zelda game guides > the wind waker > the walkthrough

.: Return to Main
.: Past Updates Archive
.: Meet the MCLoZ Castle Staff
.: The History of MCLoZ
.: Link to Our Website
.: The Rules of Affiliation
.: How to Make a Website

.: What is Zelda? A Brief Synopsis
.: Cameos: Where is Mario?
.: Zelda Articles Archives
.: The Beta Zelda Files
.: Link's Infinite List of Torture
.: Zelda Secrets and Oddities
.: Legend of Zelda Comic Books
.: Zeruda no Densetsu Manga
.: The Legend of Zelda Cartoons

.: Media Trailers and Videos
.: The MCLoZ Forums
.: The MCLoZ Image Gallery
.: Zelda Fan Art Gallery
.: Official Zelda Wallpapers
.: Zelda Fan Fiction Gallery
.: The MCLoZ Midi Player List
.: The MCLoZ Mp3 Player List

.: 10/18/07: UK PH Flash Site Opens
.: 10/04/07: DS Feather Stylus
.: 10/01/07: PH DS for Released
.: 09/19/07: Walmart PH Preorder
.: 09/19/07: PH Site and Contest
.: 08/12/07: Camp Hyrule + PH site
.: 08/07/07: New PH Artwork
.: 08/03/07: Zelda News Recap
.: 07/04/07: Official PH due date!
.: 06/26/07: New PH USA Due date
.: 06/23/07: PH Vids and Tingle RPG
.: 06/20/07: PH Release - Top Score!
.: 06/18/07: IGN Reviews PH Demo
.: 06/18/07: New vid on JPN site
.: 06/14/07: Ninteen new PH images

.: Zelda News Infocenter

The Legend of Zelda: The Wind Waker Walkthrough
Written by: Ganondoof
E-mail: jangoaran@hotmail.com
Copyright 2003

Table of Contents
I. Part 1: Forsaken Fortress
II. Part 2: Dragon Roost Island
III. Part 3: The Forbidden Woods
IV. Part 4: The Third Pearl and the Tower of the Gods
V. Part 5: Power Up Part One: The Earth Temple
VI. Part 6: Power Up Part Two: The Wind Temple
VII. Part 7: The Triforce of Courage
VIII. Part 8: The Final Battle: Ganondorf vs Link

========== • Part 1: Forsaken Fortress • ==========

The guide starts after the opening cinematic and after Aryll wakes you up and your first time to control Link.

Aryll told you to see your Grandmother. To get there, crawl (or fall) down the ladder. Follow the footbridge and head west. Her house is on the Northwest corner of the footpath.

Inside, go up the ladder and walk towards the Grandmother. After the conversation, you receive the traditional green tunic to wear. The Grandmother knows they're warm, but he only has to wear them for a day. She then puts you out of the house and tells you to play with Aryll, who is at the watchtower that you started out on.

To get there, just go in reverse on how you got to Grandmother's house.

A conversation starts and she gives you her telescope. You can assign it to X, Y, or Z buttons. To assign it, press start, highlight it, and press the button you want to assign it to. Aryll then says to look at your house and zoom in, you see your mailman, Quill.

She then yells out, zoom over into the sky. A giant bird is holding a blonde girl. A pirate ship follows catapulting rocks at it. One connects, and the girl is dropped off on the highest point on Outset Island. Link automatically zooms over. Aryll tells you to save her, but first you need something to defend yourself with. It's time to get your sword!

Remember that two story house you passed on your way to Grandmother's house? Time to go in it. Forget the old geezer on top and go in the lower door. Inside, you'll see another geezer. He is Orca, a swordsman. He gives you a sword and teaches you how to use it. Follow his directions and you keep the sword.

Now that you're armed, it's time to save the blonde. Go Northwest, as if you're going to the watchtower, when you reach the sign by the tower, turn right and follow the dirt path that winds up to the forest of fairies. Even though a sign says not to go up the forest, cut down the trees to continue. Go to the suspension bridge and keep walking. You'll automatically jump over the hole. Go inside the cave to go inside the forest.

When you enter, you barely see the Blonde hanging from a branch. After that, move to the narrow path on the right to enter the next part.

In the next part of the forest, a monster known as a Bokoblin is there. Using your sword skills, easily defeat it. If you want, crawl under the hollow log on the ground for an easy 20 rupees. After that, crawl on the tree stump and jump to the ledge to continue.

You see a big rock, but you can't do anything about it till you get bombs later in the game. Climb up the slanted log and defeat the 2 Bokoblins in the next area. After that, there's a cut scene explaining who is the blonde. She is Tetra, a leader of a group of pirates. The next part of the cut scene is outside the forest. Aryll calls for Link, but the bird from before then kidnaps her! Now, it's personal!

Now, Link tells Tetra he wants to go with the pirates to go save his sister! Quill helps persuade Tetra to let him go to get his sister, but first, he needs to get a shield. Go to Grandmother's house and talk to her on the lower level. She gives you the family's shield.

Go back and talk to the pirates to leave the island for the Forsaken Fortress, the place where the huge bird lives.

On the ship, you are told to go see Niko, who is down the stairs behind the door in the front of the ship. Niko challenges Link to a rope-jumping contest. This is pretty easy for the most part, though. Go through the door in the back of the ship and go down the stairs to get to a puzzle. This is a pretty simple one, jump from platform to light and swing to the next and get to the end. You can stop the swinging light by pressing the L shoulder button and up and down on the analog stick to go...well… up and down!!! Get to the end to get the Spoils Bag, which is important because it is used to keep the special drop items from enemies. After receiving the bag go to the main deck and climb up the ladder on the mast. After a conversation, you’ll be catapulted to the Forsaken Fortress, the place where your sister is held. The pirates’ aim is off, so you lose your sword on the top of a tower. (Don’t worry, you get it back.)

-=FORSAKEN FORTRESS=-

This part of the game is stealth. Your goal is to get to the top where your sister is being held, but before you can do that, you need to take care of the three Bokoblins at the lights. You also must get your sword back!

HINT: If you get busted, you’ll warp to a holding cell under the second searchlight #2 (2F Room1). To get out, climb on the table in the middle of the cell, run and jump over to the top of the shelf across from the table on the left side of it, destroy the pot and you will find a tunnel. Crawl into it and you will end up outside of the cell! Go north to continue your quest.

Courtyard
From your starting point, go up the stone stairs, grab a barrel, and continue up. These barrels go on top of you ONLY when you are not moving. Use them to stay hidden from monsters and searchlights. THEY WILL SEE YOU IF YOU ARE MOVING UNDER THE BARREL!!! In the courtyard, go up the stairs next to the stairs that you came up with. When up the stairs, don’t go into the hallway! Go right, up the ramp and you will be next to a ladder.

First Searchlight
Climb up the ladder will be the westernmost searchlight. In one corner is a jar of deku sticks. Use one to defeat the Bokoblin. After destroying it, it searchlight goes into the sky and can’t be used to capture you. Climb down the ladder you came up, go down the blue path go into the hallway and go to the door closest to the blue path you just were on. I will call this room 2F (Second Floor) Room 1 (First room you were inside.) I will name all my rooms this way in my guide.

2F Room 1
This room has two plateaus and a swinging rope between them. On the other side is a chest. Don’t worry about it until later. Go through the door on the west end of the room and outside.

HINT: DON’T GO TO THE FIRST FLOOR! IF YOU DO, GET YOURSELF CAPTURED AND BREAK OUT OF JAIL!

Second Searchlight
From the exit, turn left, and go onto the small balcony. On the south end, climb up the ladder and you will be at the second searchlight. Get a deku stick (again) and defeat the Bokoblin. Go back down the ladder and back into 2F Room 1.

2F Room 1
Go to the middle of the room. Jump over to the rope and swing to the other side. Stand in front of the treasure chest and press “A.” Inside is the dungeon map. To access it now that you got it, press UP on the T- shaped Pad. Use UP or DOWN to change the floors. You are in the flashing room. You’ve been in green rooms and black are unexplored territories. After trying out the map, swing across again and leave through the eastern (right) door. Follow that hallway and go into 2F Room 2 on the other side.

SIDE ITEM: PIECE OF HEART #1
In 2F Room 1, fall down into bottom floor. The heart is in a jail cell. To switch it open, go in the corner filled with barrels, throw them out of the way, stand on the switch, go inside the cell, open the chest, get captured, escape and go back to the regular part of the walkthrough to continue your quest.

2F Room 2
This room looks like 2F Room 1, two wooden platforms and a rope swinging between them. Don’t swing across yet. Move the barrels and open the chest behind them. Inside is the compass; it shows hidden chests on the map. Very useful. After getting the compass, swing across and exit the north door.

Third Searchlight
After exiting, turn left to the balcony. On it there is a winding blue pathway up. Go up it and climb up the ladder. Up the ladder is the last searchlight and a Bokoblin. Defeat it with a deku stick and grab what it drops. Go back down the ladder and go into the door that is in the hallway across from the door in 2F Room 2. It is 2F Room 3.

2F Room 3
This looks exactly like Rooms 1 and 2: platforms and rope. Swing across and go through the north door. Outside, take a left, push the crate off the side, return to the hallway you came from and go to the door you didn’t go inside. (2F Room 4)

2F Room 4
Finally, a different room! Grab a barrel and sneak past the two Moblins. Don’t move when they’re near you, or looking at you. You can move if the Moblin on the other side of the path is looking at you. Go to the big door. Open it and get ready to climb the tower.

The Tower
You’ve faced the worst of the Fortress, congrats. Climb up 2 staircases and a Moblin is patrolling. Walk on the right side to avoid him when he’s not close or looking at you. Climb another stairwell (Get used to it, it’s a tower!) On top of the stairs is a Moblin and a barrel. Sneak past and keep going up. In a short while, you’ll see a gap with a ledge. Press “A” near the wall to stick close to the wall and walk slowly to the left and you’ll pass it. After you keep going up, you’ll see another thin ledge. This time it has hearts to heal yourself with. Sweet! Finally, you see a Shielded Bokoblin and your sword run for the sword, press “A” to get the sword and defeat the Bokoblin.

Open the door to enjoy a cinematic. You see your sister, but the bird that captured her gets you! It presents you to a green, red breaded man. (I won’t say who it is!) The man nods and the birds toss you!

========== • Return to Top • ==========

========== • Part 2: Dragon Roost Island • ==========

Windfall Island
There’s a cinematic where Link meets a ship, The King of Red Lions, he’s the only talking ship in the world. He tells you the green man is GANON, the man who fought the hero of time! Red Lions tells you he will help you, but first you need a sail. You can get one at this island, Windfall Island.

This island is a village; there are many side-quests to do here. I will tell you which ones you can do now. But most important is the sail. To get it, walk into the archway and follow the dirt path until you see an Eskimo. He has a sail for 80 rupees. If you don’t have enough, smash pots in bushes to get enough.

SIDE QUESTS: WINDFALL ISLAND FIRST VISIT
Free Tingle / Tingle Tuner / Pictobox
Tingle is on this island, in a jail cell. From where Red Lions is, go up the ramp, by Tott at the Grave and look at the wall of the building behind him. Go inside the door, and step on the pressure switch to free him from jail. He gives you the Tingle Tuner, the item the lets you have a friend play on the GBA to assist you, and Tingle’s chart; it shows where his island is and where the rupee purse upgrade Great Fairies are. It looks horrible!

Also, go inside the cell and move the giant box. Crawl inside of it and here is where to go at every intersection in order to get the pictobox: left, right, straight, right, up, left, right, left, up, left, right, up, and right. Open the chest and get the pictobox. It takes black and white pictures of things.

Beedle’s Shop Ship
Beedle has a shop floating around the island. It sells good items at good prices. Enough said.

Piece of Heart #2 / Treasure Chart #7 / T.C. #23
Enter the lighthouse building. Inside it has a Battleship-type Mini-game. Use 24 shots to defeat 3 squids. If you win, you heart piece 2, then the charts in the 2nd and 3rd wins. That’s all you can do on Windfall for now.

Dragon Roost Island
After doing what you want on Windfall, walk to Red Lions and he gives you a tutorial on how to use the sail. While sailing, assign it to X, Y, or Z and face the direction the wind is blowing. (West) And sail until you reach the island called Dragon Roost. It is home to birdlike creatures, Rito. Red Lions tells Link to go see the dragon on top of the island to ask him for an item called Din’s Pearl. Before Link leaves, Lions gives Link the Wind Waker. It used to be able to harness the power of the gods; maybe it can be still used? He also gives you a tutorial on how to use it. After this, you control Link. Go Northwest (left) and a big boulder blocks your path. Press “A” next to those bomb-looking plants to pick one up. DO NOT TRY TO HIT ONE WITH A SWORD. THEY WILL AUTOMATICALLY BLOW UP. Drop it by the rock to destroy it. Continue up the path. Two more boulders are on the path blow up the northwest one to continue up to the dragon roost. Go up that one and you get to a broken suspension bridge. Pick up a bomb plant by the bridge and go on the incline. It doubles on itself and a boulder blocks the path. Bomb it and continue. There is a small ledge. Sidle on it and reach the other side. After you reach the other side, drop to the grassy plateau. A boulder blocks the path. Bomb it and 2 blocks drop and allow you to continue. If you want to save yourself time next you come here, drop down to the platform below and grab the bottom block and pull it. You can climb it. Go through the doorway ahead next to the postbox.

Talk to Quill, your mailman. He’s impressed with how far he has traveled. He tells him to see the Rito chief because he might be able to help him with his quest. After you gain control again, walk the winding path and reach the chief inside the Aerie. The chief says Valoo, the dragon on top of the mountain, is angry and is unapproachable so his son, Prince Komali, can’t get his wings because he can’t get a scale from Valoo. The chief wants you to talk to Komali and give him courage. He thanks you and gives him the delivery bag. It holds letters like the spoils bag holds monster’s items. He tells you to get an item from a girl named Medli.

Find Medli
To find her, take the ramp and go into the door with one guard outside of it. She is in there. She starts a conversation and you get Father’s Letter assign it to X, Y, or Z. Go to Komali.

