

OUTSET ISLAND

Now that you have a Fairy, enter your Grandma’s house. She is sick and
delirious, dreaming about you and Aryll leaving her. Stand next to her and use
the Fairy; it heals both of you! Grandma immediately improves, and is happy to
see you back safe. She isn’t happy with herself letting Aryll be kidnapped and
you going out alone to save her; as you Grandma she should protect both of you.
She wants to be strong like both of you, and helps you by refilling your Empty
Bottle with Elixir Soup! This powerful healing item restores your health and
magic, doubles your sword’s power until you take damage, and can be used twice!
After you’re finished speaking with your Grandma, get back to the KoRL and sail
around to the back of Outset Island. (be sure to save!)

As you get around to the back of the island, you’ll probably notice the giant
swirling whirlpool of death. Sail into it; it’s the only way to get a clear
shot at the giant stone slab on the cliff wall. Once you’re in the whirlpool,
get out your cannon, but only fire on the slab when the whirlpool takes you
next to it to avoid missing. You should also remember to aim at the highest
section of the slab; the top, middle, then bottom of it. If you don’t hit the
right section, you won’t do anything. The sections only take one or two Bomb
hits to destroy if you hit them, though. You also have to be quick; the
whirlpool will eventually suck you in. If you run out of Bombs, restart or let
the whirlpool get you and then try again. Once you blow the slab up, The KoRL
automatically sails in.

The eerie cave you arrive in seems to be empty, but a mountain of water rises
up from the middle and reveals itself to be Jabun! He only speaks ancient
Hylian, but the KoRL seems to understand every word. He greets Jabun, and
confirms that Ganondorf has returned. Jabun seems to ask if you are the Hero of
Time, but the KoRL says you aren’t. Nevertheless, he senses great promise in
your courage. After they talk a little more, Jabun gives you Nayru’s Pearl!
Jabun tells the KoRL that the curse was indeed brought by Ganondorf, then dives
underwater shortly afterwards. After the conversation is over, leave the cave
when you’re ready. Before continuing to the next part, consider doing some
sidequests; now that you can explore the entire Great Sea, quite a few are
opened to you.

+--------------------------------+
|THINGS TO GET AFTER FOREST HAVEN|
+--------------------------------+
Deluxe Picto Box: Windfall Island (B4), Forest Firefly required
Magic Upgrade: Two-Eye Reef (G4), Big Octo
Piece of Heart: Seven-Star Isles (A6), Big Octo
Piece of Heart: Flight Control Platform (B7), Bird-Man Contest
Piece of Heart: Tingle Island (C3), Big Octo
Piece of Heart: Greatfish Isle (D2)
Piece of Heart: Stone Watcher Island (E3), Sea Platform
Piece of Heart: Crescent Moon Island (A5), Treasure Chart 11 required
Piece of Heart: Spectacle Isle (B3), Cannon Minigame
Piece of Heart: Six-Eye Reef (D4), Submarine
Piece of Heart: Needle Rock Isle (E1), Hyoi Pear required, Hero’s Bow
recommended
Piece of Heart: Diamond Steppe Island (F1), Treasure Chart 23 required
Piece of Heart: Headstone Island (G3), Hyoi Pear required
Piece of Heart: Angular Isles (G5)
Piece of Heart: Angular Isles (G5), Treasure Chart 15 required
Piece of Heart: Five-Star Isles (G7), Submarine
Piece of Heart: Outset Island (G2), Combat Training
Platform Chart: Flight Control Platform (B7), Submarine, Hero’s Bow highly
recommended
Submarine Chart: Boating Course (G6), Secret Cave
Treasure Chart 3: Forest Haven (F6)
Treasure Chart 8: Horseshoe Island (G1), Secret Cave
Treasure Chart 9: Crescent Moon Island (A5), Submarine
Treasure Chart 10: Crescent Moon Island (A5)
Treasure Chart 14: Headstone Island (G3), Submarine, Boomerang recommended
Treasure Chart 17: Spectacle Isle (B3), Cannon Minigame
Treasure Chart 22: Northern Fairy Island (A3), Submarine, Boomerang recommended
Treasure Chart 24: Windfall Island (B4)
Treasure Chart 28: Horseshoe Island (G1)
Treasure Chart 29: Windfall Island (B4)

e. Old Hyrule (Twotg)

OUTSET ISLAND

Because you have broken Ganondorf’s curse with Nayru’s Pearl, the storm ends
and morning will break soon. Now that you have all the Pearls, you must place
them on three islands that the KoRL has marked on you Sea Chart to make your
proving grounds appear. First, set out for the closest one, Southern Triangle
Isle at E4.

SOUTHERN TRIANGLE ISLE

Be careful when approaching the Isle; like Cyclops Reef it’s swarming with
Seahats. Try to avoid them and land on the Isle, then defeat any that followed
you from there. Once that’s done, climb some ledges to the highest part of the
tiny isle, to a strange statue. It seems to speak to you when you approach it,
asking you to place the Pearl here. Link automatically puts Nayru’s Pearl into
the statue’s hands; only two more Pearls to go. Next, sail two spaces north to
Northern Triangle Isle, at C4.

NORTHERN TRIANGLE ISLE

Watch out for Cyclos here; stay well away from his cyclone as you approach
Northern Triangle Isle. Place Din’s Pearl in the statue’s hands, then set off
again, this time for D6, Eastern Triangle Isle.

EASTERN TRIANGLE ISLE

Luckily, the only obstacle here is a few whirlwinds circling the Isle. Simply
sail up to Eastern Triangle Isle and place Farore’s Pearl in the statue’s
hands. Now that you have placed all three Pearls, it’s time for the proving
grounds to appear.

Suddenly, the statue starts shining brightly! Lordy, lordy, it’s gonna blow!
Link quickly gets away, but the shining stops and Link comes back. NOW the
statue blows up! For the third time in his quest, Link gets sent flying. As the
dust from the explosion clears, you’ll see that the statue has been replaced by
a smaller one of either Din, Farore, or Nayru (Farore if you’ve followed by
walkthrough) holding the pearl up. A beam shoots out of the Pearl and hits the
next statue, which also blows up to reveal the goddess statue underneath. (I
sound like a skin care lotion commercial...) Once again, a beam shoots out from
it and repeats the process with the third statue, which fires a beam at the
first. From way, way out, you see that the beams form a massive triangle across
the Great Sea. Part of the water lights up to turn it into a massive Triforce!
Right in the center of the emblem, a blinding light shines out and a huge tower
rises from underwater! As the tower assumes its full height floating on the
waves, Link, still flying from the explosion, smacks into its side. (that must
be even more painful than in the Forsaken Fortress) As he fills into the water,
the KoRL cruises up to him. He tells Link that this tower was created in
ancient times as a test of courage. You must pass the trials inside to be
acknowledged as a hero and wield the power that can destroy Ganondorf. After
the KoRL finishes talking sail through the outer wall Link crashed into, and
enter the huge doorway at the foot of the tower.

TOWER OF THE GODS

Although the Tower of the gods’ water-filled lobby is directly connected to the
Great Sea, a water-spitting mouth raises or lowers the water level in it every
20 or so seconds. You’ll have to cruise around in the KoRL to get anywhere. For
starters, turn right and cruise towards a covered enclosure which can only be
entered when the water is lowered. Once you get onto the platform, go through
the door.

This room is fairly small, and has several blocks sitting in a lowered space of
the floor. You’ll also see a new enemy directly ahead of you: a Yellow Chuchu.
These enemies have as much HP as a Red Chuchu, but are electrified and shock
you if you try to attack them. L-target the Chuchu and hit it with the
Boomerang to stun it and deactivate the bioelectric field, making them
vulnerable to your sword. Defeat it quickly, before the water raises. Once it
does, look to the south side of the room. There are two alcoves in here, and
one is covered by a cracked grey wall. Lay a Bomb on one side of the wall, then
stand on the other to avoid getting blown up. When it shatters the wall, climb
up to the alcove, wait for the water to lower, and open the chest to get the
Dungeon Map. After you do, four Yellow Chuchus drop down. You don’t have to
waste time beating them; jump down and exit back through where you came.

Back in the lobby, get on the KoRL and cruise to the north, to a ledge you can
climb onto when the water is raised. You’ll notice a glowing spot on the floor
next to a sealed door. Pick up the nearby Armos statue and set it on the
glowing spot to unseal the door.

In this room, a large pit in the middle of the room periodically fills with
water. When the water is down, jump into it and put one of the small crates on
the glowing spot at the north side of the pit. This makes a shining, ethereal
bridge appear across the chasm. Wait for the water to rise or climb the ladder
to get back to the first ledge. When the water lowers, the box sinks back onto
the glowing spot, allowing you to run across the shining bridge and pick up a
strange, glowing statue under another roof here. (how does Link lift a stone
statue bigger than him?) Quickly run back across the bridge, before the water
raises and it disappears. If you drop the statue into the water, it reappears
where it started. Once you get across the bridge with it, go back through the
door.

Back in the lobby, look to the southwest for a checkerboard-patterned floor.
Set the statue in the middle of it, to make light shine all around it. This
causes a giant gate barring a corridor to the southeast to open. Get back into
the KoRL and sail down it. Climb onto the ledge at the end when the water is
raised. Here, you have to put two Armos statues on two shining spots to unseal
the door.

In this room, you must align some floating crates in a pit so that you can jump
across them to a ledge on the other side without falling into the water. Unless
the crates’ locations are randomly generated (E-mail me if you know), you only
need to reposition one crate; align it with the others and space them out, then
let the water rise and climb onto the ledge. Once you’ve tested the path out,
break one of the Boko Stick jars near the door and light one on a torch. When
the water raises, jump across the blocks and light the two torches on the south
platform. This makes a chest containing a Small Key appear. Open it, then
return to the door and exit to the lobby.

Now, head back down the corridor and to the west side of the lobby. Get out
your cannon and use it to blast the three cracked walls blocking it off. When
the water is high, climb over the barrier and jump down. First, climb the
stairs to the northeastern side of the room. You’ll have to slay one or two
Yellow Chuchus on the way. Enter the door near the top of the stairs.

In this room, a new enemy guards a treasure chest containing the Compass. This
is a Red Bubble, a floating skull shrouded in flames. Defeat them with vertical
sword attacks, but be aware that they constantly charge at you faster when they
see you. Don’t let them get close, or they’ll set you on fire. Defeat the Red
Bubble with two sword hits, get the Compass, and leave the room.

In the lobby, go down the stairs to the right and head through the locked door
when the water recedes.

SIDEQUEST: JOY PENDANT
When you reenter the lobby, look to the left for a jar containing some Boko
Sticks. Once you’ve defeating both Yellow Chuchus in this area, pick one up,
then when the tide lowers quickly run down the stairs to the southwestern side
of the room. Light the two torches on either side of the locked door before the
water rises and extinguishes them to trigger the appearance of a chest above
containing a Joy Pendant. After you get it, run back down to the locked door
and go through it.

Another statue like the one you used to open the gate earlier is in this room,
but it’s too high up to reach even at high tide. The key is the 4 Yellow
Chuchus that will attack you. If you’re quick, you’ll be able to take them all
out before the tide rises. If you take too long, swim away from the floating
Chuchus until the water lowers and finish them off. When they are all defeated,
a rainbow staircase appears leading up to the statue. Grab it, then leave the
room with it when the water recedes.

In the lobby, run back up the stairs to the left and place the statues in the
middle of the checkered floor near the northwestern door. This causes the
water-spitting mouth to close, revealing a tunnel and doorway beneath it, and
two other mouths to resume the water-vomiting. When the water is high, get onto
the KoRL and cruise to the tunnel entrance, then run up it and enter the door
at the end.

This tall room has two Rats running around its walls, and a new enemy in the
center, a Beamos. This stationary enemy is topped by a rotating “eye” that
swivels around and fires a laser beam if you cross its line of sight. First,
use the Boomerang to take out both Rats when they get close enough. Then grab
one of the Armos statues near the entry door and run past the Beamos just
behind its eye. (you can also destroy it by throwing a Bomb at its eye, but
this takes good timing and aim) Rotate the camera to you can see where the eye
is, and remember that it rotates clockwise. When you cross the room, place the
statue on one of the shining spots, then go back and repeat the process with
the other one. Stand on the third shining spot to make some platforms ahead
move up and down. Get onto the nearest one, then jump from platform to platform
when they are level with each other to reach the high ledge with the door.

!!!!!!!!!!!!!!!!!!!!!
!TINGLE STATUE ALERT!
!!!!!!!!!!!!!!!!!!!!!
Instead of going through the exit door, keep riding the last moving platform.
South of its highest position, you’ll see a stationary platform, where the
Tingle Tuner can locate a hidden treasure. Face north, then lay a Tingle Bomb
at your present location and jump to the ledge with the door. Ride the platform
back up and open the chest that has appeared to get a Tingle Statue.

The next room is a “hub” room of sorts, much like the lobby. A massive pedestal
dominates the center of the room; you can find refills in the pots near each of
the four doors. Besides the entry, only one other door is unsealed, the eastern
one.

In the eastern wing of the second floor, defeat the Yellow Chuchu that pops up
ahead of you and jump on the moving platform behind it. (try to do it as the
platform is starting to move away from your side of the room so you don’t
overshoot!) Ride it to the other side. Defeat the two Yellow Chuchus that will
appear on either side of yo if you want, then go on to the next room.

In this room, a low, winding path gives you access to the other side. An easier
way, however, is to get onto the giant, shining platform above it and jump over
to the eastern end of the room. A statue similar to one you saw in the hub room
is on a tall, circular platform here. As you approach it, the KoRL contacts you
on the Pirate’s Charm! But how can he use it instead of Tetra...? If you read
the tablet in front of the platform, you’ll find that you can use R to call the
statue. (“Come on!”) This makes the pillar lower, and the statue follow you.
(it’s so cute!) The shining platform is too low for you to carry the statue
back across. Instead, carefully walk across the winding path, guiding the
statue so it doesn’t fall off the edge. When you get out from under the
platform, pick the statue up and jump across a short chasm to the door.

Back in this room, simply carry the statue back across the moving platform and
to the hub room.

As soon as you enter the room, Link automatically sets the little statue down
and it slowly hops its way to another circular platform, which rises. A
blinding pillar of light fills the room’s central pedestal, and leaves behind a
tablet. Imprinted on it are Wind Waker directions! Pull the instrument out and
play the song on the tablet to learn the Command Melody! The statue then tells
you to use this song to return his kin to the “place of truth” probably right
here. When the statue finishes, the tablet immediately disappears and the
western door unseals.

The next room is almost entirely a bottomless pit. Two Red Bubbles also float
around it. Lure the nearest one to you and beat it with your sword, then get
out your Grappling Hook and look up. (stu writes that you can also try hitting
the Bubbles with air blasts from the Deku Leaf to make them fall to their doom)
Swing from the nearest Grapple post to the opposite side of the room. Be quick,
before the second Red Bubble knocks you into the abyss! Defeat it after you
swing to the other side and exit through the western door.

In the next room, once again swing from the Grapple post above to the next
statue. Call it as you did before. This time, there’s a problem: there’s no way
to take that statue across the pit. To solve this, stand on the glowing spot to
the south to make a shining bridge materialize and play the Command Melody.
Using his mastery of ancient Zen magic, Link mind controls the statue! Have it
hop across the bridge, then press R or Start to switch back to Link. Grapple
back across and carry the statue out the door.

You’re presented with the same problem in the next room. For now, set the
statue down on the shining spot to unseal the room’s south door. Grapple onto
the overhead post again, then turn to the right and swing to the door.

In the next room, Link finds himself facing down a Darknut, a heavily armored
knight of Ganondorf. This tough enemy is one of the strongest ones you’ll ever
face; consider yourself lucky there is only one this time. After the battle
starts, don’t even waste your time trying to penetrate the warrior’s armor; it
can’t even be stunned. Instead, keep your sword out and shield down as you
circle around it. As the Darknut prepares to strike, hit A to parry its attack.
Link will either knock off the monster’s armor or helmet. If he knocks the
helmet off, stun it with the Boomerang, then circle around to the back and cut
its red armor straps. If he knocks its armor off, shield yourself from the
beast’s attacks and retaliate with the Hero’s Sword, or keep trying until you
parry its helmet off and can stun it. After plenty of Hero’s Sword punishment,
the Darknut will fall and an ornate chest appears in the middle of the room.
Open it to receive the Hero’s Bow!

This new weapon gives Link some much-needed ranged firepower. While L-
targeting, hit the button the Hero’s Bow is assigned to in order to pull it
out. Hold the button again to ready an arrow, then release it to fire! In
first-person mode, aim it much like the Grappling Hook or Boomerang, but be
careful not to miss and waste your limited arrows. If you hold the button the
Hero’s Bow is assigned to, you can pull it out and immediately ready an arrow
at the same time. Among other things, the Hero’s Bow can defeat those pesky Red
Bubbles from a distance, with a single shot.

Before you leave, be sure to break open the treasure sphere the Darknut leaves
behind and get the Knight’s Crest from it if you want to get the Hurricane Spin
as early as possible.

Back in the giant pit room, the Red Bubbles have returned. Carefully aim and
take them out with your new weapon, then shoot the strange eye emblem on the
far wall. This makes two floating platforms come out of the wall below and move
between the east and west ledges. Use the Grappling Hook to swing back to the
waiting statue, then carry it across the platforms and to the east door.

SIDEQUEST: TREASURE CHART 6
If you want Treasure Chart 6, return to the room where you got the Compass with
the Hero’s Bow. Defeat the Red Bubble however you like, then shoot the eye
switch high on the west wall to make two panels below open up. Open the chest
behind them to get Treasure Chart 6.

SIDEQUEST: JOY PENDANT
A second sidequest also opens when you get The Hero’s Bow. Return to the room
just east of the hub room. Besides the Yellow Chuchus, kill the Wizzrobe in
this room in this room with two arrows. If it shoots out fire balls, get out of
the hallway it floats in and take cover behind a wall. Unless you want to
practice your marksmanship, L-target the Wizzrobe for greater accuracy. After
that’s done, get onto the moving platform. Get out your Hero’s Bow on it and
hit the eye switch down the south corridor to make another moving platform come
out of the wall. Carefully jump onto this one as it moves away from you, then
ride it up to a door that you should go through.

In this new room, you’ll face two Armos Knights. Move towards one to make it
wake up, then L-target it and back and jump away from it as it charges. When it
stands still and opens its mouth, get a Bomb out and throw it in to kill the
Armos Knight. Be careful to sidestep its death charge. Repeat this process with
the other one, then open the chest that appears to get the Joy Pendant. When
returning to the hub room, quickly go through the door to it, as the statues on
either side of it come alive and attack you!

In the hub room, Link once again lets the statue return to its pedestal,
unsealing the north door. Head through it to get the final statue.

The next room is dominated by a giant scale over a pool of water in the center
of the room. Defeat some Keese for starters with your Boomerang.

SIDEQUEST: TREASURE CHART 30
Jump onto the western platform. To the west is a cracked wall. Pull out a Bomb,
and hold it for several seconds until it starts flashing rapidly. Throw it with
the right timing to shatter the wall. (it may take several tries) Jump off the
platform and enter the door behind the wall.

This next room is much like the room where you got the Joy Pendant. Once again,
it contains two Armos Knights. This time they are dormant and don’t
attack...not until you stand on the blue Wind Crest near the center of the room
and play the Wind’s Requiem! This time, you’re forced to fight two at once. Use
mostly the same strategies to beat them. Try to keep them in a line, so only
one is close to you. After both are dead, open the chest that appears to get
Treasure Chart 30.

Back to the walkthrough. Next, jump to the eastern platform, down to a ledge,
and into the next room.

This tall room has almost no floor; you’ll have to get around using the swarm
of floating platforms. First, snipe both Red Bubbles with the Hero’s Bow. Next,
jump to the moving platform ahead of you as it reaches the top of its route.
When you can, jump to the next moving platform. If you need refills, use your
Boomerang on the jars in the southeast and southwest corners, then again to
retrieve the items they hold. Anyway, aim the Hero’s Bow to the left, at an eye
switch on a stationary platform the one you’re on passes by. This causes it to
start moving up and down; jump onto it. Once the eye switch platform reaches
the top of its route, jump onto a ledge to the north from it. Open the chest
here to get a Small Key.

SIDEQUEST: JOY PENDANT
From the Small Key ledge, jump to a vertically moving platform in the northwest
corner of the room, and then to a horizontally moving platform higher up. On
here, shoot an eye switch on a platform in the middle of the room to make the
platform it’s on start moving, and jump onto it. Then fire an arrow at the eye
switch just above the entry door. This makes a treasure chest appear on a high
ledge in the south side of the room. Jump from your current platform to it and
get the Joy Pendant in the chest.

From wherever you are, you can return to the door by either using the moving
platforms, jumping into the abyss, or gliding to it with the Deku Leaf. Go
through it to the scale room.

Now that you’re back, attend to the scale. You can’t just jump across, as the
platform you get on sinks. Luckily, the four Armos statues near the entrance
happen to weight exactly as much as you. Still, only one doesn’t work and only
makes the platform sink less; throw two onto one platform to keep the other one
up. Jump across the raised platform to the north side of the room and go
through the locked door.

The final statue is just beyond a laser barrier here, out of reach. Or is it?
Climb onto the block in the middle of the room and use the Deku Leaf to glide
to the statue. Control it with the Command Melody, and have it hop through the
laser and onto a shining spot on the other side to deactivate them. Run to the
statue, pick it up, and go back to the previous room.

Immediately put the statue down as you enter the previous room; a Wizzrobe
appears to attack you. L-target the Wizzrobe (or don’t if your aim is good
enough) and shoot it with an arrow. Do this again to beat it. If you take too
long and it attacks, try to get between two of the three fireballs it shoots.
After the Wizzrobe is dead, jump into the water and climb the ladder back to
the south part of the room. To account for the statue’s weight, throw three
Armos statues onto a platform. Jump across the other one, get the statue, and
return to the hub room with it.

When Link returns the final statue, all three glow blue, then green and fire a
yellow beam at the center of the room, causing a pink sparking beam to appear!
Step into the beam to be transported high up into the tower’s top.