Komali
To get him, go to the first floor. Across from the entrance is a long hallway. Go in it and go in the door in the hall. Komali is there; show him Father’s Letter. He’s still scared of Valoo. He challenges Link to calm Valoo.

Dragon Roost Cavern Opening
After you exit the long hallway and inside the main aerie, on the first floor, go into the guarded door. Medli is there. Jump off the broken bridge. She tells him to throw her to the bridge when the dust is blowing forward. Pick her up with “A” and throw her. She makes the ledge and she gives you an empty bottle in thanks. There are 4 in the game. They hold liquids. Assign it to X, Y, or Z and scoop up water in the spring. Go back up the bridge you jumped off of. Water a plant. They are bombs. Bomb the rock in the spring. It floods the area. Swim to the other side and climb up the bridge. There are bomb plants grab one and try to throw it into cups on the statues. Do it to both to continue. You will then be inside the Cavern.

-=DRAGON ROOST CAVERN=-

1F Room 1
Walk north and move the 2 blue statues. Move the left one south and the middle one to the left. Easily defeat the 2 Bokoblins in the next part of the room.

NOTE: The pot with steam coming out warps you to other parts of the dungeon if you have seen the other pots.

Pick up one deku stick. Light it by walking next to the flame in the right corner of the room. Go to the left corner and light the unlit torches. When you do, a chest appears. Open it and you get a small key. It opens locked doors. Open the locked door. And go into 1F Room 2

1F Room 2
Go forward. Use your sword to destroy the rotted planks. You walk into it and see walkways and a lava pool. Run left and pass the locked door. You automatically jump over small gaps. When you reach a small platform, go on it. There is a block in the wall; pull it out, climb on top of it and jump to the next platform. Run to the right and leap to the suspension bridge. Run across the bridge and avoid Keeses until you get a ranged weapon. Blow up the boulder with a bomb plant on the east side of the bridge that reveals the door to 1F Room 3

1F Room 3
You enter from the southern right (Southwest) corner. A pool of lava separates you from the rest of the room. On each ledge have pots of water. Throw them to cross the lava. They make temporary platforms. Go to the east ledge to get the dungeon map. It does the same as the map for the Forsaken Fortress. Now create a platform and jump over to the south end (NOT THE ONE YOU CAME FROM.) Walk to the ladder but don’t climb it. A Red ChuChu is there; lure and defeat it with your sword. Then climb the ladder and go into 1F Room 4.

1F Room 4
Walk south to lure a Bokoblin into destroying the wooden beams. Defeat it and pick up his sword using “A.” Walk to the wooden beams and swing the big sword. It opens a path to the western end of the room. Go southwest, defeat the 2 Red ChuChus, and destroy the wooden beams with the Bokoblin sword. It holds a chest that holds a small key inside of it. Grab it and walk to the northwest corner, defeat the 2 ChuChus, and go through the door to 1F Room 2.

1F Room 2
Look at the south wall. There are two bomb plants and a giant rock. Throw a rock or pot to hit a bomb to blow the rock up. If you run out of things to throw, go to Room 4 and come back; the things reappear. After destroying the rock run west and go to that locked door that you passed on your first visit here. Open it and go into 1F Room 5.

1F Room 5
Ignore the northern alcove for now. Go west, and then north defeating all the ChuChus along the way. Walk to the wooden bars and a Shield Bokoblin appears. They are a little harder than the regular kind, but not by much. After defeating him, take his deku stick, light it, and burn the northwestern alcove’s planks and step on the switch and go into the used to be sealed western door.

1F Room 6
This is outside, but it’s part of the dungeon. Cross the bridge and defeat the Bokoblin. Climb the ladder halfway, under the dark part. Lava appears where it’s dark. After it disappears, climb the rest of the ladder. At top of the landing, there’s a Kargoroc, L-Target it and attack it when it swoops in. Sidle along the narrow ledge. Just make sure at the crack, you avoid the lava. Follow the path until it stops. There’s a wooden plank. Press UP on the analog stick and press LEFT until you get to the other side. Past that, pull yourself up to a group of bomb plants. Grab a bomb and throw it to the large boulder to get to 1F Room 7.

1F Room 7
This room is empty. The only thing in it is blocks. Grab the middle bottom block and pull it out. Also, pull out the bottom left one. That’ll allow you to get the door behind the blocks, 2F Room 1.

2F Room 1
There are 2 rats in the room. They are hard to hit with a sword. Defeat them or ignore them. There are 2 chests in the room. To get the first, pull the block out of the north wall. Climb up it and walk to the east landing and open the chest. It holds the area’s compass. To get the other one, smash the pot of deku sticks on the north landing. Light one stick and when standing on the north landing, throw the lit stick at the wooden planks on the south alcove. Open the chest for a small key. Go to the northern locked door and open it and enter 2F Room 2.

2F Room 2
This is outdoors. Go up the split up stairs and walk the narrow pathway. Lure the Kargoroc and defeat it. Go to his nest and take his small key. Use it to go into the southern door, 2F Room 3.

2F Room 3
This is a V- shaped room. In the center holds many Keeses. At the entrance, smash the pot of deku sticks, light one, light the torch in the center of the room. Use the light to defeat the Keeses. Also, after defeating the Keeses, grab a deku stick again and burn wooden planks in the southwestern part of the room to reveal the next part of the room. The door there is locked and there are 2 unlit torches. Light them and the door unlocks, letting you into 2F Room 4.

2F Room 4
This is actually the upper part of 1F Room 2. Bomb the rock on the pot so you will be able to warp from the first room to here. After doing that, run across the suspension bridge and go into the southern door of 2F Room 5.

2F Room 5
Defeat the Bokoblin and smash all the pots in the room. To destroy the pots on walls, roll into the wall. Two Bokoblins hide in 2 pots, defeat them and the door that leads to 2F Room 6 opens in the south. Climb the ladder to get to the door.

HINT: To get a hidden chest in this room, light a deku stick and light the unlit torch on the west side of the room to get Treasure Chart #11.

2F Room 6
Jump to the platform on the right side of the room. L-Target the Magtail and attack it by pressing “A” when the “A” button flashes. Go back to the south end of the room and grab a water pot. Go back to the small platform and throw it where the lava rises. Jump on the temporary platform before it goes up. When it does, jump off and go into 3F Room 1.

3F Room 1
Nothing here except the door to 3F Room 2. Go through the door. Really scary.

3F Room 2
You need the Grappling Hook to get to the other side, but you can grab the bomb plant in the southeast corner and throw it at the big rocks to get to 3F Room 3 and get the third warp jar. Go to 3F Room 3.

3F Room 3
At the top, you see the angry Valoo. His tail is being pulled. Eastern is horizontal poles, but you can’t use them yet. However, you can run up the stairs in the west, but don’t stop. They fall behind you. At the top, you’ll be at 4F Room 1.

4F Room 1
There is only a circular arena. Medli is in a jail cell there. Defeat the 2 Shielded Bokoblins. Then, a Kargoroc drops a Moblin. Defeat it as well. After you defeat it, Medli is freed and she gives you Grappling Hook. Also, a tutorial is given. Grapple down the Southwest pathway and smash the wooden beams to get back to 3F Room 3.

NOTE: When at sea, your grappling hook can pick up items at the bottom of the sea.

MISSING ITEM: Treasure Chart 39 is in the dungeon. Go to room 1F Room 5. Remember the alcove I told you not to enter? Go and use your Grappling Hook to swing to the chest on the other side. It holds the chart.

3F Room 4
Run west across the western suspension bridge until a Bokoblin attacks you. Defeat it without cutting ropes and continue. A Shield Bokoblin attacks, defeat it. After they are defeated, a chest appears in the room below you. Grab and light a deku stick and burn the ropes on the suspension bridge. Then, stand in the center. The bridge falls and you’re in 2F Room 7.

2F Room 7
You safely end up on a bridge on top of lava. Go to the chest, open it and you will receive a Joy Pendant. Go west and enter 2F Room 4.

2F Room 4
Walk along the narrow path until you get in the birdcage-like object. Do a spin attack to sever the ropes and fall down to 1F Room 2.

1F Room 2
Enter the northeast doorway and jump from platform to platform until you find a ladder in the northwest. Climb it and follow the path to reach a sealed door. To unseal it, grapple the horizontal bar, and when you swing on it, the door unseals. Drop down and enter 1F Room 8.

1F Room 8
From the ledge, swing on the bar, stop, turn east and swing to the landing. From there, jump the next three suspended platforms and swing to the east landing that holds the door to 1F Room 9.

1F Room 9
Run to the southern part of the room to see a constant pressure switch and a chest in flames. A Magtail attacks you, but just hit it with “B.” It curls to a ball. Pick it up and put it on the switch. Run to the chest to get the Big Key. It allows you to fight the boss. Now, it’s time to get to him. Instead of walking all the way to the boss, save your game, reset, and you’ll be inside 1F Room 1. Go in the warp jar twice and you’ll be at the boss’s room.

Boss Room (3F Room 2)
Swing across with the grappling hook. Defeat the Magtail and open the 2 chests. They have a Knight’s Crest and 10 rupees. Open the pots for fairies. Put one in your jar to save yourself from the dreaded “Game Over.” Save your game. Get ready for your first boss fight this game.

Boss Fight: Gohma
This is the guy who’s been bugging Valoo. To calm Valoo, defeat this guy. He has only 2 attacks: hit you with his claws, and blowing fire at you. If you keep jump to the sides, you won’t get hit. To hurt him, when he’s not moving, grapple Valoo’s tail. Swing to an upper platform and rocks fall on Gohma. Do this 3 or 4 times to destroy his armor. After that, drop to the ground, and grapple his eye to draw him in and to attack his eye. Do this seven or less times to defeat him. After he’s destroyed, he drops a heart container. It adds one heart to your life gauge. Go in the light to go outside.

The Wind Shrine
After you leave the cavern, Valoo’s clouds disappear and Medli and Komali talk to you in effect, you get the first of 3 pearls. Also, go to the wind shrine to perform a melody to talk to Zephos, a wind god. He tells him to watch out for his brother. Also, the spell you played lets you control the wind’s direction. It’s very useful. After finished talking to him, go to Red Lions. He tells you about Ganon and tells you must go to a island in the south. Play Wind’s Requiem to make the wind blow south to sail for Forest Haven.

========== • Return to Top • ==========

========== • Part 3: The Forbidden Woods • ==========

Forest Haven
Dragon Roost Island (F2) is directly north of Forest Haven (F6), your destination. If you want to do side-quests in F3 F4 and F5, do so now. When you reach Forest Haven, the King of Sea Lions tell you that the Great Deku Tree is inside the island on Forest Haven and he holds the next gem. The lion then tells you that Ganon may have sent some monsters on the island. Climb up the three ledges and turn right up around the path. You will confront with several Boko Babas. They aren't hard. All you have to is to make it stand upright and slash your sword vertically at the stem to defeat it. Most of them leave a Boko Baba Seed behind, and rarely sometimes a Deku Stick. Go up to the top of the path until you see a waterfall across the gap. Look up in the air for a pole that you can use your Grappling Hook on. Once the hook is attached to the pole, swing and drop off onto the platform sitting on the edge of the waterfall. There is an Octorok in the water near you and it spits out a purple spiked ball at you. Take out your Hero's Shield and deflect the ball back at the Octorok to defeat it (You can also swing your sword to deflect it). Make your way from platform to platform until you climb up on the higher surface of one of the platform. Defeat the other Octorok here by deflecting the ball back at it with your shield. Look up in the air by where the 2nd Octorok was to find another pole for your grappling hook. Swing yourself over and drop into the pool where the 2nd Octorok was and then enter the cave to the right.

Inside Forest Haven
Once you entered the Forest Haven, turn right and run across the water until you reach the waterfall. You can climb up over the waterfall here and then climb over the next one. Continue running down on the river until you see a green lily pad. A cut-scene will show a live tree, some ChuChus are making their home on the tree. To knock the ChuChus off the tree, go up to the side of the tree and then roll into the side of the tree. Head back around in front of the tree and defeat all of the ChuChus. After you kill all of the ChuChus, the tree will talk to you, but you don't understand a word! The tree will raise the lily pad with you on it and apologizes and tell you that he is the guardian spirit of the Forest Haven, the Deku Tree. He noticed that there was monsters entering his wood, and he knew it was Ganon who sent them. He will then call his people out, the Koroks. They are the spirits of the forest and they are friendly creatures. They will perform a yearly ceremony on the Deku Tree. The Deku Tree will give you Farore's Pearl after they complete the ceremony.

As when the ceremony begins, a Korok glide down from above and tells the Deku Tree to not to start the ceremony because Makar, one of the Koroks, is missing. The ceremony can't continue without Makar. Makar is lost and he is in the Forbidden Forest, where all the evil monsters are. The Forbidden Forest is on the top of another island next to the Forest Haven. Link has to go over there and save Makar. One of the Koroks says that human can't fly. The Deku Tree tells the Korok that he is right and he will give you the item that gives you the ability to fly. He grunts and sprouts a leaf on one of his branches...WHY ALL THE WAY UP THERE? He apologizes to you and tells you to go up there and get it.

Getting the Deku Leaf
Go to the left of the Deku Tree and jump into the first Baba Bud. When the bud spits you in the air, tilt the Control Stick forward to the next closest Baba Bud. Work your way up until you land on the first crown of the tree with one of the Koroks on it. Look up for a pole to use your grappling hook on and swing and drop down into the next Baba Bud. Work you way through the next four Baba Buds until you land on the next platform. Pick up the Deku Leaf up there.

To the Forbidden Woods
A Korok will call you on the ledge across from you. Equip the Deku Leaf to X, Y, or Z and to use the leaf, run and jump off the ledge and while in the air; press the button where you assigned the leaf to glide in the air. From the platform, jump off the ledge and use the Deku Leaf to glide over to the Korok on the ledge with a patch of grass that looks like an arrow. Once you land on the ledge, cut down grass for magic. Talk to the Korok if you want, otherwise go into the cave.

You will be back outside of Forest Haven. The black withered tree you just saw across the sea from the Forest Haven is the Forbidden Woods. Stand on the ledge and then take out your Wind Waker. Play the Wind Requiem song with the Wind Waker and turn the wind to the southwest. You need to do this because without the wind blowing in the southwest direction, you won't be able to glide and land on the lone platform out in the middle of the sea between Forest Haven and Forbidden Woods. With the wind blowing to the southwest, jump off the ledge and glide with the Deku Leaf over to the lone platform. Once you land on the platform, take out the Wind Waker and play the Wind Requiem again and set the wind to blow to the northwest. The entrance to the Forbidden Woods is a little bit too high to glide over from the platform you are on. Wait for the updraft (the whirling cyclone you see that circles around the platform) to come nearby and then run and jump off the platform and glide into the updraft. If you succeed, the updraft blows you upward into the air, helping you to glide over to the entrance of the Forbidden Woods.

-=THE FORBIDDEN WOODS=-

1F Room 1
Run around the room and defeat the 11 Green ChuChus. Go up the right slope in the Northeast and open the chest back there to find a Dungeon Map inside. Go to the door on the North side and you'll see that the door is sealed. Go to the Northeast and go grab the huge seed. Pick it up and carry it and then throw it at the eye of the plant. Make sure you don’t stand too close or you will close the eye. This will unlock the door to 1F Room 2.

1F Room 2
You will in the room that connects all 4 floors (except for 4th floor). The rooms include B1 Room 1, 1F Room 2, 2F Room 1 and 3F Room 1. Do the extra Crest or go north into the nearby Baba Bud. Shoot Northeast and you’ll end up on a narrow platform and go inside the Baba Bud. Shoot and glide northwest and you’ll be in 2F Room 1.

SIDE ITEM: THE KNIGHT'S CREST
Drop down to the B1 Room 1 to be in the bottom floor of this room. Defeat the Boko Babas, one of them will leave behind a stick. Pick the stick up and run it over through the torch in the north and then go inside the tree to burn The plant that is sealing the chest. After you destroy the plant, open the chest to find a Knight's Crest.

You'll see several pile of leafs around here, use the Deku Leaf to blow the leafs away, revealing rupees or a fairy. Go to the tree stump with the Baba Bud on it and make your way from Baba Bud to Baba Bud while gliding with the Deku Leaf until you reach the ledge you started on.

2F Room 1
The you have to leave from door is blocked by a plant and there is a bomb sitting to the right of it. Defeat the 3 Green ChuChus. Pick up the bomb by the ChuChus and set it in front of the door to destroy the plant and then go through the door.

2F Room 2
There is a door on the ledge on the other side of the room, but how do you get over there? Look to the left and look for a machine (pinwheel) sitting on the platform. Take out your Deku Leaf and swing the leaf to blow air at the machine to make a gondola move along on the cable towards you. Hop onto the gondola and turn to the south, use the Deku Leaf here and swing it again to the south to make the gondola glide on the cable to the northern side. Jump onto the ledge and then go through the next door.

2F Room 3 (Bottom Half of 3F Room 2)
The 2 enemies you see flying in the air towards you is a Peahat (it was a lot bigger in Ocarina of Time). To defeat them, take out your Deku Leaf and swing it to send a wave of wind to hit it. They will be knocked out, so simply go over to it and swing at it with your sword to defeat it. There are 3 Boko Babas sitting on the surface to the north. Defeat all of them. The NE Boko Baba and it will leave behind a Baba Bud. Jump in the Baba Bad into the next one on the ledge on the north side, jump into that one to get onto the next ledge above (3F Room 2).

Red (20) Rupees: Instead of going to 3F Room 2 on the 2nd Baba Bud, glide west to find a chest holding 20 rupees.

3F Room 2
Use the Baba Bud at the north end to reach the sealed door to 3F Room 3. Look to the left of the door (west) for a pinwheel. Take out your Deku Leaf and swing it to send a wave of wind at it to make a gondola cranks it way to the north. Jump onto the gondola and then use the Deku Leaf again and swing it to the north to push yourself and the gondola to the south side. Jump onto the ledge and break the boards to reveal an alcove and a nut behind it. Pick up the nut and then jump back on the gondola. Take out the Deku Leaf again and swing it to the south to push the gondola with you on it back to the north side. Pick up the nut again and jump on the ledge on the north wall and then throw it at the plant to destroy it to unlock the next door. Go through to 3F Room 3.

3F Room 3
In the middle of this dark room is a nut. When you try to run over there and grab it, some invincible tentacles will pop up from under the ground. The nut is in the middle of a ring of tentacles and you can't really go in and grab the nut. Stay a couple feet away from the tentacles and when it is in the ground, take out your Deku Leaf and swing with it to send a wave of wind to make the nut roll off the spot and over to the other side. Run around the ring of tentacles to the nut. Pick the nut up and throw it at the plant that is blocking the door (when it's blue eye is open) to destroy it. After you destroy it, go through to 3F Room 4.

3F Room 4
You'll be in another large room. (It's made up of B1 Room 2, 2F Room 4, this room and 4F Room 4.) See that ledge on the left side? that is where you want to go next, but you'll have to go around the room counterclockwise to get over there. Go up the slope to the right and look up in the air for a pole. Take out your grappling hook and swing it around the pole and then swing yourself over and drop onto the next platform. Wait for the closest moving platform to stop in front of you, quickly jump over to the next moving platform. Wait for the 2nd moving platform to bring you close to the next ledge with a locked door and a nut and then jump on that ledge. You are close to the door you want to go through but if you look closely, you'll see that the door has a plant blocking you from going through it. Pick up the nut and jump on the path around the hanging platform in the middle and jump over onto the ledge in the west side. Throw the nut at the plant to destroy it and then go through the door.

3F Room 5
Walk down the small room until you reach a gap. Drop down in the gap and open the chest to get a yellow rupee. Climb up onto the ledge on the other side of the gap. You'll come to three ball of enemies called Morth on the other path. They will hang onto your body but they don't inflict damage to you. The more there are attached to your body, the slower you walk. Go through the door to the west.

3F Room 6
There is a chest in the alcove that is boarded up to the south. Don't walk over there right away because vines will spring up from the ground and you'll receive some damage to yourself if you run into them. This bottom floor of the room is like being in one big maze with the vines acting like a barrier. Make your way around the vines to the south until you come up to a bomb and a boarded up alcove. Pick up the bomb and set it in front of the boards to destroy it, go in the alcove and then open the chest to find a Compass. Pick up another bomb and throw it onto the platform in the southwest corner where you see another boarded up alcove to destroy the boards. Make your way around the maze, avoiding the tentacles if you can to that alcove in the southwest. Open the chest to find the first small ket for this dungeon. Go back through the door you came in from and through the previous room into the room with the large hanging structure in the middle.

3F Room 4
Jump onto the path around the structure and walk around it to the north onto the ledge with the locked door. Unlock the door with the small key and then go through it.

3F Room 7
There is a pinwheel sitting on the platform to the right of you when you enter this room. Defeat the Peahats. Take out your Deku Leaf and swing the leaf to send a wave over to the machine. This activates the gondola on the other side of the room to move towards you on the cable. Jump onto the gondola and swing the leaf to the door to send yourself over to the north side. Jump on the platform and then go through the door on the north side.

3F Room 8
Watch out for a Mothula in here. There is a Mothula with wings, but this one is wingless. When you see its eye turn red and its mouth open, that means it is ready to pounce. When it does this, move out of the way and swing at it's back side with your sword. Kill the two Boko Babas in here as well. Jump into the Baba Bud to send yourself up onto the leafy platform above. There is another Baba Bud up here, jump into that one to send yourself up on another leafy platform above. Look around the room for a unlocked door on the north side, go through it. You are now on the 4th Floor.

4F Room 1
The door will bars down behind you and you will be in for a little battle with a sub-boss. This sub-boss is a Mothula with wings. They are more stronger than you one you encountered with earlier. Focus on the Mothula with the Left Shoulder Button and wait for it to fly in close to you. When it does, swing your sword at it to cut off it's wings. After you cut off the wings, the Mothula will skitters around the ground while throwing out little Morths at you to slow you down. Roll around the ground as much as possible to avoid the Morths and wait for the Mothula to to attack. After it tried to strike at you, go around the Mothula's back side and strike the sword at its back to inflict damage. Do this about 3 or 4 more times to defeat it. The locked alcove to the northwest will unlock, open the chest inside the alcove to find the Boomerang!

The door you came in from is still barred down. Look up above the barred door to find two switches. Take out your new item and point the red dot over the two switches to make both switches have the "spark" icon over on them and then release the boomerang. The boomerang will hit them both and this unbars the door. Now you can go through the door you came in from.

3F Room 8
Back in the room with you standing on the leafy platform. Several Peahats will fly down and attack you. Simply focus on one of them and throw your boomerang at it to make them stop flying and then go after it and kill it with your sword. There is a treasure chest sitting in the alcove high up in this room, look up to the right for a pole when you come back in here and then use the grappling hook on it. Stop and climb up the grappling hook onto the pole and look up again for another pole. Use your grappling hook on the 2nd pole and swing over and drop onto the platform. Look around for a vertical moving platform and then jump on it. Jump on another moving platform and then finally, jump on the ledge up there with some trees and a chest. Chop down the trees with your sword and then open the chest behind it to find a Joy Pendant inside. Go back down to the leafy platform where you were on.

Go to the door with two plants on it just to the south where you came in front. Take out your boomerang and destroy the two plants with it and then go through the door to the south.

4F Room 2
There are several million nuts hanging from the ceiling blocking your way to the door and the chest on the ledge on the other side of the room. Take out your boomerang and hold down on the button where you assigned your boomerang to and you need to cut down the tentacles that are holding the nut down. You can cut down 5 tentacles at the most. If the path from the ledge you are standing on to the ledge on the other side is clear, take out your Deku Leaf and glide over to the southern ledge. Open the chest on the ledge to find a Joy Pendant inside. After you get the item, go through the door to the south.

4F Room 3
First, glide to the SW platform and blow away the leaves. A Warp Jar is activated. Also, you will be in the upper part of the room with the large hanging structure down below you. You'll see at least 5 vines that holds the large structure. Take out your boomerang and target on all 5 vines to chop them down. The structure will fall and break through the hole down to Basement Floor 1.

BF Room 1 & 2
Down in Basement Floor 1, go through the unlocked door to the west. The three platforms on the water is full of Morths and you can kill most of them with your boomerang. Jump on the closest platform and then jump on the right platform to the north (or northwest), kill the ChuChus, and then go through the door.

BF Room 3
Jump onto the flower platform in the middle of the room and then jump on the ledge to the west. Open the chest on the ledge to find a yellow rupee inside. Turn around and take out your boomerang to cut down all 4 vines that is holding the flower. The flower will fall down to the lower part of the room. Fall down and land on the flower platform. There is an Octorok in the water, take out your shield and deflect the spiked ball back at the Octorok to kill it if it annoys you.

While you are still standing on the flower, face east to face the wall and then take out your Deku Leaf. Swing the left to the east to glide across the hallway on the flower to the west. When you reach the corner, you'll encounter two more Octoroks. Use the shield again to deflects the spiked ball back at them to kill them. Keep moving down the waterway with the Deku Leaf to reach the surface on the south side of this hallway. Jump onto the surface and ignore the Green ChuChus and the blue arms that you see sticking up from the ground and go through the door to the east.

BF Room 4
Once you enter this room, several tentacles will block you from going back to the previous room. There is a large tree stump in the middle of the room. Go up the spiraling ramp on the left side of the tree stump to reach the top. Take a look around off the tree stump for 5 switches. Take out your boomerang and hold down the button wherever you assigned the boomerang to and place a target on each of the five switches. Once you put a target on all five switches, release the boomerang button to throw it and the boomerang will hit all 5 switches. If you succeed, the hole at the bottom of the tree stump will be unbarred. Go in the hole and open the chest to find a Boss Key!

Leave the alcove and two Moblins will drop in and engage in battle with you. Kill the Moblins by stunning them with the boomerang and attacking with your sword. The door will unlock on the ledge in the northeast corner of this room. Head back and stand on top of the large tree stump again and look for a pole to use your grappling hook on. Swing over and drop down on the ledge and then go through the door.

BF Room 5
You will be back in the room with the Morths on all 3 platforms. Before you go right back in the room where you knocked the big flower structure down, follow the next paragraph if you want to pick up Treasure Chart #1, if not, go to the paragraph after the next two paragraphs.

SIDE ITEM: TREASURE CHART #1
Go to the room with the Morths on all 3 platforms in the Basement Floor 1. Go across the water to the northwest and then go through the door. In the room with the hanging flower platform (BF Room 4), cut down the vines again to send the platform down into the water below and then jump down onto the platform. The hole to the north is blocked by some boards. On the southern ledge is a bomb, jump over to that ledge and pick up the bomb and then jump back on the flower platform and throw the bomb on the northern ledge to destroy the boards. Once the boards are destroyed, go through the hole into the next room.

Make your way from platform to platform to the northwest platform while killing off Peahats, Morths and Boko Babas. The last Boko Baba on the platform in the northwest corner leaves behind a Baba Bud. Jump into the Baba Bud and when you are sent into the air, take out the Deku Leaf and glide over to the ledge nearby. There is a machine on the platform in the eastern side of the room, take out the leaf and swing it to send a wave of wind towards the machine to reel in the gondola. Hop onto the gondola and swing with your Deku Leaf to the north to send yourself over to the south ledge. On the southern ledge is a bomb, pick up the bomb and you have to hop back onto the gondola and throw the bomb on top of the tree stump below the gondola. If you succeed, jump onto the tree trunk and slide in the hole. Open the chest to get Treasure Chart #1. To leave, just crawl through the tunnel behind the chest.

BF Room 1
If you decide not to get Treasure Chart #1, take a right and go through the door. You will be back in the room with the large flower structure that you sent down here from above. Stand on the ledge with the Baba Bud, take out the Deku Leaf and swing with it to send a wave of wind to the machine to the left (northern side of the room). You will create an updraft in the middle of the room, jump into the Baba Bud and when it sends you in the air, glide into the updraft with the Deku Leaf to be sent to the floor above.