You emerge in a roughly octagonal room with Beamos on the east and west sides.
Stay on the orange border around the raised part in the center of the room to
avoid their beams. While doing this, take the two Armos statues from the north
side of the room and put them on the glowing switches at the south side. Stand
on the third switch yourself to deactivate a laser barrier and get the Boss Key
from the blue chest beyond it! As soon as you do, however, the statues come
alive! Try to stay in the Boss Key area as you fight them, to avoid the Beamos.
To damage a statue, you must hit the red crystal on its posterior. If you’re
quick, you can sidestep their hopping charge and hit it as they pass you. If
you can’t do this, stun them by hitting their green “eye” with an arrow. Once
you beat both Armos, go around to the north side of the room and go through the
door.

You emerge on a staircase hundreds of feet above the Great Sea; what a view! As
you climb the first staircase, use the Boomerang, Hero’s Sword, or Hero’s Bow
to beat the circling Kargaroc. Just to the left on the edge of the stairs, you
meet a new type of Beamos. This Beamos only fires in a linear area across the
stairs, and always fires exactly where you’ll try to cross. While it’s firing,
L-target its eye and shoot it with an arrow. Continue on to the next Beamos and
defeat it in the same way, then to the third, which has a revolving eye. As
with before, find out which way the eye is rotating and run past it staying
just behind the eye to avoid damage. Next, defeat two of the blue-eyed Beamos
in a row. Take out the Kargaroc ahead with your Boomerang. To avoid the two
Beamos ahead sending you on a nasty fall, walk along the yellow edge of the
staircase. Face east and dash past them, up some last staircases and to the
boss door. Use the jars outside it to get refills and Fairies, then go through.

At first, this giant room appears to be empty. Run towards its center, and a
voice speaks to you congratulating you, and asking you to accept a final
challenge. The head on the far wall is talking to you! After it finishes, two
floating hands and the head detach from the wall, and light up. This is the
final test of your courage, Gohdan!

+------+
|GOHDAN|
+------+
Difficulty: **
Unlike the other Bosses, Gohdan isn’t a minion of Ganondorf but an ancient
guardian created by the gods to test the strength of the new hero. In essence a
massive, floating head and pair of hands, Gohdan is one of the stranger Bosses
you’ll fight.

-Defensive Strategy-
As you begin the battle, Gohdan’s hands will attack you. They slam you or try
to push you off the arena, into the electrified pit around the edge. Keep
moving and L-targeted constantly to try and avoid them. Try to anticipate which
way the hands will sweep and run! You shouldn’t have to dodge the hand’s
attacks, as you can take them out very quickly. After you’ve taken the hands
out of commission, (more on that later) Gohdan’s head will attack. Be careful
and get away when it opens its mouth and shakes off your L-targeting! Gohdan is
preparing to fire a barrage of fireballs in a line. If you start running and
rolling away when it opens its mouth, you should be able to avoid the attack.
(unless it has you trapped against the door; be careful to stay out of the
electrified pit)

-Offensive Strategy-
You’ll not only be using the Hero’s Bow for this battle; you’ll also need
Bombs. As the battle starts, L-target one of Gohdan’s hands and start firing
arrows at the gem on its palm as you dodge the hand’s attacks. Fire arrows
pretty rapidly; two will temporarily deactivate a hand. After that, quickly
stun the other hand. Be careful not to mistakenly fire when a hand is attacking
or you’ll most likely miss. After that, its head enters the fray. L-target each
eye and take them out in the same way. Make sure to fire from a good distance
away and not too fast, so that your shots are sure to hit. Like with its hands,
Gohdan’s eyes close when it uses its fireball attack so you can’t target or hit
it. After you’ve deactivated the head, it floats down to the ground and its
mouth opens. L-target the mouth and throw a Bomb in, as you did against Armos
Knights. (from a distance, not from directly next to the head) After the Bomb
explodes, Gohdan will (finally) be damaged. Repeat this process twice more to
defeat Gohdan and prove yourself to the gods. Also, because Gohdan is only
testing your courage, he’s glad to sneeze up (literally) extra Bombs or Arrows
if you run out of either. Just be careful when claiming them.

After you defeat Gohdan, his head falls to the ground and a blinding light
shines from behind it. He tells you that the path can now be opened, and to be
cautious of what lies ahead. A thin beam of light shines into the center of the
room as Gohdan returns to his home on the wall, and shoots out a Heart
Container for you. As usual, claim it, then step into the light beam.

You don’t emerge at the foot of the tower as usual; instead, you find yourself
in a courtyard on top of the tower! Climb the ladder ahead of you, to a
pedestal with a bell above it. Grapple onto the bell to ring it. The
reverberating sound is heard all the way at the flooded courtyard at the foot
of the tower, where a yellow ring of light shines out of the ocean. Link
mysteriously returns to the KoRL and sails into the ring from the entrance of
the tower.

After a flash of light, Link finds himself drifting beneath the waves, slowly
descending to the seabed. He nearly passes out, then discovers he can still
breathe! As the KoRL sinks lower and lower, the sea around them turns from blue
to grey and white. They eventually sink into a small courtyard next to a black-
and-white castle sitting on an island in a huge countryside. Oh no, you’ve
entered 30s Movie Land! Watch out for Frankenstein’s monster, played by Boris
Karloff! Wait, listen to the choral background music; you must be
entering...Hyrule!

HYRULE

After you land in a peaceful pool, The KoRL knows that you must be wondering
where you are. There is no time to explain things now; everything will be clear
once you get the weapon from inside the castle. Chop down some of the black-
and-white grass around the edge of the courtyard, then climb some stairs and go
down a covered walkway to the castle.

When you enter this massive castle, you see that the world has not only been
30s movie-fied, but also frozen in time! It’s apparent that a raiding party of
Moblins and Darknuts was in the process of ransacking the castle when it
happened; they must be the forces of Ganon from the intro! Besides the frozen
minibosses, note the statue of the Hero of Time ahead of you and the two
paintings high up on either side of the door. Once is of an old man with a
beard and crown; he must be the last King of Hyrule. The other one shows a
young girl, probably Princess Zelda, standing next to 6 people, 3 tall and 3
short. If you look closely, you’ll notice they uncannily resemble Tetra’s
pirate crew... What do you think this could mean?

After you’ve finished looking around, climb down some stairs past the Hero of
Time statue. In a lowered area at his feet, there are three triangular blocks.
In the middle of the area is an image of the Triforce. After a confusing hint
from the KoRL, start pulling the blocks to fit them onto the Triforce symbol.
You can only rotate them by one corner; pull on either side of the block to
determine how they move. After you’ve gotten the hang of moving the blocks,
move the blocks onto the Triforce to make them sink down into the ground (good
news if you trapped yourself between them) and the Hero of Time statue slide
back to reveal a secret staircase underneath. Climb down this staircase to the
secret basement.

There is a large pedestal in the middle of this room, surrounded by 6 massive
suits of armor holding giant swords. On the walls surrounding it are stained-
glass windows depicting Ganon, the Triforce, and the 6 Sages from Ocarina of
Time. Descend some stairs or jump down, and approach the pedestal. As you
approach the center of it, the KoRL contacts you on the Pirate’s Charm again.
He congratulates you on solving the puzzle, and says that ahead of you lies the
Master Sword, blade of evil’s bane, the only weapon with the power to defeat
Ganondorf. Link struggles at first to draw the Hero of Time’s legendary weapon,
but it slides out easily. The statues above Link lower their swords into a
ring, and the light shining through it brightens. In the castle above, 30s
movie land becomes 90s movie land as color flows back into the castle. After
the castle is fully colored, the enemies spring to life and resume patrolling
the castle.

Back in the basement, Link practices with the Master Sword, then holds it up.
The “You got the Master Sword!” screen displays, then you’re free to leave the
basement. When you reenter the castle, the Hero of Time statue slides shut
behind you, leaving you surrounded by minions of Ganon. Get ready for the fight
of your life! Don’t be frightened by them; you only have to fight one or two at
a time and the Master Sword is twice as powerful as the old Hero’s Sword, with
better reach. After you take out the nearby Darknut and Moblin (use your
Boomerang a lot), start moving around the castle and defeating more of the
enemies. When fighting groups of enemies, try to lure one away from the rest
and defeat it to avoid being overwhelmed. Also, make sure to get all the
Knight’s Crests from the 7 Darknuts you defeat. If you got all 3 from the last
3 dungeons, you’ll have enough to learn the Hurricane Spin from Orca. After you
defeat all the Darknuts, energy barriers blocking the two entrances of the
castle disappear. Before returning to the KoRL, feel free to go out the lower
one.

When you do, you emerge on a bridge with a sweeping view of Old Hyrule.
Unfortunately, you can’t reach any of it yet. A short distance out of the
bridge, a shimmering barrier blocks off the rest of the ancient land,
completely sealing the castle away. One thing you should look for just to your
right on the horizon is a strange black tower; what could this be? When you’re
finished sightseeing, go back through Hyrule Castle and return to the KoRL. Get
back into him and cruise into the ring of golden light to return to the surface
world. The portal zaps shut behind you as soon as you exit as if it never
existed.

+-----------------------------------------+
|THINGS TO GET AFTER THE TOWER OF THE GODS|
+-----------------------------------------+
Beedle’s Chart: Any postbox after talking to Beedle
Big Octo Chart: Northern Triangle Island (C4), Treasure Chart 26 required
Bomb Bag Upgrade: Eastern Fairy Island (C5)
Bomb Bag Upgrade: Southern Fairy Island (F4)
Empty Bottle: Rock Spire Isle (C2), Beedle’s Shop Ship
Great Fairy Chart: Four-Eye Reef (B1), Treasure Chart 41 required
Hurricane Spin Attack: Outset Island (G2), 10 Knight’s Crests required
Island Hearts Chart: Flight Control Platform (B7), Treasure Chart 19 required
Light Ring Chart: Cyclops Reef (D3), Treasure Chart 21 required
Piece of Heart: Star Island (A2)
Piece of Heart: Rock Spire Isle (C2), Beedle’s Shop Ship
Piece of Heart: Rock Spire Isle (C2), Cannon Boat
Piece of Heart: Bomb Island (E6)
Piece of Heart: Southern Fairy Island (F4), Treasure Chart 4 required
Rupee Wallet Upgrade: Northern Fairy Island (A3)
Rupee Wallet Upgrade: Outset Island (G2)
Sea Hearts Chart: Boating Course (G6), Treasure Chart 32 required
Secret Cave Chart: Overlook Island (A7), Treasure Chart 13 required
Treasure Chart 4: Rock Spire Isle (C2), Beedle’s Shop Ship
Treasure Chart 13: Two-Eye Reef (G4)
Treasure Chart 16: Seven-Star Isles (A6), Sea Platform
Treasure Chart 19: Four-Eye Reef (B1)
Treasure Chart 21: Cyclops Reef (D3)
Treasure Chart 26: Six-Eye Reef (D4)
Treasure Chart 32: Three-Eye Reef (D1)
Treasure Chart 37: Rock Spire Isle (C2)
Treasure Chart 40: Southern Fairy Island (F4), Sea Platform
Treasure Chart 41: Five-Eye Reef (F2)

f. Return to the Forsaken Fortress (Frsk2)

TOWER OF THE GODS

Now that you have the Master Sword, it’s time to save your sister! But first,
you may want to attend to some sidequests to get more Pieces of Heart and the
Hurricane Spin. Also, now that you have the Hero’s Bow it’s time to fulfill
your promise to Zephos. You’ve probably encountered his bother Cyclos’
waterspouts somewhere around the Great Sea; Mother & Child Isles (B2), Northern
Triangle Isle (C4), and Shark Island (F3) are all good places to find him. When
you find one of the huge tornadoes, sail towards it. Cyclos will appear at the
top of the cyclone and summon a giant whirlpool. If you take too long in
stopping him, he sends you flying to one of 8 places around the Great Sea:
Mother & Child Isles, Windfall Island, Dragon Roost Island, Tingle Island,
Greatfish Isle, Southern Fairy Isle, Forest Haven, or Outset Island.