2F Room 4
Nearby is a door with two plants on it. Destroy both of them with your boomerang and then go through the next door.

2F Room 5
Once you enter the new room, tentacles will spring up from the ground behind you, blocking your way out back to the previous room. There are two wingless Mothula in here. Kill them both and a chest will appear. Open the chest to find a Joy Pendant inside. Go through the door in the east.

2F Room 6
There are plenty of nuts to break open with your sword here, some has rupees, some has Morths in them. There is a Warp Jar here, burn the wood sitting on top of the Warp Jar by using one of the Deku Stick in the pot and run it through the torch and then burn the wood up.

SIDE ITEM: TREASURE CHART #15
If you use the Warp Jar, jump in the Warp Jar to go back to the first room of the dungeon. Go through the door to the north into the next room. Jump and glide from Baba Bud to Baba Bud until you reach 3rd floor. Jump over the first tentacle using the Baba Bud. There is an alcove here with a plant sitting on the chest. Kill the plant with your boomerang and then open the chest to find Treasure Chart #15.

If not getting T.C. 15 or already got it, unlock the Boss's door with your Boss Key and then go through the door.

Boss Fight: Kalle Demos
Go to the middle of the room and you'll find Makar, the missing Korok. When you are about to rescue him, a Boko Baka behind him eats him up and well... this is no Boko Baba, more like a larger version...10 times larger. So much for this being simple.

The flower attaches itself to the ceiling with about 15-18 vines. There is no way to attack Kalle Demos while its hanging up in the air, so you'll have to send it back down to the ground to be able to inflict damage. That's a bummer.

Kalle Demos has two attacks, one is if you get too close to one of the tentacles, the tentacle will scrunched back and twirls around in the circle for a bit and then slash you. The other attack, Kalle Demos sends about six or eight tentacles and follow you around the room until you stop. When you stop, the tentacles will spring up from underneath you, inflicting some damage to you.

Take out your boomerang and place as many target can you can on the vines. After you cut some vines down, go around to the other side and cut down some more vines. Keep doing this until you make Kalle Demos drop to the ground from the ceiling. Run over and jump into the flower and swing at the Boko Baba as many as you can before it regains control of itself. After you hit the Boko Baba about 10-14 times, it will die.

After you defeat Kalle Demos, Makar will thank you for saving him. Grab the Heart Container and then step in the blue teleporter to be teleported back on the lily pad in front of the Deku Tree. They will thank you and begin their ceremony.

After the ceremony, you will be back outside on Forest Haven. The red postbox behind you may be wiggling, walk up to it and check it out. You found a letter inside from the Rito Chieftan. He thanked you and sent you a Piece of Heart within the letter!

========== • Return to Top • ==========

========== • Part 4: The Third Pearl and the Tower of the Gods • ==========

Red Lions tells you the next destination for the third pearl is Greatfish Isle (Quadrant B4). Forest Haven is F6, so you have to sail for a long time. To start your journey, set the wind NW and set sail. As you sail along, Ganon's forces grow in strength. Also, you meet Seahats for the first time. They are basically HUGE Peahats. Hit them with 2 Boomerang hits and they die. Seahats are located at D5 and B5.

Greatfish Island
As you approach Greatfish Isle, you notice a dark cloud over it-not good. Also, you find out the island was destroyed. Red Lions tells you that a great water spirit, Jabun (Jabu-Jabu from OoT), lived here, but he has disappeared. Quill comes and tells you Ganon attacked the island. Also, Quill found out that Jabun is on OUTSET ISLAND! He's in a cave behind a stone slab the pirates couldn't destroy. Quill tells Link to leave and head to Windfall Island to see the pirates. After that, he leaves because Valoo called the place cursed and had no idea of staying. Follow his lead and leave. Go NE and head to Windfall Island.

Windfall Island
The pirate ship is docked at the northern part of Windfall. Red Lions advises Link to find out what the pirates are up to without being discovered. Since they're by the bomb shop and bombs can destroy the stone slab, look there.

The Bomb Shop
Go to the bomb shop in the SW corner. The front door is locked, so sidle on the ledge on the left side of the building. At the back of the building, climb up the vines, and crawl into the light.

In a cut scene, the pirates kidnap the shop's owner. He tried to get 10 bombs for 10,000 rupees! Also, Tetra worries about Ganon attacking Outset. She's not worried about treasure!?!? At that point, she sees Link tells the pirates they are staying overnight, leaving in the morning. Finally, a pirate asks what's the password. Remember it. You need to use it to go in the pirate ship.

The Pirate Ship
After that, leave the shop. Go to the island's NW corner and jump to the ship. Go to the door that goes inside and tell the password. Go down the stairs and talk to Niko. He'll give you bombs if you swing from rope to rope to the other side. Save time by stopping the rope and line yourself up to the next rope. When at the end, open the chest to get BOMBS! This opens up many adventures: secret caverns, Great Fairies, a cannon on your ship, and much more! Now that you have the bombs, go to Outset Island by setting the wind SW. Be weary of Ganon's minions along the way.

SIDE QUESTS: WINDFALL ISLAND
Song of Passing
Go to where the door to Tingle's cell. Behind the door (not inside) is a grave and a man. L-Target the man and show him the Wind Waker. He remembers the ¾ tempo and shows you notes (->, <-, and down). Play them and you'll learn the Song of Passing. It turns night into day and vice-versa.

Outset Island
When landing, Red Lions tells you something amazing: since Greatfish Isle, there has been NO daylight. That's good because the pirates didn't leave yet. Also, the Red Lions tells you to see your Grandmother. But first, you need something to heal her. Time to get a rupee purse upgrade! Remember where you saved Tetra? Remember the big rock? (If you don't remember, check Part 1.) Go there. To cross the broken bridge make the wind face towards the forest, go up to the big rock on the hill, and fly to the forest. At the big rock, blow it up with a bomb. Go inside. It has a open seashell go to it to meet a Great Fairy, it will allow you to hold up to 1000 rupees. After that, many fairies appear. Grab one with a bottle. After that, go to Grandma's house. She's in a chair. L-Target her and stand next to her. Use the fairy in a bottle. She comes out of her daze and makes you soup. It has 2 servings and it fills your Heart AND Magic meter!! With that out of the way, go into you're ship. Sail to the western side of the island until you are sucked into a whirlpool. While in the whirlpool, take out your cannon (your bombs at sea). Aim it at the door. It has 3 parts. Each parts can only take about 4 hits each. While inside, Red Lions will talk to Jabun in Hylian. After that, you receive Nayru's Pearl, the final pearl for The Tower of the Gods. It's time to open the tower for business!

-=THE THREE PEARLS=-

Southern Triangle Island (D5)
From Outset, sail NE to D5. On the way there, look out for a giant cyclone, Octoroks, and Seahats by the island. Walk up to the statue on the island and you automatically put the pearl in. After that, sail NE to F4, Eastern Triangle Island..

Eastern Triangle Island (F4)
Run to the statue and you automatically put the pearl in. Sail NE to D3, Northern Triangle Island.

Northern Triangle Island (D3)
Avoid the giant cyclone, and step up to the statue and you'll put on a cinematic (I don't need to tell you what happens, you're playing the game!). After the cinematic, sail into the Tower of the Gods.

-=THE TOWER OF THE GODS=-

This dungeon probably has some of the hardest puzzles in the game. Instead of testing your sword skills, it has you use your brain skills. Also, note that all rooms on the first floor with water will have water levels go up and down periodically.

First Floor: 1F Room 1
This is the central hub of the first floor. The red lions moves you around. Go to the SE corner. Wait for the water level to lower, and then go to the low SE door of 1F Room 2.

1F Room 2
A Yellow ChuChu is in this room. Use the boomerang to discharge the ChuChu, and then slice it with your sword to defeat it. At high tide, go to the SW alcove to bomb it. Break the pots for common items. Next, at low tide, pull the SE crate W so it lines up with the cracked wall. At high tide, bomb the wall to get common items and the dungeon map. After that, 4 ChuChus come from the ceiling. At low tide, drop down and use your boomerang to stun them and defeat all of them. If you want, you can bomb the other alcoves for common items. Go back to 1F Room 1.

After entering 1F Room 1, go to the NE door. (It's only available at high tide.) It's the sealed door to 1F Room 3. Open it by picking up a statue by the door. Put it on the constant-pressure switch. The door will unlock. Go inside.

1F Room 3
On the west end, defeat the Yellow ChuChu. Drop into the ditch and at low tide grab a box and drop it on the constant pressure switch. During low tide, it creates a magical bridge to cross. Go back up and run across the bridge during low tide. Pick up the statue in the east end and cross the bridge again at low tide and enter 1F Room 1. With the statue, drop it in the sea-green and gold grid center. A large gate on the other side of the room will open. Steer the Red Lions down the corridor that opened up at high tide. There, put down the 2 jars on the switches and go inside the now unsealed door of 1F Room 4.

1F Room 4
This room is hard puzzle. In the ditch, you must arrange the crates so you can run across the crates at high tide and hold a burning deku stick. To go from the south (door) side and to the other side without doing many jumps put the crates (starting by the door): small gap, 1 crate, big gap, 2 crates, small gap, 3 crates, and gap to the platform. Light the torches and a chest holding a small key will appear. Grab it and go back into 1F Room 1.

Back in Room 1, sail NW and use the bombs to blow up the 3 walls there. Swim there and defeat the ChuChus. Go into the NW door to enter 1F Room 5.

1F Room 5
Inside, there's a red bubble. Don't hit with your sword because it will hurt you. Instead, run to the chest, and open it to get the compass. After that, run back into 1F Room 1. While in Room 1, go down the stairs at low tide and open the door.

1F Room 6
Defeat the 4 electric ChuChus. Stun them with your boomerang first and then strike them with your sword. After you kill all 4, an invisible stairs will appear. Go up the stairs and pick up the staue in the middle of the tiled floor. Wait for the water level to drain again and then run with the statue in your hands down the stairs and through the door to Room 1. While the water level is still low, turn left and run up the stairs and you will see a little gazebo. Place the statue in the groove in the little gazebo, doing this will shut down the waterfall in the north side of the room and pour out two more waterfalls out the sides of the structure. Jump back into the boat and steer your way over to where the waterfall used to be to find a corridor. Go inside of it and into the door.

1F Room 7 (and the top is 2F Room 1)
You will see at least two rats running around in the middle of the room, defeat them with your boomerang first before doing anything. See the gold round part in the middle of the room? the property belongs to Beamos which is the statue with a rotating eye in the middle. It will shoot a laser at you to finlict damage if it sees you. Pick up one of the statues behind you and wait for the eye of Beamos to pass and then run across the room and place the statue down on one of the three glowing floor switches. Run back across the room and carry the other statue back over here on one of the remaining two switches and then stand on the last switch. Doing all this will cause some platforms to move vertically. Jump on the first platform and work your way up to the door above and then go through it.

2F Room 2
The door to the west and north are barred, go through the door with an insignia on it to the east. The pots hold hearts, rupees, bombs and magic vitals. Break them if you need them.

2F Room 3
Defeat the Yellow ChuChu here if you want, otherwise jump on the moving platform to the ledge at the other side. Defeat the two other Yellow ChuChus and then go through the door to the east.

2F Room 4
Go up the stairs and across the platform to the other side. There is a tablet sitting on the ground, if you read it, it says "Seeker of the goddesses' guidepost... Press R to call me and guide me to my place of truth." Press down on the Right Shoulder Button, a platform with the statue on it will be lowered. The statue will follow everywhere you go, so carefully guide the statue through the path to the southwest corner of the room. Pick up the statue and jump across the gap and then go all the way back to 2F Room 2.

The statue goes on a pedestal. In the center, a tablet rises. It show a new song, the Command Melody. Hold the analog left the the song is (on the c-stick) left, neutral, right, nuetral. It allows you to control statues and other objects. If either Link or the object is hurt, the spell is broken. After learning the spell, the western door opens. Enter it.

2F Room 5
Lure one of the Red Bubbles over to you and defeat them with your sword. Take out and use your Grappling Hook on the pole above and swing and drop onto the ledge across the room and then go through the door to the west.

2F Room 6
Look for another pole above and then use your Grappling Hook again on the pole to swing and drop onto the ledge at the other side of the gap. Press down on the Rgith Shoulder Button to call the statue and look for a glowing floor switch in the southwest corner of the room. Place yourself on the switch to make a bridge appear. Conduct the Command Melody while standing on the floor switch to control the statue.

While you are controlling the statue, hop across the bridge to the ledge you were on and then press the Right Shoulder Button again to stop controlling it. Use the Grappling Hook on the pole to get yourself back onto the ledge. Pick up the statue and then go through the door you came in from.

In room 5, place the statue on the floor switch off to the left to unlcok the door to the south. Use the Grappling Hook on the closest pole above you. You might have to stop and turn right a little bit to reach the southern ledge. Once you swing and land on the southern ledge, go through the door to the south.

2F Room 7
Once you enter the new room, the door will be barred down behind you. You will fight with an enemy called a Darknut. The Darknut is armored and you need to get rid of it somehow. You will probably see a strap on the Darknut's back, execute a parry attack on it (draw your sword first, hold down the Left Shoulder Button and wait for your controller to rumble or the A Button Icon at the top of the screen to "flash" and then press A to perform it) to cut the straps. The Darknut is now running around with its armor, keep slashing at it with your sword until you defeat it. A chest will appear after you kill it, open the chest to find the Hero's Bow! Head back in the previous room.

Back in Room 5, The Red Bubbles return, defeat them both again with your Hero's Bow. After you kill them, shoot the eye across the room to make two moving platforms to appear. Use the Grappling Hook on one of the two poles at the top of the room and swing back to the west side of the room where the statue is. Pick up the statue and jump across the two moving platforms and then go through the door to the east.

In Room 2, statue hops over to the platform and then the platform will rise. The door to the north will be unbarred. Go through the north door.

2F Room 8
In here, drop into the water pit below and then swim over to the east ledge. Climb up onto the ledge and go through the door to the east.

2F Room 9
You will be in a room with a lot of moving platforms. Kill the two Red Bubbles before you do anything. Once you get rid of them, jump onto the vertically moving platform and when you reach the bottom, jump onto the platform that moves back and forth across the room in front of the eye statue. Take out your Hero's Bow and shoot an arrow at the eye to make the statue move vertically. Jump onto the platform with the eye switch and then jump again onto the ledge with the chest. Open the chest to find a small key. After getting the small key, turn around and look up to find another eye target. Take out your Hero's Bow and shoot an arrow at the eye target to make that platform the eye target on it to move. Look to the right to find another vertically moving platform, jump on that and then jump again onto the moving platform above.

From that platform, jump onto the platform with the eye target when its close by. Look for a third eye switch just above the door you came in, shoot an arrow at it to make a chest appear. Jump on that ledge with the new chest to find a Joy Pendant inside. Either fall down into the pit below or work your way back from platform to platform and then go through the door you came in from.

In room 8, the room with the large scale, climb up the ladder to be in the upper part of the room and then jump onto the LEFT scale. You will see a cracked wall to the west (left). Take out a bomb and hold onto it for about 5 seconds, just a second before it explodes and when the 5 seconds (or around there) is up, throw the bomb at the cracked wall to destroy it. Jump into the new room and then go through the door to the west.

2F Room 10
In here, stand on the blue insignia and then conduct the Wind Requiem to make a chest appear. Before you can get to the chest, two Armos comes to life. They will hop three times and then they open their mouth to roar. Make sure you have the bomb equipped to one of your X, Y, Z buttons. When one of the Armoses stop to roar, go up to it and throw a bomb in its mouth. The Armos will spin around uncontrollably and explode. After you destroy both Armoses, open the chest to find Treasure Chart #30!

Back in room 9, the next room is behind the door to the north, but the ledge is too high for you to jump up there. Climb up the ladder and then pick one one of the 4 statues and place it on either scale. The other scale will go up higher, but if you jump on it, the scale will be back to even. The weight of one statue must be equal to Link's weight, so pick up another statue and put it on the same scale where the first statue is to hold it down. Jump on the other scale and then jump onto the ledge to the north. Now you will be able to go through the door to the north.

2F Room 11
Climb up and stand on top of the structure. Once you are up there, jump off the structure and then take out your Deku Leaf to glide over the electricity beams. Press down on the Right Shoulder Button to call down the statue and the conduct the Command Melody to control the statue. Make the statue hop THROUGH THE electricity beams and stand on the glowing floor switch to turn the beams off. Go up to the statue and pick it up, carry it through the door you came (room 9).

In Room 9, drop the statue down and look across the room to find a Wizzrobe. Get close to the edge of the ledge so that an arrow will appear above the Wizzrobe and then press and hold down on the Left Shoulder Button to focus on it. Shoot two arrows at it to get rid of it. The scale has been reseted, you'll have to place the statues back on one of the scale. Put THREE statues on one scale this time. After you put three statues on one scale, go back to where you left the black statue and then pick it up and carry it across the scale back into room 4.

Back in room 4, the statue will hop to the platform by itself and then all three forms a large beam of light in the middle. Since you got the Hero's Bow and before you step into the beam, go through the down south and go all the way back in the large water-filled room (where you left the King of Sea Lions). Jump back into the boat and go through the door in the northwest corner (1F Room 5). Take out your Hero's Bow and shoot an arrow at the eye switch to reveal an alcove below the eye switch. Open the chest to find Treasure Chart #10! Go all the way back to 2F room 4 and then step into the light to be taken up to 3rd Floor.

3F Room 1
The south side of this room has three glowing floor switches. Pick up the two statues and place them on the two of the three floor switches and place yourself on the last switch. This will deactivates the electrified beams, open the chest behind to to find the Boss Key! After you pick up the Boss Key, two Armos will appear and hops towards you. Focus on one of them by pressing down on the Left Shoulder Button and then shoot an arrow at the eye to stun it. Run around to the back of the Armos and you will see a flashing red switch, hit it to destroy it. After you destroy the two Armos, the door to the north will be unbarred, go through it.

3F Room 2
You will be outside of the temple. Kill the Kargaroc with your Hero's Bow. Before you go up the stairs, a Beamos will shoot a ray of laser down at the ground, keeping you from going up any further. Focus on the Beamos and shoot an arrow at it to destroy it. Keep going up the stairs while destroying the Beamos except for the one that has an eye that goes in a circle. Run pass in between the last two Beamos to the boss's door. If you have an empty bottle, one of the pots in front of the boss's door hides a fairy for you to catch with the bottle.

Boss Fight: GOHDAN
Gohdan is so much like the Bongo Bongo boss battle in The Legend of Zelda: Ocarina of Time for the Nintendo 64 it's not even funny.

Strafe around the arena while targetting the hand nearest Link by pressing the L Button. Fire arrows at its eyeball. The hand flips over after it has been hit twice, signalling that it is no longer a threat. Then target the other hand and shoot arrows into its eyeball. Once both hands have flipped over, the face begins putting up a tougher fight. Roll over to dodge its projectile attack, and fire arrows into each of its red eyes. Grab a bomb and toss it into the beast's mouth as soon as it opens. You must do this quickly, however, or his face and its accompanying hands recover.

In addition to his occasional projectile attack, Gohdan uses his hands to sweep you off of the arena floor and into the electrified pit that runs around the perimeter of the room. Keep up the attacks by constantly L-targeting the red eyes on Gohdan's face. This helps you be more accurate with the bow, and also helps you sidesqipe his projectile attacks, that become more and more frequent as the battle rages on.

To succed in the battle, you must detonate three Bombs in Gohdan's mouth. Then you're given a Heart Container and allowed into a place only where the chosen are permitted to enter...Hyrule Castle.

========== • Return to Top • ==========

========== • Part 5: Power Up Part One: The Earth Temple • ==========

After defeating Gohdan, go outside and there will be a big bell. Use the Grappling Hook on the bell, then swing across from side to side to ring the bell. After the cinematic, you will be down to the old Hyrule Castle.

-=HYRULE CASTLE=-

Go out of your boat and enter through the door in front of you. This will take you inside Hyrule Castle.

1F Room 1
Wow, everything is frozen in time. Okay, first thing, continue through the foyer until you come to a light colored floor. Use the triangle shaped blocks to push all three on to the Triforce marked on the floor. Once done, the statue will move showing a hidden staircase leading to the basement.

BF Room 1
Head down the stairs, then down the bridge in the middle. Pick up the Master Sword. Now get ready for one hefty battle. Return to Room 1. All the monsters in the room come to life. After defeating all of the monsters in this room, the lasers will be deacitvated allowing you to leave the castle. Head up the stairs and out the back entrance. Enter the boat, then sail through the shimmering light.

Great Sea
You'll now be headed back to the Forsaken Fortress to once again make another daring attempt to rescue Link's sister. On the way there, in D3 (N Triangle Island) is a giant cyclone go in it and hit Cyclos 3 times to get Ballad of Gales. It allows you to go to certain islands in seconds to speed up travel drastically. After that, sail to the Forsaken Fortress.

-=FORSAKEN FORTRESS: THE RETURN=-

Once there, avoid the cannons being fired at you, then look for a wooden door. Use the cannon to blow up the wooden door, then enter inside. This time you can head through the Forsaken Fortress without having to worry about searchlights or guards as you are well prepared for them this time.

Courtyard
Head towards the wooden door and Ganon's shadow, Phantom Ganon, will appear.

Mini-Boss: Ganon's Shadow, Phantom Ganon
What really bothers me about this fight is the fact that Ganon's Shadow will try and teleport behind you to attack. Trying to be slick........Wait until he summons a large orb, and wait until he throws it at you. Just before the orb hits, slash it with your sword to hit it back to him. Think of this as the deadly arts of Ping-Pong. The orb will move faster as it bounces back and forth. After it hits Ganon's Shadow it will fall to the ground. Start hitting it with your sword before it disappears. Repeat the steps above until the Phantom is defeated. Open the treasure chest to recieve the Skull Hammer, then continue into the door that is now unlocked. After defeating him, Bokoblins attack. Defeat them and use your hammer to destroy the spikes by the stairs and go up. The stairs lead to a ladder to a searchlight. Defeat the Bokoblin and the light goes off.

Light #2
Go down the ladder and go into 2F Room 2. Go through the west door and go on to the southern balcony and climb the ladder there to reach the second light. Defeat the Bokoblin to turn off the second light.

Light #3
Run off the tower’s NW ledge and you land next to the ledge between 2F Room 2 and 3. Go in room 3 and defeat the shielded Bokoblin. After that, fly across using the deku leaf and destroy the spiked pegs. Go through the door and go on the SW balcony in the hallway. Go up the wide path climb the ladder to reach the third light. Defeat the Bokoblin.

To the Sister!!
Set the wind NW and jump off the western corner of the final searchlight’s platform. Use the deku leaf to fly over between the NW and N towers. Go to 2F Room 4. (The room with the Moblin laser) Remember the Moblins you had to hide from? Not anymore! Attack them and go through the big door and start to climb the tower. Continue up the stairs, down the path to the left, up the hill, hit the obstacles blocking the way with your hammer, then use the Deku Leaf to glide (or just slide) across. Make sure the wind is going the proper direction or you'll have troubles getting across. Once on the other side, continue up the stairs and hit the switch. Enter the next room to rescue Link's sister. After a cinematic, the Helmaroc King appears.

Boss battle: Helmaroc King
You won't be able to fight the Helmaroc King down here as the water is rising too quickly to engage in a battle. Instead, make your way to the top of the tower using the side ramp. Watch out for the Bokoblins that pop out of the urns as they might distract you. If you happen to fall, use the Grappling Hook on the poles above to swing across pole to pole. Once you're at the top, hit the large bird on the beak with the hammer. It'll then fall into the water. Climb up on to the roof, and get prepared to fight the Halmaroc King again.

The Helmaroc King will waste no time in getting down to business. Keep an eye on it by keeping the camera zoomed out as best as possible. Target the bird by using the L button as soon as it touches down on the rooftop's center. The bird's main attack is the beak strike, which does 1/2 of a heart damage. Dodge this attack so its beak gets stuck into the floor, and then quickly strike it with the Skull Hammer. After you hit it in the head, the bird will take into the air. Keep the hammer in Link's hands, and watch for the bird to land for another attack.

After the third blow to the bird's head with the Skull Hammer, it gets pissed off. Keep the camera zoomed out to track its movements. Watch for it to swoop by, dragging its talons on to the ground. Another one of its attacks is to hover and flap its wings so hard that Link gets blown into the spikes that protrude from the walls. Link can run against the wind without losing to much ground.

The Helmaroc King will eventually settle down, and when it does so it will give its beak strike another try. Dodge the attack one last time and hit the bird in the faceplate with the Skull Hammer. This will cause the protective gear to fracture and fall off, thereby exposing the bird's sensitive crest. While the birds beak is burried into the ground, use the sword and target the yellow area atop its head, unleashing many combo attacks. After three combos, the bird will be defeated.

Once you have managed to defeat it, continue up the path. Once at the top of the path, enter the door to find Ganondorf and a long cinematic. Soon after you'll arrive back at the Tower of the Gods.

Hyrule Castle
Once Miss Tetra wakes up, enter the Castle. Continue through the passage beneath the statue once again and continue to the next room. Also known as the King of Red Lions. After an interesting story, you'll be taken back to the Foyer. Exit out of the door closest to you. You now have 2 dungeons to complete and to assemble the 8 Triforce Shards.

Before the Temple
Now that you know who to protect, use the Ballad of Gales and warp to B2, Mother And Child Isles, and you will see a cinematic and as a result, you will get the Fire AND Ice arrows. They will be very useful for the rest of the game. Also, before you go to the Earth Temple, you need the power bracelets.

Power Bracelets
To get the power bracelets, warp out of M&C Isles and warp to Dragon Roost Island, the closest island to Fire Mountain. Sail south and fire 1 ice arrow at the top of the volcano. From that, you have only 5 minutes o get up to the top, go down, and grab the Bracelets before the 5 minutes are up. After you fire the arrow, go on shore and run NE so you can go up and climb. It's too hard how to tell you how to get up, so you're on your own. After you are inside, you NEED at least 2:30 on the clock. If not, go ut and try again. Inside, use the boomerang to defeat the Fire Keeses. Leap across platforms and defeat the Magtails. Becareful because the platforms dissapear after a few seconds. After all the enemies are defeated, a chest holding the bracelets will appear. Open it to stop the clock and pick up the HUGE rock by you to open a path to the top. Go back to the Red Lions and warp to Outset Island and sail to Headstone Island.

Headstone Island
To access the Earth Temple, go to HeadStone Island (C7) and now that you have the Power Bracelets, you'll be able to lift up the big head shaped rock blocking the entrance to the inside of the island. Get inside the island and stand between the 2 torches in front of the big rock. You'll have to play the song written on the rock which is the Earth God's Lyric. Laruto's ghost (Ganondorf stole her soul to break the Master Sword's power) will appear and ask you to find her descendant, the sage of the Earth Temple, who possesses the same harp as her. Medli is the one. So warp to Dragon Roost Island.

Dragon Roost Island
You'll find Medli on top of the island, playing with her harp. (Enter the Rito post office and leave it by the upper door to end up outside at the top of the island. At your right look up and use the Grappling Hook to transport yourself to the other side. Climb up the ladder and on top you'll see Medli). Show her the Wind Waker and play the new song you just learned, the Earth God's Lyric. She'll replay it after you and will meet with her ancestor, Laruto. She will then awakened as the Earth Temple sage. Now, with Medli, head back to Headstone Island.

Headstone Island
Stand between the 2 torches again and play the Earth God's Lyric song. Medli will play it after you, opening the way to the Earth Temple.

-=THE EARTH TEMPLE=-

NOTE: If you save and quit the game in the middle of the temple, always remem-ber in which room you left Medli. You'll start back at the entrance of the temple and Medli should be in the room you left her the last time, next to the last door you entered with her. To go over the big gap in the first room, without Medli, use the Deku Leaf to fly over it. Note Also that to enter a room with Medli, you have to carry her while opening the door.