ONE-TIME PICTOGRAPH ALERT!
If you’re trying to complete the Nintendo Gallery, make sure to get Cyclos’
figurine before defeating him! I’m pretty sure you only need the bottom of his
cloud; make sure to zoom in right.

After you have Cyclos’ figurine, defeat him by shooting him three times with
arrows before he sucks you in. He’s a fairly large target, but the winds he
controls throw your aim off. If all else fails, hit him with a rapid barrage of
arrows. When you accomplish this, Cyclos makes the tornado disappear and
compliments you on your skill. He then gives you a new challenge as the Wind
Waker and traces a pattern in the air by floating around. Remember the way he
moves, then play it on your Wind Waker. (down, right, left, up) When you do,
you learn the Ballad of Gales, which lets you harness the power of Cyclos’
children to instantly travel across the Great Sea to any of the 8
aforementioned locations! Now that you have this warping song, the world seems
much smaller. Now that that’s finished, head to the Forsaken Fortress. You may
think it’s best to warp to Mother & Child Isles, but this makes you appear
inside the walls of Mother Isle. In there, Link hears a mysterious voice that
has been waiting for his arrival, but now isn’t the time for them to meet. Link
must first find another person besides his sister he must protect. After he
meets that person, he can meet the Fairy Queen, the owner of the voice. After
this cutscene, warp to the next nearest island, *shudder* Tingle Island. Sail
northwest to the Forsaken Fortress; you’ll have to defeat a Gyorg first.

FORSAKEN FORTRESS

Since you aren’t traveling with the pirates anymore, you can’t get into the
Fortress the same way as before, which is probably a good thing. Sail right up
to either side of the door on the Fortress’ south side, and quickly shoot the
wall-mounted cannons around it with Bombs. Remember to focus on any cannons
that are firing at you first. Once all the cannons are destroyed, blast the4
door and sail into the Fortress. Look to the left and right above the door for
two more cannons to blast, then get onto the ledge you started on before. Climb
the stairs, and walk out into the courtyard. As you get to the center of it,
sinister laughter echoes around you. A shadowy, sword-wielding phantom appears
behind you from out off nowhere, and attacks!

TWO-TIME PICTOGRAPH ALERT!
If the warning below isn’t enough, be sure to get Phantom Ganon’s Pictograph
either here or in Ganon’s Tower before beating him for good with the Light
Arrows!

+-------------+
|PHANTOM GANON|
+-------------+
Difficulty: *
This shadowy spirit is a mysterious figure created by Ganondorf in his image to
guard the Forsaken Fortress. You’ll have to get past him to claim the Skull
Hammer and save your sister. Also, remember to take his Pictograph here or in
Ganon’s Tower.

-Defensive Strategy-
Phantom Ganon, like most bosses, (although he’s technically a miniboss) has two
attacks. In his first and rarest, he materializes next to you and shortly
attacks with his shadowy sword. As soon as he appears, run, jump, or flip away;
the sword attack is devastatingly powerful! His most common attack, however, is
to charge up a ball of energy and throw it at you. Veterans of Ocarina of Time
should know what to do here; either dodge the attack or deflect it with your
sword or an Empty Bottle.

-Offensive Strategy-
Your defensive strategy for Phantom Ganon’s energy ball if also your main
offensive strategy for the fight. When he lobs the ball, don’t run away; draw
your sword, L-target him, and press B to attack just before the ball hits you.
If your timing was right, you’ll strike the energy ball, sending it flying back
at Phantom Ganon. Strangely enough, you can also use an Empty Bottle for this,
(I did my second time through) although the timing is harder to get. Don’t
expect it to end after you deflect it once, though. Phantom Ganon will hit it
back, and you’ll have to return it again. Every time the ball is returned, it
moves slightly faster, so start hitting B, Z, Y, or Z earlier and earlier to
hit it back. Continue this bizarre and deadly tennis match while approaching
Phantom Ganon until one of you (hopefully Phantom Ganon) misses, getting hit by
the energy ball. If it was you, you’ll take damage; if it was Phantom Ganon,
he’ll be stunned by the attack and float down to the ground. Now is the time to
slash him with your sword; try hitting him with a jump attack as you approach
him.

After you beat Phantom Ganon, he laughs again and floats into the air, then
vanishes as suddenly as he appeared. Also, an ornate treasure chest appears in
the middle of the courtyard. Open it to get the Skull Hammer! This powerful
item can be used to smash enemies, but its slow speed makes the Master Sword
better. It main use is to push down large switches or break things. It is also
invaluable against Chuchus; hitting the ground with it stuns every nearby
Chuchu, and it is required for finishing off petrified Dark Chuchus.

Once you have the Skull Hammer, it’s once again time to deal with the
searchlights. Now that you’re armed and dangerous, you don’t have to worry
about being captured, but the searchlights can target you for Miniblin swarm
attacks, or cannonfire on the second floor. Worse, there are no barrels this
time, so be very, very careful. Stay out of the searchlights and take the same
route to the first searchlight as before. (there are some spiked pegs blocking
the stairs; keep your distance from then and pound one down with the Skull
Hammer) You can explore the first-floor hallways this time, but it’s still
easier to stay on the second floor. When you reach the searchlight, climb up to
it. Defeating its Bokoblin operator should be much easier with the Boomerang
and Master Sword.

When you jump down, you can take a shortcut to the second searchlight right
ahead of you. When you run up to the wall below it, you can now climb onto the
wall to the right. Jump from it to the balcony below, then climb the ladder to
the second searchlight. After it’s disabled, go to the third searchlight as
before. To conserve magic power, run along a shelf to reach the far ledge after
beating a Shield Bokoblin in the room under it. Once you disable the third and
final searchlight, go back down and through the western room. You’ll have to
use the Deku Leaf to cross the gap here.

You once again emerge on the walkway leading to the shipyard. A laser-eyed
Moblin statue now guards the door. To evade it, walk along the stone railing to
the left and jump from it to the door. Or just roll and keep ahead of the beam.
In the shipyard, defeat any Moblins you need to and go through the door at the
north end. As you climb the stairs leading to the tower, your worst nightmare
comes true: more Miniblin attack! Fend off any that you have to, but mostly
focus on running the heck away. Get out your Skull Hammer as you go; just
before the first ledge to sidle across, you’ll encounter another spiked peg
barrier. Quickly escape from the Miniblin by sidling across the ledge, and the
following one. From there, keep running up to the area where you reclaimed your
sword. Smash the non-spiked peg here to unbar the giant door and go through to
the tower room.

As Link enters the tower, he looks around cautiously, then notices his sister!
Link runs up to the cell, as two other girls from Windfall Island notice him as
well. Aryll is overjoyed to see you again, but when he tries to open the jail
cell, the door is obviously locked. Suddenly, Tetra, Gonzo, and Senza appear
behind Link! Tetra tells him the door is locked, and once again chastises him
for acting without thinking. She says that while Link was rescuing his sister,
they had to keep the Helmaroc King busy. Tetra suddenly notices the Master
Sword’s hilt on Link’s back. Strangely enough, she is shocked and asks herself
a series of half-questions. How does she recognize the sword? She quickly
dismisses the thought, and has Gonzo and Senza carry the two girls from
Windfall Island away. Link and Aryll, resume where they left off with their
touching reunion, but Tetra interrupts and reminds Link he still has something
to take care of. Tetra half-heartedly calms Aryll down, and has Gonzo take her
away. As Tetra leaves, she turns around and winks at Link again, swearing
she’ll be back. The door then locks, and water starts filling the room through
a grate in the floor. The Helmaroc King flies down in front of you; get ready
for some payback!

ONE-TIME PICTOGRAPH ALERT!
Make sure to get a good Pictograph of the Helmaroc King as you battle, as this
is your only chance! It’s easiest when he’s swooping around the arena.

+-------------+
|HELMAROC KING|
+-------------+
Difficulty: ***
The Helmaroc King is a massive, colorful, and masked bird who serves as
Ganondorf’s most loyal servant. He kidnapped your sister at the beginning of
the game, and after you beat the Forsaken Fortress it’s time for revenge!
Remember to take the Helmaroc King’s Pictograph when you fight him, preferably
while he’s circling the arena!

-Defensive Strategy-
Before you can even fight the Helmaroc King, you’ll have to escape it and the
room you found your sister in, After everyone else leaves, a drain opens up and
it starts filling with water. After you regain control of Link, quickly start
running and rolling along the walkway around the edge of the tall, cylindrical
room. You’ll have to keep ahead of the Helmaroc King’s incessant pecking and
the rising water to survive. If you keep up the pace and don’t make any
mistakes, you should be able to do it. If you fall behind and the King pecks
away a wooden walkway ahead of you, wait for the water to rise enough to swim
to the other side. After a while, the water stops rising. If you slow down and
he pecks away a platform ahead of you now, quickly get out your Grappling Hook
and swing across the gap before he pecks you again. You’ll also encounter
Bokoblin cleverly hiding in pots along the walkway and jumping at you when you
get close, but ignore them and roll past; you can’t waste any time. As you
reach the top of the tower, the King blocks the entire pathway off from you.
Get out your Skull Hammer and give his mask a good whack to knock him into the
water. Continue on and climb up to a large, spike-lined platform above the
tower. Triple doors start to close around where you came out, but the Helmaroc
King zooms out at the last moment to fight you. Now that the battle has begun,
the Helmaroc King has three attacks. He begins by (and spends most of his time)
swooping around the arena, periodically raking his claw across it. Run and roll
to one side as he approaches, and you’ll easily dodge the attack. After he
eventually gets tired of this, he lands and engages you more closely. Keep
close to the King; if you’re far away he starts beating his wings to push you
into the spikes around the arena. If he does, run and roll towards him to avoid
getting skewered. When you’re closer, keep moving; he’ll try to peck you. When
he rears his head back to prepare for this, start side-hopping and the attack
should miss.

-Offensive Strategy-
To defeat the Helmaroc King, you’ll need your Skull Hammer. (what else?) Dodge
his attacks until he starts trying to peck you again. (I think you can induce
this by running around close to his feet) When he misses, his beak gets stuck
in the floor. Get out the Skull Hammer and give his mask a good whack to crack
it. Wait for him to peck again and keep doing this three more times until his
mask breaks off. (he’s pretty ugly under there; no wonder he wore a mask!) Keep
having him miss pecking you and get stuck, but this time attack his head with
your sword. 10 good sword hits defeat the big bird.