1F Room 1
This Temple is a mix between the Spirit Temple and the Shadow Temple from Ocarina of Time. First, grab Medli with A and run off the ledge to jump in direction of the door on the other side. Medli will make you fly up there. Enter the room.

1F Room 2
Put down Medli, and defeat the Moblins and continue to the top of the stairs. Bring Medli to fly on top of the pillar in front of you. Stand on the switch and drop Medli. Now you'll have to play the Command Melody to take control of Medli. Tap A to make Medli fly to the other pillar. Stand on the switch with Medli and the door down there will open. Return to Link, pick up Medli, and enter the new room.

1F Room 3
The door seals shut behind you and you're trapped inside. There are many ChuChus in this room. Defeat them. You will soon notice you can't destroy the black Chuchus with your sword. To destroy them, stand in the center of the ray of light on the floor. As the black Chuchus will try to attack you but will turn into stone under the light. Use your Skull Hammer to finish them off. Take control of her and stand in the center of the light. Press A to use her harp to reflect the light. Aim the ray of light on the "invisible" chest to make it become visible to open it. Inside the chest you'll find the DUNGEON MAP. You can also aim for the 2 statues in the room and they'll melt. Also, bomb the top of the warp jar to have it opened. Grab Medli and enter the next room.

1F Room 4
In this room, you'll notice a big "sun" statue guy with a human face and two spots of light. Stand in the middle of the spot of light to your right and take control of Medli. Use her harp and aim the ray of light toward the blue fog, revealing a switch down there. Return to Link and use the path Medli is clearing with the light for you to go and hit the switch with the Skull Hammer. (The blue fog makes you unable to use items). This will open the door to your right. Go inside with Medli.

1F Room 5
Put her down, run south to open the crypts, and fight the bubbles. An arrow hit each will be good. Go at the SE corner of the room and climb up the ladder. Pull the block up there to reveal a light ray in the wall. Go back down and take control of Medli. Make her stand in the new found spot of light and use her harp to reflect the light on the "invisible" chest so it will become visible. Inside the chest is a SMALL KEY. Now watch out for the Floormasters as they can take Medli away. Slash at them with your sword. Leave this room and go in Room 4.

1F Room 4
We're in the room with the sun guy now. Use your key on the locked door to open it and enter.

1F Room 6
Defeat all the Chuchus inside except for the black ones. Load your Fire Arrows. Use your fire arrows to burn the flags on the walls. One will reveal a light ray. Stand in the middle of it (or take control of Medli and aim your harp.) and wait for the Chuchus to come by you and turn into stone statues. Grab these Chuchu statues and drop them on the 2 switches. Stairs will appear. Hurry up before the Chuchus return back to normal and climb up the stairs. Push the block down there to make permanant stairs. Open the door. With Medli, enter the next room.

1F Room 7
Put Medli down and defeat the Floormaster in the middle of the room. Push the first block against the wall to reveal a ray of light. Drop Medli in the center of the light and take control of her. Aim the ray of light, using her harp, on the statue standing on one of the blocks to break it up. Return to Link and push that block against the wall. A chest will appear. Retake control of Medli and once again, using her harp, aim the light on the little sun painted on the wall. The wall will disintegrate and reveal a block behind it. You can do the same thing on the other sun painted on the other wall to reveal a blue warp vase. Pull and push the new block against the wall to make a door open. Climb on this block to access the chest. Inside you'll find the COMPASS. Enter the next room with Medli. Before you do, the pot next to the door has fairies, so if you have a empty bottle, grab one!

1F Room 8
Defeat all the Moblins in the middle of this room and watch out for the Poes as they can take control of you. To destroy them, hit them until they slip out their lantern and let them control you. They'll then go away. Once they're all gone, stairs will appear. Upstairs, go inside the unlocked door.

1F Room 9
Go down there and the coffins will open when you approach them. Now it's time to slash some Redeads. After they spook you, slash at them! In one of the coffins you'll find a SMALL KEY. Grab it and climb up the ladder (it appears after defeating all 3 of the Redeads). Go back in the previous room.

1F Room 10
Open the locked door with your key and enter the room (Medli won't be joining you). Now it's mini-boss time. You'll face a big Stalfos, which are semi-easy to defeat. He'll try to hit you by spinning his bludgeon but use your shield to defend yourself. The only way to hurt this guy is to get his head off. Throw a bomb at him and his head will fall off. Now hit his head until he disappear. (If you don't hit his head fast enough, it'll go back on his body and you'll have to start over). But now 2 more Stalfos will come after you. Do the same thing you did with the first one until they're just a pile of old bones. Stairs will appear leading to a chest. Finally! The MIRROR SHIELD ! Use your new shield with R to reflect the light into the sun over the door. That will open the door so leave this room.

1F Room 9
We're back in Room 9. Go back to Room 4 or take my shortcut.

Shortcut:
Go downstairs and climb up the ladder in the room. Stand in the light and use the mirror shield to aim the light on the 3 statues at the other side of the room. They will break up revealing the way to a chest. Go open the chest for a JOY PENDANT. Now it's very hard to describe but you can skip that part anyway. Take control of Medli and fly where the light is. Use her harp and aim the light on the floor of the room. Return to Link and use his shield to reflect the light Medli is sending you on the sun painted on the wall next to the ladder. The wall will disintegrate revealing a passageway. Go in there. Do the same thing as before with the light, Medi's harp and Link's shield to break up the statue there and the wall to get some 80 hidden rupees. Leave the passageway by the door there.

1F Room 4
We're back in the room with the blue fog once again. But beofre you go on, you may want a JOY PENDANT.

Joy Pendant:
Return right now to Room 5where there's a left over locked door there, remember ? So go back in the room with the 2 skulls and Floormasters. Kill them all so they'll not be in your way. Grab Medli and drop her on the switch next to the locked door. The door will stay open so enter it with Link. Use the light and Link's mirror shield to reflect the light on the wall with the suns painted on it. The wall will disintegrate and you'll find a chest behind it containing a JOY PENDANT. Now return to room 4.

Take control of Medli and stand in one of the spot of light. Use her harp to reflect the light and aim for the eye of the big statue. Wait until the statue start shining and switch back to Link. Use the mirror shield to reflect the light and aim for the other eye of the statue. When the statue will be completely shinning, it will reveal a new path. Take Medli with you and enter the new room down there..... in the basement.

B1 Room 1
Go downstairs and cross the bridge. There are 2 Blue Bubbles. If they touch you, you can't use items. To defeat them, use the deku leaf and they'll become regular skulls and just slash them and they're defeated. Play the Earth God's Lyric in front of the big rock and Medli will play it after you revealing a new door. Enter the next room.

B1 Room 2
Leave Medli at the entrance. Defeat the two Redeads. Stand in the light in the center and use your shield to reflect the light on the mirrors you see in this room. Aim at them and they'll reflect the light you're sending them on the big statues which will break up revealing 2 doors. Forget about the block and carry Medli to go into the door on your right.

B1 Room 3
Again, leave Medli at the door. Cross the blue fog avoiding the 6 Floormasters and at the back you'll find a chest with a SMALL KEY inside. To get to the other side the safest, follow these directions:

1:Walk E past the the 1st (S) pilliar.
2:Turn E past the 1st pilliar pair and go between the 2nd pair.
3:Turn E past them and walk to the chest.

Once you get the key, the fog will disappear. Defeat ALL 6 of the Floormasters and a chest will appear. Inside is a TREASURE CHART. Get Medli, go back to the previous room and enter the left door in Room 2 of B1.

B1 Room 4 (East Half)
Use arrows to kill the 2 Floormasters in the blue fog and cross to the other side. Push the statue there on the symbol on the floor. Pound the switch with the Skull Hammer to reveal light that will reflect on the mirror and into the room on the other side of the wire fencing. Go back in the previous room.

B1 Room 2
Throw Medli to put her on the ledge. (If you didn't do it already) Stand in the light and, using your shield, aim for the statue on the block. It will break up so now you can push the block against the wall. Climb up and open the locked door with your key. Enter the room.

B1 Room 4 (West)
You'll notice you are now in the room behind the wire fencing. Defeat the 2 Red Bubbles and the 3 Poes. Then, use the light the mirror we placed earlier is sending you to aim, with your shield, the statues around you. One of them, after breaking up, will reveal a new door. To get the door, position Link so he's facing the western statue and your sheild is drawn, control Medli, and go into light so you can bounce light onto Link's sheild to reveal the door, go back to Link, get Medli, and enter it.

B1 Room 5
This is a long Crypt. As usual, leave Medli at the enterance. Go run and roll straight ahead and kill the Redeads inside the coffins. At the end you will find a chest containing a RED RUPEE. Go to the other side (watch out for the Stalfos) and play the Earth God's Lyric in front of the big rock. Medli will play it after you revealing a new door. Enter it. Go downstairs with Medli.

B2 Room 1
If you go upstairs you can throw a bomb at the rock to access the warp vase. Now go downstairs. There is a door there so enter this room with Medli. Also, you can fall to the bottom for 3 Floormasters, Bubbles, and pots holding Fairies, 40 Rupees, and common items.

B2 Room 2
Since this is hard to explain here are basic rules for this room:

1.Push/pull every mirror until its on a Scorpion.
2. Reflect light at every sigil.
3. Beam every statue.
4. Beam every clear chest.

This room is hard as heck to explain... You can start by pushing two of the mirrors near the entrance on the symbol on the floor. Then, take control of Medli and fly on top of the big "monument" in the center of the room. Stand on the switch to reveal a ray of light that will reflect on one of the mirrors. Return back to Link and use that light to break up one of the statue revealing a mirror. Pull and push that mirror on the symbol on the floor. You can also use the light on the invisible chest to get a PURPLE RUPEE. Retake control of Medli and make stand on the pedestal. Use her harp and the light and aim it on a smaller pedestal with a yellow harp painted on. Return to Link and use the light Medli is sending you with your shield to reflect it on the wall with suns painted on it. Disintegrate the wall to reveal another mirror. Pull and push that mirror on the symbol on the floor. To the other side of the room, you can also make the other invisible chest become visible with the same strategy as above and get a JOY PENDANT. Break up the statue there with the light and your shield to reveal a mirror. Pull and Push that mirror on the symbol on the floor. Once again, use Medli and Link (same strategy as above) to disintegrate the wall there and reveal a mirror. Pull and push that mirror too on the symbol on the floor. Now the mirrors should be reflecting the light toward the big statue. Ok, finally... Take control of Medli and go on the pedestal near the big statue with the sun face. Use her harp to reflect the light into the statue's eye until it starts shining. Switch back to Link and stand on the other pedestal. Use the mirror shield to reflect the light into the statue's other eye. The statue will start shining and will reveal a new door. Go inside.

B2 Room 3
Mini-boss time. You already fought that Stalfos before so it shouldn't be a problem but watch out, there is 2 blue Bubbles skulls with him. Use ice arrows to destroy the annoying skulls and finish off the skeleton. The gate will open so go and open the chest. There is the BIG KEY inside for the boss door. Return to the previous room.

B2 Room 4
There is block you can push here to reveal another door. Enter it. Use the light and your shield to light up the coffins so they will open. Light them up one by one because there is a Stalfos in each one so before lighting the next one, kill the Stalfos and do that with the 3 coffins. If you're stuck with the 3 skeletons at the same time (like I was) well, may the wind blow with you. A chest will appear and you'll find a TREASURE CHART inside. Use the block to go back up.

To Jalhalla!
Return to B2 Room 1. Climb back up using the vines and for Medli, well, take control of her and fly up there. To reach the boss door, use Medli to carry you up there or the Deku Leaf. Use the big key on the door and enter the big boss room.

Boss Fight: Jalhalla
Jalhalla may be much larger then the regular Poes, but he is defeated using the same strategy. The first thing Link needs to do is seek out the source of rotating light. Run to the light and use the Mirror Shield to reflect the light onto Jalhalla. If Link keeps the light on it long enough, it will be forced out of the spirit realm and into a physical form in which Link can damage. Rush toward the giant ghost and press the A button to pick it up. Slowly rotate while standing in place until you're facing one of the purple columns of spikes that extend up the wall. Press the A button again to toss Jalhalla into the spikes, effectively popping it. The explosion will release all of th Poes into the room. This is Link's chance to severely weaken Jalhalla by destroying as many Poes as he can, before they reunite inside its mask. Link can use any weapon to destroy as many Poes as he can.

As soon as it regroups, Jalhalla will increase the frequency of attacks. Link can expect the giant ghost to blow its lantern flames into him, try to blow him right into the spikes on the wall, or even try to belly flop onto him. As the battle goes on, Link will get less and less time to attack. Make sure you don't miss any opportunities to strike, and when one arrises, be sure to attack. If you do this, you will eventually beat Jalhalla.

Link, Medli and Laruto will play the Earth God's Lyric to give back some power to the Master Sword. Now you still have to go into the Wind Temple and awaken its sage if not already done to return all its power to the Master Sword.

========== • Return to Top • ==========

========== • Part 6: Power Up Part Two: The Wind Temple • ==========

Ice Ring Isle
To completely restore power to the Master Sword, you need the Iron Boots From Ice Ring Isle. Sail for Quadrant E6. After getting there, you see it's pretty cold. Shoot a Fire Arrow into the cavern entrance's "cloud." You then have 5 minutes to go on the island, get in the cavern, and get the boots.

Go to the islands west side and jump onto the island. Run around counter-clockwise around the island until you get to the icy floating platforms. Run-Jump across the platforms until you get inside the cavern. You're good if you have at least 1:45 on your clock, if not, go out and wait for another try. From your starting postition in the cavern, slide across the slides and use your boomerang to destroy the Keeses opverhead. On the big slide, gently turn using the analog stick. At the end is a chest. Open it and you get the Iron Boots. After that, go into the light and go jump into the Red Lions.

Gale Isle
To access the Wind Temple, go to Gale Isle (D1) by warping to Windfall Island and sail north. Now that you have the Iron Boots, you'll be able to face the wind and destroy the big Tiki head shaped rock blocking the entrance to the inside of the island with the Skull Hammer. Get inside the island and stand between the 2 torches in front of the big rock. You'll have to play the song written on the rock which is the Wind God's Aria(A,A,v,>,<,>). Fado's ghost (Ganondorf stole his soul to break the Master Sword's power) will appear and ask you to find his descendant, the sage of the Wind Temple, who possesses the same violin as him. Makar is the one. So head for Forest Haven(F6).