When you strike the final blow on the Helmaroc King’s ugly mug, he rears up and
sways from side to side. He then tiredly flaps into the air and, as almost all
of the Fortress’ searchlights shine on him, blows up in a burst of feathers,
dropping a Heart Container as usual. Not as usual, a warp doesn’t appear;
instead, some spikes blocking a pathway leading still farther up lower. You
have no other choice; go up it to reach the wooden balcony where you saw
Ganondorf standing. The door behind it is surrounded by skulls and other voodoo
symbols; this can’t be good, but go through it anyway.

As Link enters the next room, he sees Ganondorf, facing away from him. He
congratulates you on making it this far, then introduces himself as the master
of Forsaken Fortress. Ganondorf then asks Link to recall how color returned to
Hyrule and the raiding monsters came to life when he drew the Master Sword. He
explains that besides being the sword of evil’s bane, the Master Sword is also
a key that locks away Ganondorf’s magic. When Link drew it, the seal was
broken. Infuriated by this, Link charges at Ganondorf. You don’t get to see
what happens next, but the attack didn’t work. Ganondorf backhands Link,
sending him flying across the room, and draws a samurai sword. He says that he
cannot be defeated with the Master Sword in its current state; it has lost the
power to repel evil. As Ganondorf prepares to finish Link off, Tetra leaps into
the room and distracts Ganondorf, then tells Link to get up. Before she can say
anything else, Ganondorf lifts her up by the neck. Suddenly, he is surprised to
see the Triforce of Power glowing on his right hand. Laughing maniacally,
Ganondorf says he’s finally found Princess Zelda! (this would explain the
paintings in Tetra’s room and her recognition of the Master Sword, but how is
it possible?) She doesn’t seem to know what he’s talking about, but Ganondorf
isn’t fooled. As he’s asking her why she possesses a fragment of the Triforce,
Komali and Quill swoop through a window and carry Link and Tetra off. Valoo,
who has followed them, flies up and incinerates the entire tower with a blast
of fire. Don’t think you’ve seen the last of Ganondorf, though... Soon, Link is
in the courtyard of the Tower of the Gods, with Tetra lying in the KoRL with
him. Quill says she’s just unconscious, and Komali reassures you that your
sister is okay. The KoRL thanks Valoo, and says he wants to separate you two
from Ganondorf. It’s time to return to old Hyrule! The shining portal once
again opens, and you reenter the land under the sea...

HYRULE

Back in the Hyrule Castle courtyard, Tetra wakes up and asks where you are, and
what happened to Ganondorf. The King of Red Lions contacts Link again through
the Pirate’s Charm, which seems unnecessary when he’s only a few feet away. Or
is he...? Tetra gets mad and asks who is using the Charm. The KoRL simply tells
them to meet with him at once; either he’s insane, or he doesn’t mean the
talking boat you’ve come to know and love. Tetra demands to know who is using
her stone as the long cutscene ends.

Now, with Tetra following you reenter Hyrule Castle.

TWO-TIME PICTOGRAPH ALERT!
Unless you’re playing the second quest, now is your only chance to get a
Pictograph of Tetra! In the Castle, try to run and roll across the giant room,
then Pictograph Tetra as she catches up.

After you have a satisfactory Pictograph of Tetra, notice that the statue of
the Hero of Time has once again been moved back. Enter the basement under it.

When you reenter the basement, there is a tall, red-robed figure standing with
his back to you where you drew the Master Sword. Tetra demands to know if he’s
the one who has been using the Pirate’s Charm. The man doesn’t answer; instead
he says it an enhanced version of the Gossip Stones from the legends of the
Hylian Royal Family, and that he is the one who made it. Ocarina of Time
players should remember the Gossip Stones. (“Boing, boing! The time is now
18:34!”) Tetra has no idea what he’s talking about. The man then asks if you
have heard of the kingdom described in the legends, where the power of the gods
lies hidden. This is Hyrule, that kingdom. (not that you didn’t already know)
He then turns around and introduces himself as Hyrule’s king: Daphnes Nohansen
Hyrule. He then asks Link if he can recognize his voice. Besides “King of
Hyrule,” “Daphnes Nohansen Hyrule,” and “Sugarburt,” the King is also called
the King of Red Lions! He has been speaking to you all this time through a
“talking” boat; as long as the Master Sword had the power to repel evil, there
was no need for him to reveal himself.

The King then launches into a history lesson, recapping what you saw in the
intro. Long ago, Ganon turned Hyrule into a land of shadows while trying to
obtain the power of the gods. Not even the king could stop Ganon, so their only
choice was to pray to the gods for help. The gods responded by not only sealing
Ganon away, but all of Hyrule as well. They sent down a torrential rainfall to
bury Hyrule beneath the ocean, forgotten. But the gods spared some people of
Hyrule; to seal them away would be just what Ganon wanted. A chosen few were
told to go to the tallest mountaintop, which became islands after the rain.
These people became ancestors of those living on the Great Sea today, hundreds
of years later. As long as Ganondorf stayed sealed away, Hyrule would never
awaken and stay frozen forever.

The King next calls Tetra to him. He says that a necklace she wears is part of
a sacred treasure of the Hylian Royal Family, the Triforce of Wisdom. This
treasure is the power of the gods that Ganon has been trying to obtain for all
these years! Tetra’s ancestors were told by the gods to protect the Triforce
from Ganon’s clutches at all costs, and Tetra must also. Taking the necklace in
one hand and the second half of the Triforce in the other, he says it’s time to
reveal the fate into which Tetra was born. The two pieces of the Triforce come
together in front of Tetra’s eyes. Link is blinded by a flash of light; when he
looks back, Tetra has been transformed into Princess Zelda! The King apologizes
to Link for getting him caught up in these events, but now that it is known
that Tetra is actually Princess Zelda, Ganondorf will be searching even more
frantically for her. If he finds Zelda, Hyrule will once again become a land of
shadows and despair, as will the land above the Great Sea. Luckily, the King
has an idea of why the Master Sword lost its power. You’ll need to come back to
the surface with him to restore the power to repel evil to it.

The King then tells Zelda that she must wait here while Ganondorf is searching
for her, because this room isn’t known to him. He then tells Link it’s time to
go, and teleports across the room! Obviously, the King of Hyrule is nothing
more than a spirit now. As Link follows him, Zelda apologizes about everything
that’s happened to Link and Aryll. She tells him to be careful, then lets him
go. As soon as Link leaves the basement, the Hero of Time statue once again
seals it shut. (I hope that basement isn’t airtight...)

Now, leave the castle and return to your boat. Before you get into him, the
KoRL resumes speaking to you where the King left off. He reveals his idea: the
Master Sword has lost its power to repel evil because something has happened to
the sages who gave it this power. The sages should be in the Wind Temple to the
north and Earth Temple to the south, and Link must visit these temples to find
out what has happened. The problem is, as you may have seen after you got the
Master Sword, a giant barrier separates Hyrule Castle with the rest of the
kingdom. Luckily, each Temple also has an entrance conveniently placed on a
mountaintop, where you can reach them from the surface. As usual, he marks the
alternate entrances on Link’s Sea Chart. Now, you have to leave Hyrule, before
Ganon is drawn to Princess Zelda by you. Quickly get back into the boat and
sail into the ring of light to go to the surface once again.

TOWER OF THE GODS

The KoRL still doesn’t seem to be finished; he resumes talking to you at the
surface, asking you if you know the legend of the Hero of Time. He defeated
Ganon long ago and brought piece of Hyrule. Like with Zelda, a piece of the
Triforce, the Triforce of Courage, was given to him. When he left Hyrule to
embark on another journey, he was separated from his Triforce, which was split
into 8 pieces and scattered across Hyrule. You must search for the Triforce of
Courage if you ever want to reenter Hyrule.

+-----------------------------------------+
|THINGS TO GET AFTER THE FORSAKEN FORTRESS|
+-----------------------------------------+
Arrow Upgrade: Western Fairy Island (C1)
Arrow Upgrade: Thorned Fairy Island (D7)
Empty Bottle: Windfall Island (B4)
Hero’s Charm: Windfall Island (B4), 41 Joy Pendants required
Magic Armor: Windfall Island (B4), Zunari’s Trading Quest
Piece of Heart: Varies, Forest Water required
Piece of Heart: Windfall Island (B4), Nighttime Auction
Piece of Heart x4: Windfall Island (B4)
Piece of Heart x2: Windfall Island (B4), Lighthouse
Piece of Heart: Greatfish Isle (D2), Shop Guru Statue required
Piece of Heart: Pawprint Isle (B5), Treasure Chart 30 required
Piece of Heart: Rock Spire Isle (C2), Treasure Chart 2 required
Piece of Heart: Three-Eye Reef (D1), Treasure Chart 38 required
Piece of Heart: Forest Haven (F6), Treasure Chart 31 required
Piece of Heart: Five-Star Isles (G7), Treasure Chart 33 required
Treasure Chart 2: Windfall Island (B4), 20 Skull Necklaces required
Treasure Chart 18: Windfall Island (B4), Nighttime Auction
Treasure Chart 24: Windfall Island (B4)
Treasure Chart 25: Cliff Plateau Isles (F7), Secret Cave
Treasure Chart 31: Windfall Island (B4), Deluxe Picto Box required
Treasure Chart 33: Windfall Island (B4), Deluxe Picto Box required
Treasure Chart 38: Windfall Island (B4), Nighttime Auction

g. Restoring the Master Sword (Erttm)

Before you can restore the Master Sword’s power to repel evil or recover the
Triforce, there are several other things to attend to. First, remember the
voice you heard at Mother & Child Isles. It told you to return when you found
the other person you must protect. You now know that this person is Princess
Zelda, so return to Mother Isle with the Ballad of Gales.

MOTHER & CHILD ISLES

After Link arrives inside the cliff walls of Mother Isle, a stream of purple-
pink sparkles shoots out of the Fairy spring in the center of the pool. The
stream focuses itself into a narrow jet, and a person resembling a small, grey,
floating little girl holding a Great Fairy doll appears in it. She giggles and
muses about your ability to control the wind at such a young age. She then
introduces herself as the queen of Fairies! She seems to have taken a liking to
Link, so she gives new power to his Hero’s Bow. She then sends two Fairies
trailing red and blue sparkles painfully enter Link, bestowing the power of
fire and ice to his arrows! The Fire Arrows can melt the coldest ice and light
torches when no Boko Sticks are available, while Ice Arrows can freeze the
hottest flame and also freeze enemies solid for several seconds. Both deal
twice the damage of normal arrows, but use a small amount of Magic Power to
fire. To switch between your arsenal, press R when aiming an arrow, L-targeted
or otherwise. The Fairy Queen tells you this and says her Fairies will ease
your weariness as usual. Before vanishing, she turns the magical moment awkward
by telling Link he’s just her type...0_o indeed.

Although you now possess the Fire and Ice Arrows, you still can’t enter the
Temples. A ridiculously strong wind prevents you from getting anywhere near the
entrance of Gale Isle at A4, while a giant rock (probably borrowed from the
Olmec Indians) seals the entrance of the Earth Temple at G3 off. Luckily, you
can use your new fire (and ice) power to get items that will allow you to gain
entry to these Temples. You only need to get them one at a time, but I’ll cover
them both at once, as I always do when playing. First, warp to Dragon Roost
Island and sail south, to C6.