Forest Haven
You'll find Makar inside a little cave behind a waterfall that you grappling across, playing with his violin. (Go where the Grapple thing is over the waterfalls and use your Grappin Hook. Stop the rope from swinging with R and slide down. Face the right waterfall and swing toward it. Release the rope when you are near the waterfall and you should end up behind the waterfall. Go in the little cave, go down the ladder and you'll see Makar). Talk to him and show him the Wind Waker and play the new song you just learned, the Wind God's Aria. He'll replay it after you and will meet with his ancestor, Fado. He will then awakened as the Wind Temple sage. Now, with Makar, head back to Gale Isle.

Gale Isle
Stand between the 2 torches again and play the Wind God's Aria song. Makar will play it after you, opening the way to the Wind Temple.

-=THE WIND TEMPLE=-

NOTE: *If you save and quit the game in the middle of the temple, always remember in which room you left Makar. You'll start back at the entrance of the temple and Makar should be in the room you left him the last time, next to the last door you entered with him.*

1F Room 1
Take Makar with A and proceed to the next room.

1F Room 2
Drop down in the hole and kill the Wizzrobe with your bow. Continue further and kill the Stalfos. Use his bludgeon or a bomb to break the wooden thing covering the top of the green warping vase. Play the Command Melody(<,O,>,O) to take control of Makar. See these 2 soft soils on the ground of the hole? Well, press A to plant a seed and a tree will grow. Do the same for the 2 soft soils and a chest containing an ORANGE RUPEE will appear. Retake control of Makar and fly (tapping A) to the other side of the room, passing under the wall of wind. Stand on the pressure switch there and the wind wall will disappear. Return to Link. To go back up, stand on the spring you see there and put up your Iron Boots. Then, take them off and you'll bounce back on the ledge over you. Go on the other spring next to you and do the same thing. When you'll be high enough, use the Deku Leaf to fly over to the other ledge where Makar is waiting for you. Go through the door.

1F Room 3
Kill the 2 Armoses in this room and use the Deku Leaf to blow wind on the pinwheel you see in the middle. It will start spinning and the gate will open. Watch out for the 2 steel blades there and cross to the other side. Take control of Makar and plant seeds in the 2 soft soils you see there. Trees will grow and the door will open. Enter the next room.

1F Room 4
Take control of Makar and fly up to the platform in front of you. Plant a seed in the soft soil. Fly up to the next platform and plant a seed. Fly up again and plant another seed. The doors will open but 4 Floormasters will appear and take Makar away. You can't save him now so return to Link and go through the now open door on your right.

1F Room 5
You'll notice Makar stuck behind a gate with a statue blocking the entrance. You can't free him so go east and kill the 2 Peahats, and the 2 Big Armos Statues by throwing a bomb into their mouth and proceed through the door there.

1F Room 6
Defeat the Peahats, avoid the steel blade therem and drop down in the hole using the Iron Boots. Kill the Floormaster that attacks after you fall. Use the pinwheel so the gate will open. Return on the spring next to you and go back up using your Iron Boots. You can now cross to the other side of the room by walking on the now open gate. Open the chest in the little alcove in the wall on your left for a JOY PENDANT. You need Makar to open the left door, so enter the room on your right.

1F Room 7
Use the Deku Leaf to fly over the wind cyclone to reach a platform on your left with a switch on it. Press it to open a part of the gate on your right. Fly up there and watch out for the Wizzrobe. Kill him with your bow. Fly through the gate on your left to reach a chest with the DUNGEON MAP inside. Drop down below and return at the beginning of the room. Return where you were before flying through the left gate and this time fly through the gate on your right. Use the wind to reach the platform filled with skulls there with your Deku Leaf. 3 Peahats and a Wizzrobe will try to hit you but don't mind them and fly to the other side using the cyclone but try not to get hit by the enemies. (You could also hit them with your arrows). Go through the door on your right.

1F Room 5 (Part you couldn't reach)
Throw a bomb at the Warp Jar to break the thing covering it. Stand on the switch in front of you and put on your Iron Boots to press it. The floor will open so drop down below and enter the door at the bottom (To not lose hearts, use a deku leaf to break your fall.).

B Room 1
You're in a room full of spikes and cracked tiles. Stand on the second last one from the right of the cracked tile on the ground in front of you and put on your Iron Boots. The floor will sink and you with it. You're now under the floor. Grab the block with the spring on it and push it on a lonely tile with a symbol on it at the end of the room. Grab the other block and push it right next to the one with the spring on. Use it to climb on the spring and put on your Iron Boots. Take them off and you'll bounce back at the surface. Now you're behind the spikes and you can open the chest there for a SMALL KEY. The spikes will disappear after you open the chest so leave this room and reenter it. Put on your Iron Boots on the cracked tiles and you'll fall down. Kill the enemies there and return to the surface using the spring. Repeat the process with all the cracked tiles. Each time you'll face different enemies. When all the cracked tiles are gone, a chest containing a TREASURE CHART will appear. Leave this room.

1F Room 5
Now you can use your key on the other door at the bottom to unlock it. Go through the door.

B Room 3
Mini-boss in a arena time. A Wizzrobe will appear. It will summon enemies after you. Kill the summons first and then take care of the stalfos. When you're done, a chest will appear. You get the HOOKSHOT! To open the door, you'll have to use the HookShot and aim at the target on one of the upper walls. Once on the platform there, pound the switch with the Skull Hammer to open the door.

RESCUE MAKAR!!!
In 1F Room 5, use the HookShot to aim at the target on one of the wall to be lift up on a platform. Repeat this with all the targets until you can't go up anymore. Use the Deku Leaf to fly to the other side of the room where you can see a chest in an alcove into the wall. Open the chest for the COMPASS. Use the spring there to go up on another platform and then use the HookShot to go from platform to platform and use another spring to be on the highest platform. Hookshot yourself to the last target near the cage where Makar is being held. Put on your Iron Boots and aim for the target on the statue's head blocking the entrance to the cage. The statue will fall revealing the entrance of Makar's cell. Open the chest in the cage for a JOY PENDANT. Ok so now you have Makar back with you... so fly and go thru 1F Room 4. (Don't forget to bring Makar with you)

1F Room 4
Defeat the Wizzrobe and HookShot to the Makar's Trees. Bring Link and Makar to 1F Room 8.

1F Room 8
This is a stepped platform room. HookShot the Blue Bubbles and smash them with your sword. Let Makar make trees and HookShot up to the top of the room (the top is 2F Room 1). Defeat the Floormaster and go to 2F Room 2 (a part of 1F Room 5.)

2F Room 2
We're back in the huge room once again. Drop Makar on one of the switches you see on the ground and stand on the other one. Two gates will open, including the one at the very bottom of the room. Use the Deku Leaf to fly up to the alcove on your left and you'll find a chest containing a JOY PENDANT. Take control of Makar and drop down at the bottom of the room. Not the very bottom under the big fan, just the bottom over the fan. You'll notice two soft soils in an alcove. Plant seeds over there. The huge fan will start spinning, creating a wind tornado. Use that wind to be lift back up to the top of the room. Return to Link and use the Deku Leaf and the wind tornado to reach a door at the very top of the room. Go through it.

2F Room 3
Again, mini-boos time... Simply kill all the Armos Statues in this room and a gate will open revealing a chest. Open it for a SMALL KEY. Go back to the big room.

2F Room 2
Control Makar and fly him over to 1F Room 6 in the east. Do the same w/Link and go inside.

1F Room 6
Clear the room like before and drop down in the hole, make the pinwheel in the center spin with your Deku Leaf and go back up using the spring. Cross to the other side on the gate and you'll see one of the big rocks. Stand in front of it and play the Wind God's Aria. Makar will make the rock break up, revealing another door. Go through it.

1F Room 9
Mini-boss time. Defeat the 3 Darknuts. To beat them, use parry attacks only and fight them one at a time. After they lose, a chest will appear. Inside you'll find the BIG KEY for the boss door. Go back to 1F Room 5.

1F Room 5
Go under the fan and go into the east locked door w/ Makar.

B Room 4
You'll face a Wizzrobe and two Stalfos. Take care of the Wizzrobe first and kill the Stalfos before they kill you. Use the targets and your HookShot to get on top of the room. Up there on a platform you'll find a switch. Stand on it and put on your Iron Boots to open the door. To get the chest in this room, you'll have to destroy all the enemies in this room. You already got ride of three of them but two more are still missing. They are hidden inside the head shaped statues on the walls. To make them fall, put on your Iron Boots and hookshot the target on the statues' head. The statues will fall so kill the last 2 enemies. One of them is on a wall at the top of the room. Inside the chest that will appear after you kill them all, you'll find a TREASURE CHART. Enter the next room.

B Room 5
Kill all Sheilded Bokoblins and Armos Knights Statues. Take control of Makar and fly over the wind to the other side. Plant a seed in the soft soil there and a tree will grow. The wind will stop so return back to Link. Hookshot yourself to the other side using the tree as a target. Kill the Floormaster and enter through the door on your right.

B Room 6
Last room before the boss... It's a huge puzzle to get past the wind. Push the first block so it will be blocking the way of the two steel blades so you place it between them. That way they won't be in your way. Put on your Iron Boots to stand against the wind and push the second block into the pit at the end of the room. Push the third block over the one in the pit and then push it again so it will be in the way of the other steel blade, stopping it from moving in your way. Take Makar and cross to the other side of the room to enter the opening in the wall. Go downstairs and play the Wind God's Aria in front of the big rock. Makar will reveal a new room behind it. You can throw a bomb on the Warp Jar to blow up its cover. Break the pots and catch some fairies in your bottles. Enter the boss room using your big key.

Boss Fight: Molgera
The battle begins with Molgera rising to the surface and showing Link its vulnerable tongue. Stand near the edge of he hole in the sand and L-target it with the Hookshot to draw it out of the mouth. Quickly slash at it with the sword, inflicting as much pain as possible, before it retracts back into the beasts mouth.

Stay on the move throughout the battle. Rolling will help avoid getting stuck in holes that open up in the ground around Molgera's mouth. Rolling also makes it harder for the baby Molgera's to catch up with you. If you need life, you can pick up a couple of hearts by killing the baby Molgeras swarming around you, but it is much better to ignore then and focus on offensive attacks against the big guy. You must land four combonation attacks on the tongue in order to win the battle.

Link, Makar and Fado will play the Wind God's Aria to give back the power to the Master Sword. Now you still have to go into the Earth Temple and awaken its sage if not already done to return all its power to the Master Sword.

========== • Return to Top • ==========

========== • Part 7: The Triforce of Courage • ==========

Not to discourage anyone from proceeding with this part of the game, but this the longest boringest and a whole lotta of "ests" that people don't like. But it's also the most rewarding and fun part of the game from here on in.

Before the Triforce Adventure
You need to visit every Great Fairy, have 3,385 rupees, 2 Hyoi Pears, 21 Joy Pendants, and to follow my directions after this. If don't have any part of the requirements, go get them! From here on out, listen to what I say, ok?

Windfall Island: Tons of stuff to do!
Freeing Tingle: Tingle's a prisoner at Windfall. Go to the dock there and get off. Go up the hill with the white picket fence and go inside the door. You'll be in the jail room with Tingle behind bars. Go in the corner with the jars after Tingle talks to you about him wanted to get out. Break them and step on the switch. You'll free Tingle and get the infamous Tingle Tuner. He'll also mail you the IN-Credible Chart by mail, but you hasve to pay 201 rupees, which means you need at least one rupee upgrade. This chart shows you where the Triforce Charts are, so its instrumental to this quest. To do the other parts to the quest, you need to do another thing in the jail: get the picto box. In Tingle's cell, push the big box and crawl into the hole. It's a maze to the picto box. You must watch out for rats because they send you outside. For the easiet way to get there, use these directions in this order at the junctions: left, right, straight, right, up (straight), left, right, left, up, left, right, right, up, and right. Open the chest and then find a rat to go outside.

Killer Bees, Miss Marie, and the Cabana Deed
When outside, go inside the school and talk to the teacher. The Killer Bees, her students, aren't being serious about their schoolwork. (Who does?) Go outside and talk to the Killer Bees. You are then challeneged to Hide and Seek to see if they'll listen to you or not. Accept and here are their hiding spots. When you found them, press A rapidly to roll into the Bee to catch him.

1. Behind a bush on a ledge just outside the south part of the town wall.
2. On top of the tall tree by the dock. Roll into the tree to knock him off.
3. Behind the Bomb Shop.
4. Behind the tablet by the jail.

After catching everyone, you get Piece of Heart #30! They also say they'll be good now and said to go tell Marie that.

Go back into the school and Miss Marie said the Bees reformed. She gives you 50 rupees. Go out and talk to the Bees again. Marie's Birthday is coming up and she loves Joy Pendants. Set pendants to X,Y, or Z. Give one to her. She'll give you 20 rupees. She also says she wants 20 more. Exit, come back in, and then give Marie 20 more Pendants. She'll give you the Cabana Deed, making you owner of the Island on E5. That's all you got to do at Windfall, so let's set sail for the Charts!!!

Triforce Chart #1: Islet of Steel (B5)
NOTE: I'm doing this the fastest way possible: Get every chart, decode all of them at once, then get the Shards.

This is very simple: take out your cannon (bombs) and shoot down patrolling ships and then sail inside the place. Get out of the boat and walk onto the crest with the wind on it and play Wind's Requiem. You have to do the crest thing everytime. The chest appears and open it to get the Triforce Chart #1. To Private Cabana (E5)!!

Triforce Chart #2: Private Cabana (E5)
Sail there and assign the Cabana Deed to X,Y, or Z. Go up to the door to the building and show the deed. The butler will now let you in. Time to go in the Basement! You don't know how? It's simple! Take out your Grappling Hook and swing it on the pole above you. The fire will go out, so go whee the fire was and you'll go into the basement, a maze where the Triforce Chart is held. Since this is only one big room, I'm just giving left and right directions.