FIRE MOUNTAIN

As you sail to this island, it’s obvious how it got its name. An active
volcano, Fire Mountain constantly spews lava out of its peak and boils the
water around it. You can’t even climb onto it without getting burned. Luckily,
you can cool things down with a well-placed Ice Arrow. Before you do, kill the
Kargaroc circling overhead with the Boomerang. Then fire an Ice Arrow at the
plume of erupting lava on top of the mountain. It instantly freezes solid, then
shatters. You have cooled the island enough to walk on for 5 minutes, but if
you know what you’re doing, it’s more than enough. First, get onto the shore of
the mountain and start climbing the ledges. Pretty early on the climb, you’ll
have a choice of two ledges. Choose the right-hand one if you want to continue.
Keep climbing Fire Mountain until you get to the top, and drop into the Secret
Cave.

Though you cooled down the exterior or Fire Mountain, its sweltering exterior
is still filled with lava. To start with, slay the Fire Keese around where you
enter with the Boomerang, then set out to jump across the hardened lava
platforms. Be quick; they melt a few seconds after you step on them. Only stop
briefly to kill more Fire Keese if you need to. After you get across the
platforms, defeat the two Magtails with parry attacks to make a treasure chest
appear. Open it and get the Power Bracelets! These items are equipped
automatically and increase Link’s strength to let him lift giant rocks, like
the one on Headstone Island! Luckily, getting the Power Bracelets also stops
the timer. To leave, lift the giant stone head near the chest and throw it
aside. Then go through the tunnel behind it to the starting area and leave Fire
Mountain. Now warp to Forest Haven and sail west, to F5.

ICE RING ISLE

This freezing island is the opposite of Fire Mountain. Subzero winds shoot from
a dragon head in the middle of the isle, creating a shield of cold air that
keeps you from getting onto the island. This time, you obviously have to shoot
the plume of frigid air with a Fire Arrow to warm things up for five minutes.
First, it’s a good idea to sink the Cannon Boat circling the isle. Next, shoot
the arrow from the northwest side of the isle to warm the island up enough to
step onto it. Then get out of the KoRL and climb some ledges on the west side
of the isle.

Now that you’re on top of the ice ring, slide down some ice to the right.
Repeat this to get to a narrow ledge just above the shoreline. To avoid
slipping as you go around the ice, crawl across it. You move slowly, but you
have total traction. Once you get to a wider ledge at the end of the ice, look
left for some floating ice blocks. Get a running start and jump onto the
nearest one; be careful not to into the water. If you do, slim back to some
floating blocks near the beginning of the narrow ledge where you can climb and
jump back up. Anyway, once you’re on the first block, wait for the next one, a
moving block, to come near you and jump to it with a running start. Repeat this
with the third block, then jump to the dragon head. Climb some stone steps and
fall into the cave on top.

Now that you’re in the isle, climb to the thin ice slide on the ledge and slide
down it. Defeat the Keese that will likely attack you, then climb up to the
ledge. Get onto the next ice slide on the left, but be very, very careful; it
curves. Hold back on the control stick to slow down and gently steer yourself.
If you fall (and you most likely will) look for a low ledge along the water
below near where you entered the cave. Use your Grappling Hook on two posts to
climb the cliff and start over. Once you make it across the slide, get onto the
ledge and open the chest in the miniature dragon’s mouth to get the Iron Boots
and stop the timer. When equipped, the Iron Boots make Link walk slowly, but he
becomes much heavier and can walk into winds like the one on Gale Isle. To
escape the isle, use a narrow ledge leading from the chest to the light beam. A
strong wind blows out from a cave in it, so use the Iron Boots to keep your
footing. Consider entering the Secret Cave the wind is blowing out of for
Rupees. Once you exit, be sure to melt the block of ice on the isle’s shoreline
and open the defrosted chest to get Treasure Chart 36.

Now that you can enter the Temples, it’s finally time to begin. Unlike Fire
Mountain and Ice Ring Isle, you can’t do them in any order. The Earth Temple
must come first, so warp to Outset Island and sail east to Headstone Island, at
G3. Make sure you have the Hurricane Spin before entering the temple; you’ll
need it for its boss!

HEADSTONE ISLAND

Use the Power Bracelets to remove the stone head blocking the way, and enter
the cave behind it.

In this cave, a giant slab sits on the far side of the room. Below a Triforce
emblem and painting of a harp, symbols for a Wind Waker song are painted! Copy
them in 6/4 time to learn the Earth God’s Lyric! Suddenly, the Triforce emblem
glows and a ghostly Zora appears! She introduces herself as Laruto, a Zora
sage. Apparently, she has been praying in the depths of the Earth Temple to
keep the power to repel evil within the Master Sword. Obviously, she failed.
When Ganondorf returned long ago, his minions attacked the Earth Temple and
stole Laruto’s soul to disable the Master Sword’s power. To restore the Master
Sword’s power, you must find Laruto’s descendant and have this person take her
place as the Earth Sage. This person will be carrying the exact same instrument
as Laruto, a harp. The Earth God’s Lyric you just learned will open the eyes of
the future Earth Sage to their destiny. The way ahead will only open when the
Sage plays the sacred song. After having said this, Laruto vanishes.

Since you have nothing more to do here, it’s time to find the Earth Sage. But
who could it be? Think back, who do you remember having a harp? Here’s a hint:
go to Dragon Roost Island to hear someone playing a harp outside.

DRAGON ROOST ISLAND

The music isn’t coming from the shore of the island, so go through the aerie to
the flight platform. Medli is practicing her harp, high up on a ledge; she must
be the new Earth Sage! To reach her from the flight dock, use the Grappling
Hook to cross a small gap and then climb some ledges and a ladder. When you
approach Medli, she is glad that you’re still OK. Prince Komali has been asking
her all about your adventures, and she comments on the fine young man-er, Rito
he’s turning into now that he has his wings. She almost feels like a mother
watching him grow up. She then continues to practice her harp; playing music
seems to be an important part of being an attendant.

ONE-TIME PICTOGRAPH ALERT!

Before you play the Earth God’s Lyric, MAKE SURE you have Kogoli’s figurine!!
For some reason, he disappears completely after you do!

Okay, if you have Kogoli’s figurine, go ahead and get out your Wind Waker.
Medli is impressed to see it, and asks you to conduct her. Play the Earth God’s
Lyric to her. The song sounds familiar to her, like something trying to be
remembered. Suddenly, Medli falls unconscious and faints into Link’s arms. She
imagines herself in a black void with Laruto. Laruto plays an ornamented
version of the Earth God’s Lyric (showoff!) and Medli imitates her. They both
start playing the song together, and a glowing Triforce appears next to them,
followed by the Master Sword. Medli then wakes up, and describes her dream. She
thanks Link for awakening her to her fate as the Earth Sage. She tells Link to
take her to the Earth Temple, to restore the Master Sword’s power to repel
evil. As they prepare to leave, Komali flies above them. Medli says you should
go quietly. She doesn’t want Komali to see her leave, and always remember he as
a simple attendant of Valoo. After this cutscene ends, you find yourself back
in the KoRL, with Medli sitting on the side. Warp back to Outset Island, and
sail east to Headstone Island.

HEADSTONE ISLAND

Once you reach the isle, the KoRL addresses both of you on shore. To prepare
you for the perils ahead and the monster that killed Laruto, he gives Medli
instructions on staying alive, and tells both of you to protect each other

>CONTROLLING MEDLI
-If you’re near Medli, you can press R to call her just like you did with the
statues.
-You can use A to pick Medli up just like any other object, like when you were
helping her enter Dragon Roost Cavern.
-While carrying Medli, you can have her carry you as you jump off cliffs,
giving you even more gliding ability than with the Deku Leaf.
-While in the same room as Medli, use the Command Melody to control her.
-While playing as Medli, press A to take flight, and again to gain altitude.
You can only fly until the blue meter runs out. It recharges whenever you land.
-Hold L and use the control stick to rotate Medli around. This will come in
handy, as you’ll see later.

After the KoRL finishes, enter the cave with Medli. While she’s standing in
front of the stone slab, play the Earth God’s Lyric. She also plays it, causing
the slab to crack and a blinding light to shine from the center. The stone then
crumbles away to nothingness, letting you go through. You and Medli
automatically walk to a raised stone pedestal with a hole in the center. Medli
fearlessly jumps in, and Link follows.

EARTH TEMPLE

The first room of the Earth Temple is simple; a light beam can take you back to
the surface while a sizeable gap separates the ledge with the door from the
rest of the room. The answer to this puzzle is simple; pick up Medli and have
her fly you across. If you have to cross it without her, use the Deku Leaf.

The next room is fairly large and is patrolled by three Moblins. Set Medli down
by the entrance and get to work slaying them. One is on the stairs to the left,
another is patrolling the pillars in the center of the room, while the last is
near the sealed exit. Once they’re all defeated, pick up Medli and run up the
stairs a Moblin was patrolling. At the top, look right for a tall platform with
a switch on top. While carrying Medli, jump to this pillar. Put her down and
stand on the switch, then play the Command Melody. As Medli, fly to another
identical pillar on the other side of the exit and step on that switch to
unseal the door. Fly down to the door, switch back to Link, and carry Medli
through it.

In the next small room, you’re attacked by a lot of Chuchus. The Red and Green
ones should be easy by now, but you’ll also encounter some new Dark Chuchus.
They reform themselves whenever you hit them, and seem to be invincible. Their
only weakness is light, like from the beam conveniently shining into the south
side of the room. You can try to lure them into it, but there’s an easier way.
Set Medli down in the beam and you’ll see that her shiny harp reflects light!
Stay close to Medli and walk around her; she’ll always turn to face you, moving
the light beam. “Aim” it in this way at all three Dark Chuchus to turn them to
stone, then get out the Skull Hammer and smash them. Once they’re all defeated
and the exit unseals, play the Command Melody. Hold L to rotate Medli to face a
translucent chest on the north side of the room. The A button should be
sparkling; press it and use the control stick to aim your harp at the chest.
When you shine light on it for several seconds, it becomes solid. Also consider
shining light on some statues in the south edge of the room to reveal refills
behind them. Then switch back to Link and open the chest to get the Dungeon
Map. Last, use a Bomb to blow the cover off the Warping Jar and go to the east
with Medli.

The next room is fairly large. A giant, devilishly grinning face dominates the
east side of the room, while a lowered pit below it is filled with swirling
blue fog. This fog temporarily disables the use of items or your sword, so stay
out of it! Unfortunately, a stake in the fog to the right of the face must be
whacked using the Skull Hammer. Impossible? Not a chance. Put Medli down in the
south beam of light shining into this room, and have her reflect light into the
fog to dissipate it. Keep the beam trained on the stake to produce a path
through the fog, then switch back to Link. Run through the cleared path to the
stake and whack it to unseal the southern door. Grab Medli and go through it.

Put Medli down as you enter this room and approach the two stone coffins in
front of you to make Red Bubbles come out of them. Defeat them with vertical
sword slashes, then move into the south part of the room. Climb the ladder to
the left and pull the block on the ledge. Once you move it as far north as it
will go, a beam of light shines from a hole it was covering. Play the Command
Melody and take control of Medli, then move her into the light beam. Reflect
light on the translucent chest on the south side of the room, then get onto the
plinth it sits on to prepare for later. When you switch back to Link and open
the chest for a Small Key, two new enemies appear in the room. These bizarre
hole-like enemies are Floormasters, extremely annoying enemies that can drag
you or Medli back to an earlier room of the dungeon. The one nearest you only
grabs Medli, but the one near the exit will attack either of you. Approach it,
then QUICKLY L-target it and hit it with the Boomerang! When it’s stunned, hit
it with the Master Sword, then repeat the process. It’s very important to keep
the Floormaster stunned, or it will return you to the beginning of the room
before the one you’re in! You can also kill it with 6 arrows or 3 Fire Arrows
from a distance, or stun it, freeze it with an Ice Arrow, then shatter it with
the Skull Hammer. If it grabs Medli, it will return her to the room you were
just in. To free her, simply play the Command Melody and fly out of the cage
she’s placed in. Anyway, try to avoid the other Floormaster as you reenter the
previous room.

Now that you have a Small Key, enter the locked north door.

As soon as you enter this room, set Medli down and shoot the curtain high in
the northwest corner of the room with a Fire Arrow. This burns it away, letting
light shine through. You’ll also be attacked by Chuchus in this room. As with
before, defeat all the Red or Green Chuchus, and petrify the Dark Chuchus by
“aiming” Medli’s light beam at them. Don’t defeat them this time, though;
instead, pick the stone Chuchus up and set the on the two switches on either
side of the Light Beam. This causes some stone panels to the east to lower,
creating a stairway. Quickly pick up Medli and go up these stairs before the
Chuchus return to normal and get off the switches. Before you leave this room,
push the large block on the ledge off to create a shortcut.

Put Medli down, and defeat the Floormaster in the lowered section of this room.
Push the nearby block along a short track to a scorpion-patterned space by the
north wall. When you push it all the way, a skylight opens overhead and lets
more light in. Control Medli and move her into the light. Now, shine the light
onto the statue sitting on top of the other block in this room. When you shine
light into it for long enough, it disintegrates and lets you move the block it
was on top of. Don’t release control of Medli yet; instead, notice the yellow
emblems to the north and south of Medli. Reflect light onto them all to
disintegrate them like the statue. Another block is behind the north ones,
while another Warping Jar is behind the south ones. Switch control back to Link
and move the two new blocks into their respective scorpion squares, at the end
of the tracks. The one that had the statue on top of it makes a chest
materialize on a high ledge to the east; the one then was behind a wall unseals
the southeast door and lets you climb up to the ledge. Throw Medli up to the
top of the ledge, then climb the block up yourself and open the chest to get
the Compass. You can use it to find not only treasure chests in the dungeon,
but also Medli’s location. If you’re in need of Fairies, break open the pot by
the door to get a few. When you’re done, pick up Medli and run through the
door.

Set Medli down, and run up the stairs to fight Moblins and three new enemies:
Poes. These ghostly enemies can’t be damaged, and they can attack you with
their lanterns. Hit them 3-4 times with the Boomerang to destroy their lantern
and make them harmless. Their only attack now is to possess you, which
temporarily reverses your controls. Try to defeat the two Moblins first before
going for the Poes. Once you beat all the enemies, some wide panels forming the
southern wall lower to create stairs to another part of the room.

SIDEQUEST: JOY PENDANT
Once all the enemies are gone, take control of Medli and have her fly to the
light beam in a high alcove to the west side of the room. Reflect light onto
the 3 statues across the room, then switch to Link and open the chest behind
them for a Joy Pendant.

You don’t need to carry Medli up the stairs to the south side of the room. The
door in front of you is locked, so go through the left one.

Five coffins line the walls of a semicircular pit in this room. Walk up next to
the coffins to open them, but be careful not to get under the falling lids.
Moving clockwise from the north coffin, they contain a Redead (a new enemy I’ll
explain in a moment), a Yellow Rupee, another Redead, a third Redead, and a
Small Key. The Redead are extremely spooky enemies that can freeze you with a
piercing shriek when you get too close. You best bet is to quickly back away
from a Redead when it appears, then inch towards it until it screams. If you
were far away enough, the paralyzing effect will wear off before they inch far
enough to bite you, and you can kill them (again) with a sword combo. You can
also kill them from a distance with three Bombs. Anyway, you’ll definitely want
to fight one Redead at a time. Once they are all defeated, a ladder drops and
you can leave. Make sure to get the Small Key and Yellow Rupee first!

Now that you have a key, unlock and go through the room’s south door.

As you approach the center of the next room, yet another new enemy makes its
entrance from underground: a Stalfos! These powerful skeletons are arguably the
strongest normal enemies in the game. They can send you flying with a swing of
their huge maces if you don’t shield yourself. You have to hit a Stalfos’ head
to damage it, not an easy feat since they’re at least twice as tall as you. You
need to break them apart to get at the head. Unless you’re feeling confident,
do this the easy way by blow them apart with a Bomb. Stalfos are extremely slow
when not using their devastating spin attack, which detonates the Bomb anyway,
so throw it slightly in front of them. You can also L-target them and briefly
stun them with the Boomerang, then attack them with your sword until they
separate. Be sure to stun them frequently when doing this so they don’t cheaply
pull off their spin attack. When they have been forcibly dismantled either way,
L-target the head and stun it with the Boomerang, then get up close and smash
it flat with the Skull Hammer (or mash B to kill it with your sword). If you’re
quick, you can defeat the Stalfos before it reforms. If not, repeat the
process. After you defeat the Stalfos, two stone coffins open to the southeast
and west, and two more Stalfos come out! Since Stalfos are so slow, you
probably won’t have to fight them at once. Simply do what you did before twice
to beat them both. When all three Stalfos are re-killed, some panels lower once
again to form a staircase. Open the ornate treasure chest at the top to get the
Mirror Shield! This polished shield can reflect light just like Medli’s harp.
To use it, draw your sword and hold R to shield. Then use the control stick to
aim the light. Once you have broken the Stalfos’ treasure spheres, reenter the
previous room.

SIDEQUEST: JOY PENDANT
Return with Medli to the room with the two Floormasters. Like before, defeat
the one by the door, then have Medli fly over the other to a switch next to a
door in the southwest part of the room. Have her step on it to unseal the door,
then have Link go through.

The next room is small and simple. Use the Mirror Shield to dissolve the parts
of the west wall with the yellow emblems on them, then open the chest behind
the panels to get the Joy Pendant.

Back in the room with the Poes, run down the stairs to the north and defeat all
the enemies once again. Use the Command Melody to get Medli back into the
western light beam, and have her shine it down to the center of the room. While
she’s doing this, switch back to Link. Use the Mirror Shield to reflect the
light onto a yellow emblem just below Medli. When it dissolves, a secret
passage is opened. Take control of Medli again and have her run into it. Just
before the door at the end of the passage is a light beam shining from the
wall. Have her reflect the beam onto a nearby statue to dissolve it and reveal
a Blue Rupee you can later grab as Link. Before switching back, have her
reflect the light to the east, at the wall. Switch back to Link and have him
reflect this beam at a yellow emblem near the beginning of the passage. When
you dissolve it, you can get the 80-Rupee stash behind it. Once you’re nice and
filthy rich, pick up Medli and go through the door.

You emerge on a ledge high above the room with the sinister face. Have Medli
fly you back over the fog, to the part of the room with the two light beams.
Now that you can both reflect light, you can solve the puzzle in this room.
Have Medli stand in either light beam and reflect light onto the eye of the
face closest to her. Eventually, that half of the face turns into a smiling
sun. Have Medli keep doing this, then switch back to Link and repeat the
process with the other side of the face. When you reflect light into both of
the statue’s eyes, it illuminates the room, banishing the fog and creating some
stairs under it. Go down the stairs with Medli and enter the basement.

After you set Medli down and go down the stairs, you’ll face yet another new
enemy: the Blue Bubble. These new variations of Red Bubbles have the same
effect as the blue fog if they hit you; shield yourself from their charges!
Even worse, they can’t be hit by your sword. When battling one, lure it to
attack you, then L-target it and hit it with the Deku Leaf. This stuns the
Bubble, turning it into a regular skull that can be shattered by your sword.
Make sure they fall onto the bridge or ledge, not into the fog below. If you
fall, avoid the Floormasters as you make your way back to a ladder leading back
up on the north side of the room. Once both Blue Bubbles are defeated, carry
Medli across the bridge.

!!!!!!!!!!!!!!!!!!!!!
!TINGLE STATUE ALERT!
!!!!!!!!!!!!!!!!!!!!!
If you consult your map, you’ll see a passage leading off from the main part of
this room, to the east. While facing the south to the next door, turn left and
look for a side passage and platform hanging from chains. Use the Deku Leaf to
reach this platform, then keep going in the same direction to the next. Turn
left and glide to the ledge at the end of the passage, where the Tingle Tuner
detects a Tingle Statue. As usual, Tingle Bomb it from a safe distance to
reveal a chest with the Statue.

Another stone slab blocks the ways here; play the Earth God’s Lyric with Medli
again to dissolve it. Go through the door behind the slab to the next room.

Set Medli down on the raised entrance area, as usual. There two Redead to the
sides in this room, but unlike last time, you can exploit their weakness:
light. Roll to the beam of light in the middle of the room, where they won’t
attack you. Draw your sword, L-target a Redead, then hold your Mirror Shield up
to temporarily stun them. Quickly move it and slice the Redead apart before it
returns to normal, then get back into the light beam and repeat with the other
fiend. Then reflect light onto the statue sitting on the small block just north
of the light beam to dissolve it. Lastly, reflect some light onto the mirrors
in the northwest and northeast corners of the room to dissolve statues blocking
the east and west doors. Now, feel free to leave Medli as you go through the
west door.

This room is filled with fog and Floormasters. You’ll have to navigate a maze
of pillars as you avoid 6 of the annoying monsters to reach a Small Key on the
other side. Move very slowly so you can tell if a Floormaster inhabits the gap
between pillars you’re about to cross; you can’t see them until you’re just
outside their range. Carefully make your way through the pillar and Floormaster
maze to the Small Key chest on the other side. This also dissolves the fog,
letting you see the Floormasters clearly. Unless you want to do the sidequest
below, go back the way you came.

SIDEQUEST: TREASURE CHART 12

After what those pesky Floormasters put you through, don’t you feel like some
good vengeance? Thought so. Carefully defeat all 6 Floormasters in the room to
make a chest containing Treasure Chart 12 appear near the south end. Remember,
L-target and stun them as soon as they extend, then alternate between stunning
and slashing until they’re defeated. You should have some experience dealing
with Floormasters by now.

Back in this room, go through the east door.

There are two Floormasters in a fog-filled corridor in this room. You can’t
defeat them with your Sword this time, so L-target the nearest one and hit it
with a barrage of 6 arrows or 3 Fire Arrows. Then jump into the fog and keep to
the left or right side of the corridor to run and roll past the other
Floormaster and onto the ledge. When the fog wears off, defeat this Floormaster
the same way. Next, push the giant, scorpion-shaped mirror through the lowered
groove to the matching tile. Lastly look west for a grate blocking you off from
another room. Use the Skull Hammer to pound a stake next to the grate down and
make light from a skylight shine through the grate, then return to the other
side of the room and leave.

Push the block on the south side of the room next to the ledge, under the door.
Throw Medli to the top of this ledge, then use the block to climb up yourself.
Pick Medli up and go through.

You’ll have to fight three Poes and three Red Bubbles in here. Simply L-target
the Red Bubbles and vertically slash them to slay them quickly. Now that you
have access to light, you can defeat the Poes the easy way. Shine light onto a
Poe (with L-targeting or manual aiming) for a few seconds or lure it into the
light shining from the next room to make it corporeal. You can now stun it with
the Boomerang and defeat it with two sword slashes like any other enemy. Once
you beat all the enemies, you can shine light onto the statues on the south
side to reveal a Yellow Rupee and magic vial. Unfortunately, if you try to
reflect light onto the west statue, it doesn’t work, since you have to be
facing away from the light. Instead, play the Command Melody and have Medli
reflect light roughly southeast. Have Link stand in this beam and use it to
dissolve the statue blocking off the exit. Pick Medli up and go through.

This room is lined with coffins that open as you pass. Defeat all the nearby
Keese with the Boomerang.

SIDEQUEST: RED RUPEE
Quickly run and roll straight ahead to hopefully avoid the falling coffins. If
this is too hard, inch forward and open one coffin at a time. Remember to stick
to the middle of the corridor. You’ll have to slay two Redead after opening all
the coffins; remember to keep your distance when the scream. Open the chest at
the end of this corridor to get a Red Rupee.

After you’ve suitably taken care of that sidequest, make your way down the
other hallway in the same manner. Besides more refills, the only other thing of
note here is a Stalfos. Defeat it like you did before, then go back and get
Medli. Carry her to the stone slab at the end of this hallway and get rid of it
with the Earth God’s Lyric. Carry Medli through to the next room.

Climb down some winding stairs to arrive in a huge, circular room. The Boss
Door is visible across a huge chasm, but you still don’t have the Boss Key.
You’ll have to descend some stairs that wind around the edge of the room to get
it. First, climb some short stairs to the right and use a Bomb to uncover the
dungeon’s final Warping Jar. Then carry Medli back down the other stairs. The
stairs soon stop as you get to a vine-covered section of the wall. Rather then
climb down, simply jump with Medli to the lower part of the stairs. Keep going
to the door at the bottom of the stairs. If you fall into the central pit, be
very careful! A layer of fog floats above the floor, so you can’t immediately
use items on the Floormasters around the room. Try to avoid them and make your
way to the vines that cover the south side of the room to get back up.

The next room is the biggest in the dungeon, both in size and puzzle-ness.
You’ll have to solve one of the longest puzzles in the game to open the way to
the Boss Key room. To start with, take control of Medli and have her fly to the
room’s central pillar. Press the switch on it to open a skylight and let in a
light beam. Now switch back to Link and jump down to the lowered part of the
room. Push the large scorpion mirrors in the southwest and southeast corners of
the room in their respective indentations to the matching scorpion tiles. The
southeast one reflects the light beam. Control Medli again and have her stand
on the pedestal north of the reflecting mirror. Face towards the mirror and
reflect light on the translucent chest to the right of it. Once the chest
appears, look west and shine light on the large statue sitting against the
central pillar to dissolve it and reveal another mirror underneath. Finally,
look southeast to a large alcove with a pedestal in it. Shine light directly at
this pedestal, then switch back to Link. Have him first open the chest to get a
Purple Rupee, then get onto the pedestal and use the reflected light to
dissolve four wall panels just north of him; another mirror is behind it. Pull
this mirror and the one behind the statue into their scorpion spaces. When you
move those two mirrors into place, you should briefly see a screenshot of the
light reflecting in a W shape and through an opening in the central pillar.

Now, for the second part of the puzzle. Have Medli stand on a pedestal in the
northwest part of the room, in the light reflected by the southwest mirror.
First, shine light on the chest just left of the mirror; it contains a Joy
Pendant when Link later opens it. Then look farther left for another statue;
when you dissolve it another mirror is behind. Third, look to the right of the
mirror for a yellow emblem on part of the wall. Shine light on this to reveal a
secret passage and door behind. Last, shine light down onto a small pedestal to
the southeast of the large one Medli is on. While holding this position, switch
back to Link. As Link, get onto the small pedestal Medli reflects light on,
then reflect it again, onto the four yellow emblems on the northwest wall. Then
go over to them and pull the statue that was behind along the indent to the
scorpion tile. Finally, move the mirror that was behind the statue into its
scorpion tile. This should trigger another screenshot, this time of two beams
of light reflecting over two pedestals near the face on the north side of the
room.

Now, look behind where the statues were in the northwest and east alcoves for
some jars containing Rupees. Next, take control of Medli and move her onto
either of the pedestals from the last screenshot. Like before, reflect light
onto the nearest eye of the face to turn that side into a sun. Release control
of Medli while doing this and do the same thing with Link on the other
pedestal. When both sides of the face are a sun, the room lights up and some
panels in the north end of the room slide aside to reveal a door. Don’t bother
bringing Medli as you go through.

In this room, you’ll have to fight two Blue Bubbles and a Darknut for the Boss
Key. Try to focus on the Blue Bubbles first before taking on the Darknut, which
you should avoid. Since you already know how to defeat all these enemies, you
shouldn’t need much help. When they are all defeated, the gate in front of the
Boss Key chest opens. Get it, then return to the mirror puzzle room.

SIDEQUEST: TREASURE CHART 20

Before returning to the Boss Door room, consider going through the secret
passage you opened and through the west door.

The three coffins in here all contain Stalfos, and only open when light from
the beam on the ledge is shone on them. Jump down to the pit with the coffins
and have Medli do it for you. It’s recommended you open one at a time, but if
you feel ready you can fight two or even all three at once. Once all three
Stalfos are defeated, a chest appears just east of the light beam. Pull the
block on the south side of the room out from the wall, then use it to get back
up. Open the chest to get Treasure Chart 20, then return with Medli to the
previous room.

After you’ve hopefully done the aforementioned sidequest, return with Medli to
the Boss Door room. Control her and have her fly back up to the ledge where you
first entered, then have Link take the long way by climbing the vines. Pick
Medli up and jump across the chasm to the Boss Door on the west side. You can
get refills and Fairies in the pots near the Boss Door. When you’re ready, go
through it.

When Link enters the brightened Boss Room, he sees a small army of Poes dancing
around. They all notice him, then turn ghostly and run towards the center of
the room. They then create a large mask and merge behind it to form a
tremendously fat, gigantic Poe. The monstrosity laughs and summons a huge
lantern, then attacks!

+--------+
|JALHALLA|
+--------+
Difficulty: **
Like many Bosses, Jalhalla is a giant version of one of his minions, in this
case Poes. He’s been left by Ganondorf to guard the seal on the Master Sword’s
power in the deepest room of the Earth Temple.

-Defensive Strategy-
Jalhalla has four attacks to speak of. In his first, he sucks up air around him
to drag you closer, then fires a blast of fire from his lantern. Run and roll
away from him when he does this to hopefully avoid the attack. He also uses an
outward wind gust to blow you towards the spikes lining the room; run and roll
towards him in this case. At close range, he can also shoot fireballs from the
lantern. This attack can be tough to avoid; your best bet is to run away.
Finally, he can jinx you like any other Poe if you get too close to him.
(unfortunately, he doesn’t sacrifice himself to do this) In general, always
keep a good distance away from Jalhalla and the spikes around the room.

-Offensive Strategy-
Like with normal Poes, the secret to defeating Jalhalla is in the light beams
the periodically appear and disappear around the room. When you see one,
quickly run into it, face Jalhalla, and start reflecting light onto him. The
beam won’t disappear once you start shining it on Jalhalla, so don’t worry. As
usual, this makes him physical. Run over and pick him up with the Power
Bracelets, then turn and throw him at one of the spiked pillars around the
room. When he hits it, he briefly splits up into 15-20 regular Poes, who start
running around and can be killed like any other Poes. You can attack them
normally with the Boomerang and Master Sword, but this will take much too long.
Instead, charge up a Hurricane Spin (you DID get it from Orca by now, didn’t
you?) as Jalhalla helplessly rolls towards a pillar and inch after him. Once he
splits into regular Poes, let the Hurricane Spin fly! If you control Link well
during this, you should be able to take out a good portion of the Poes over a
few seconds this way. Once they reform, find a beam of light and repeat the
process until you’ve destroyed all of Jalhalla’s Poes.

Once the last Poe composing Jalhalla is defeated, the mask reappears in the
center of the room. It tries to run away and climb a wall, but a light beam
suddenly shines down on the mask, making it fall to the ground and shatter,
leaving behind a Heart Container. The center of the room’s Triforce emblem also
glows blue. Get the Heart Container, then enter the light.

Once you do, Medli runs into the room. Wordlessly, Link places the Master Sword
in the center of the Triforce emblem and starts to conduct Medli as she plays
the Earth God’s Lyric. Laruto appears beside you to accompany her. Eventually,
the Triforce emblem starts shining gold. After they finish, blue light shines
into the Master Sword. Link picks it up, and its hilt morphs into the familiar
one from Ocarina of Time. (I liked the old hilt better...) The Master Sword’s
power has been restored...partially. Medli tells you that you need to go to the
Wind Temple for one more prayer to fully restore the Master Sword. Medli will
continue to pray here, but asks you to look out for Prince Komali for her
before you leave. Link then steps into the Triforce to be transported back to
the surface.

+------------------------------------+
|THINGS TO GET AFTER THE EARTH TEMPLE|
+------------------------------------+
Piece of Heart: Outset Island (G2), Savage Labyrinth
Piece of Heart: Outset Island (G2), All-Purpose Bait required
Piece of Heart: Bomb Island (E6), Treasure Chart 20 required

h.      Blade of Evil’s Bane (Wndtm)

You emerge outside on Headstone Island. Get back onto the KoRL; it’s time to
head to the Wind Temple! First, you’ll need the Iron boots. If you followed my
walkthrough, you’ll already have them; if not, look at the beginning of the
previous chapter for a walkthrough on Ice Ring Isle. Also, make sure you have
the Magic Upgrade from the Big Octo at G4; you’ll need it. Once you are ready,
warp to Windfall and sail north to Gale Isle in quadrant A4.

GALE ISLE

Like Headstone Island, Gale Isle lives up to its name. A ridiculously strong
wind shoots from the mouth of a strange statue on the north side of the Isle’s
shore. With the Iron Boots, however, strong winds are no problem. Slip them on
and walk straight into the wind. When you reach the statue, smash it with the
Skull Hammer and walk through.

Inside the Isle, everything looks virtually identical to Headstone Island. The
only differences are the instrument, a violin, and song painted on the stone
slab. Get out your Wind Waker and play the song in 6/4 time to learn the Wind
God’s Aria! You should be expecting what happens next; like with the Earth
Temple, a ghostly figure appears next to you after you learn the song. This
time, it’s a Kokiri holding a violin. He introduces himself as Fado. He may
look young, but players of Ocarina of Time should know that Kokiris always look
like children. He was the Wind Sage, but when Ganon returned he met the same
fate as Laruto. Once again, you must find the one holding the same instrument
as Fado and play the Wind God’s Aria to awaken this person as the new Wind
Sage. He also tells you that the King of Hyrule long ago used the Wind Waker to
conduct the sages. He asks you to tell the King that he will still play, even
in the next world, and then vanishes. Now, who do you remember having a violin?
This should be much more obvious than Medli.