As you run, hit rats with boomerangs. Go straight when you first enter and turn right as the hallway turns. At the intersection, turn right and go down the ladder. Go in the small tunnel and go left, right, straight, right and climb the ladder when its end. When up, Hammer the two pegs to open the nearby gates. Each has a entrance to the underground tunnels. The left has an Orange (100) Rupee. Go in the right and go left, right, right to get to the end of it and climb the ladder to continue your quest. Back up, hammer the wooden peg. Go through the opened gate, turn right, and go straight until you get to another ladder. Go down. There are two tunnels. The one on the wall goes right, left, left to get pots with green rupees. Go back and go in the other. Go left, left, right to reach yet another ladder. Go up. Turn right the opened gate. turn 180 degrees and go down the right hallway and take a left to pass a hammered peg. Drop down the hole w/o a ladder. You'll face 2 ReDeads. Defeat them both. In the corner, destroy the two pots to reveal a hidden tunnel. Crawl the single path and climb the ladder. Step on the Wind Crest and do Wind's Requiem. Open the chest to get Triforce Chart #2. Hammer the peg to get to the exit. NOW TRIFORCE CHART #3: BIRD'S PEAK ROCK (G5)!!!!!

Trifroce Chart #3: Bird's Peak Island (G5)
This part is why you need Hyoi Pears. When at Peak, Grapple up to the small island and defeat the Blue ChuChu (Boomerang to stun and sword slash). Take out the Bow and look at the top of each peak. Each has a Kangoroc. Hit each one to save time. Take out the Pear and you'll posses a Seagull. Fly to each peak and hit each crystal. After that, the locked gate will open. Go in and stand on the crest. You know what to do. Grab the Chart and get ready to set sail!

Triforce Chart #4: Diamond Steppe Island (A6)
Triforce Chart #4 is on the Ghost Ship, but to get on it, you need the Ghost Ship Chart which is here. After getting here, Hookshot to the lowest Palm Tree to get on the Island. Hookshot up trees until you're at the top with the hole. Go into the Hole go inside the (Ship)Graveyard.

Here's a very confusing maze. Go in the Warp Jar right in front of you. Now enter the one beyond the Floor Master, the furthest jar. Now go get th Joy Pendant from the chest next to the jar you came from. Look at the railing on the ship. A piece is missing! Drop down it and go in the jar directly below the gap. Now enter Jar behind the Floor Master and to the left. Now, defeat the Floor Master and open the chest. This is the Chart. Go in the light.

Now, to speed up your wait to get to the ship, conduct Song of Passing HERE until the night has a full moon EXCEPT a little bit on the right side. The Ghost Ship will now be at the island. Sail in it to enter it. Defeat the two Poes, the Wizzrobe, and its summons, the ladder will fall and you can go up to pick up the Triforce Chart #4. You'll automaticly leave and it'll disappear forever.

Triforce Chart #5: Needle Rock Isle (A5)
This is reallllll easy. There are 3 Cannon Boats. Sink them with bombs and the Gold one will leave a Ring of Light. Grab what's there and you'll get Triforce Chart #5. I told you it's easy!

Triforce Chart #6: Outset Island
NOTE: GET TONS OF HEALING AND ARROWS AND BOMBS, YOU'LL NEED IT!

This is the hardest chart! you must go into the Savage Labyrinth, a level by level arena where you must face monsters. To get to the Labyrinth, go to the big hill with the bridge (you've been there before). Old Man Ho-Ho sees a giant rock NW. Set the Wind NW and jump off the ledge and sail with the Deku Leaf towards the huge rock. After getting there, toss the rock and go in the 50 level arena! Each level will get harder each level. Every 10th level have fairies, rupees, and an exit to the top. The 30th has the Chart you seek, but to go on down, go in the SUNLIGHT, not exit, and burn the statue to clear the hole down. Finally, on the 50th level, is the 44th Piece of Heart! My levels skip the entrance level.

1: Keeses
2: Miniblins
3: Bokoblins
4: Red ChuChus
5: Magtails
6: Keeses/Miniblins
7: Fire Keeses/Magtails
8: Bokoblins/Fire Keeses
9: Moblins
10: Break as described above
11: Peahats
12: Green ChuChus
13: Boko Babas
14: Sheilded Bokoblins
15: Wingless Mothulas
16: Boko Babas/Peahats
17: Greeb ChuChus/Potted Bokoblins
18: S.(Sheild) Bokoblins/Wingless Mothulas
19: Mothulas
20: Break!
21: Wizzrobes
22: Armoses
23: Armos Knights
24: Yellow ChuChus in pots
25: Red Bubbles
26: S. Bokoblins/Darknut
27: Armoses/Wizzrobe
28: R. Bubbles/Armos Knights
29: Darknuts
30: Chart, Statue to burn to go down, healing stuff, rupees.
31: ReDeads
32: Blue Bubbles
33: Dark ChuChus
34: Poes
35: Mothulas
36: Moblins/ReDeads
37: Mothulas/Dark ChuChus
38: Poes/Moblins
40: 500 Rupees in pots!
41: Too Many Miniblins
42: ChuChus of all types
43: Hammer stake and fight Wizzrobes
44: Bokoblins w/Sheild and w/o
45: ReDeads/Stalfoses
46: Moblins/Darknuts
47: Electric Barriers Wizzrobes/Darknuts
48: Minefield w/ Stalfoses
49: Fire Statues/ Too Many Darknuts!
50: Piece of Heart!

Triforce Chart #7: Stone Watcher Island (C5)
Sail to C5 and lift the big rock to reveal a big hole. Go inside and go past the door. There is a central hub, and 4 doors, not counting the entrance door. Starting left and going CLockwise, the monsters are:

4 Armoses
2 Moblins
3 Wizzrobes
5 Bokoblins

After doing every room, 2 Darknuts fight you in the the central room. Defeat them to lock the door you didn't go in.It has the Wind Crest. Now, with chart in hand, TO OVERLOOK ISLAND!

Triforce Chart #8: Overlook Island (G1)
Hookshot to the lowest tree and work up. You'll find a hole, so go down in it. THis has the exact same layout as the arena before. The monsters are:

3 Armos Knights
2 Stalfoses
2 Wizzrobes
5 Potted Bokoblins w/Sheilds

After that, instead of 2, you get 4 DARKNUTS! Defeat them, get the last chart and go to Tingle Island (C3).

Tingle Island (C3)
Now, with every chart, and 3,184 rupees, go talk to Tingle. He'll put on a little show and decode your charts one by one. After that, GO GET THE SHARDS!

Shard #1: Greatfish Isle. It's off the NW coast.
#2: Gale ISle (D1). NE coast.
#3: Stone Watcher Island (C5). NW coast.
#4: Outset Island. NE coast.
#5: Cliff Plateau Isles (G6). NW cliff.
#6: SOuthern Triangle Island (D5). NW of the "tail".
#7: Seven Star ISles (F1). W of the 2 Islands.
#8: Two Eye Reef (D7). SW of the top eye.

Tower of The Gods
Sail here and go to the light. The Triforce goes on your hand! Back to Ol' Hyrule all over again to kick Ganondorf's butt!

========== • Return to Top • ==========

========== • Part 8: The Final Battle: Ganondorf vs Link • ==========

Welcome to my final part of my walkthru. It's time to show Ganondorf what we got!

Ganon Strikes BACK!
Go down into Hyrule and go inside the Castle.... WHAT A MESS! Zelda might of had a party and got too drunk, breakin your Statue! Go downstairs and say hello. You see her dissappear! As the famous Admiral Ackbar of Star Wars, "IT'S A TRAP!" Ganondorf's power is back, and he's pissed! Two Mighty Darknuts appear. Use the same tactics with all Darknuts and beat them. Defeating them lowers the flames. Go back up and run out the path you couldn't go out very far. Swing your Master Sword at the barrier. It breaks! Go down the path, fighting everything. To enter Ganon's Tower, Hookshot to the targets on the arches and destroing Keeses as they try to hurt you. At the cavern's opening, go straight and go in the door.

Revenge of The Bosses
In the central hub of Ganon's Tower, there's 5 rooms: 4 dungeon ones and one to continue. There's dungeon related puzzles in each room and the dungeon's boss. There's Dragon Roost, Forbidden Woods, and the two temples. Here's how to beat each one:

Dragon Roost
To cross the lava, throw the pots or shoot Ice Arrows to make platforms. The second to last platform shoots up. Go on it, jump off it, and fly to the door. Inside is a black and white version of Gohma. You lose every items you didn't have facing him, except the Master Sword, making you reequip items that you need (Grappling Hook). He's faster to lose due to the Master Sword. Check the boss guide to see how to beat him. You'll warp to the central room and one lock on the door will dissappear. Now, Forbidden Woods!

Forbidden Woods
Right when entering, use the Deku leaf on the pinwheel to get the platform. Ride it. When it stops, glide to the snake-like platform and blow wind at the pinwheel below to get the second platform. Ride the second platform to it's end, glide to the right platform, then to the one on the left. When the left goes high, glide to the boss door. IF you want defeat the Peahats if you want. Go face Kalle Demos. Again, due to the Master Sword, he's faster to beat, and you need to reequip items. Defeat him, and you'll go to the central room.Now, WIND TEMPLE!

Wind Temple
At the entrance, defeat the Wizzrobe. Jump off the springboard and glide across the first pit. When across the spikes and on the ground, use the other spring to glide between the gusts. When landed, defeat the 2 Sheilded Bokoblins. After that, Hookshot the target on the left side wall by the boss door to go inside.

When facing Molgera, use the same tactics, and don't forget to reequip! It'll take the same amount of hits as last time, since you DID have the Master Sword. Also, check the boss guide for winning strategies. Finally, after beating Molgera and warping back, to the final room, the Earth Temple!

Earth Temple
Ok, this is fast and Furious! From the start, keep pressing "A" to not get hit by falling Coffins. You can also aoid the ReDeads and Red Bubbles coming out this way. At the end of the hall, climb the stairs.

A second crypt row is here. At the end is a constant pressure switch. Opposite of it is a beam of light, using it, solidify Poes. Take them out from a distance. Inside some coffins are Dark ChuChus (Ones that turn to stone.). Lure one by the switch, turn it to stone, and put it on the switch. Roll to the other side so you get there in time. When upstairs, it's deja vu! It's the same exact thing except the light and switch are switched. Again, lure, freeze, and run to the stairs. This time, a Stalfos appears! Run by him! Go through the door to face Jalhalla.

You guys know what to do: reequip, repeat previous beating. You'll warp back to the central room and the last door will unlock, allowing your quest to Ganondorf continue...

The Staircase
Run up and fight Miniblins along the way. Go thru the door at the top.

THE RETURN OF THE KING
In th large round room, go thru the door on the right. When you enter it, the camera zooms on 4 torches in a certain order: far left, near left, near right, far right. The King says to remember every detail. Go in the corner and read the Grave: it means the sword blades of 'Dorf minions will point where to go if you want to reach 'Dorf. Leave the room. When going back to the large room, go straight across the room to the other room directly across from you. It has four Crystal switches and zooms on them the same order as last time. Using the boomerang, hit them in the same order: far left, near left, near right, far right. A passage opens and your trusty ship comes in tell you the purple is a gateway back up to the Forbidden Fortress. IF YOU WANT TO DO ANYTHING ELSE IN THE GAME, GO IN, BECAUSE YOU ARE GOING INTO THE POINT OF NO RETURN! Ok, now go back to the room with the grave and go straight off the cliff to reach the next part of the Tower.

Boss Fight: Phantom Ganon
You are now in an aren facing Phantom Ganon. He has the same energy attack, plus new ones! It can split into 5 Ganons and strike, but you can dodge it. Also, he can charge up and shoot red balls of evil magic, which is also dodgeable. All you can do is dodge wait for him to do the white energy all attack, keep bouncing it back until it hits him, and strike him. After being defeated, he sword is left behind, pointing where to go. Just follow the hilt.

After beating him 7 times, you get a chest. You get the LIGHT ARROW. You select it just like selecting fire or ice arrows. Going throught the door the seventh Ganon tells you to go, you go to the room with four torches and switches each. You face Ganon again, but now since you have the Light Arrows, L-Target him and defeat him once and for all! His sword is left to you. Throw it at the door with the horns. It'll shatter, continuing your quest.

Fighting Uphill
Here's another long stairway. Along the way, you must face 3 Moblins, 1 regular Darknut, and 2 Mighty Darknuts. For fun, use the Light Arrows. You'll like it. Enter the door at the top to see a cinematic and face Puppet Ganon.

Boss Fight: Puppet Ganon
Puppet Ganon has three forms: a marionette, a spider, and a snake. Each of these forms is incredibly large compard to Link's tiny frame. They will use their immense size to their advantage. The other common feature each of the forms is the crystal ball it possesses. This is your target. To defeat Puppet Ganon, you must hit this crystal ball with three Light Arrows during each phase of the battle.

PHASE ONE: THE MARIONETTE
Six thick, blue strings and a red string suspend the marionette version of Puppet Ganon. Use the boomerang to cut through the blue strings, just as you did to cut the vines while battling Kalle Demos. The difference here is you must cut them twice with the boomerang before they break. Once you have cut several of these strings, the beast will spin wildly. Although it's possible at this time to hit the crystal ball om its tail as it whips past, the more effeciant stategy is to cut the remaining blue strings, which will make the beast hang limply in place. Quickly dash toward the ball as it rests on the ground and draw the Hero's Bow to hit the crystal with a Light Arrow. Continue the battle until you've struck the crystal ball three times.

PHASE TWO: THE SPIDER
No matter where you are when the spider comes crashing down, you'll be trapped between two think, immovable spider legs. The strick is to tilt the camera to watch the spider's reflection in the pool of water on the floor. Move toward the area under the crystal ball, and step away from the water as the spider plummits to the ground. If you do this properly, you'll find yourself standing right next to the crystal ball, with a clear shot. Launch a Light Arrow at the crystal, and repeat this strategy three times to defeat this phase of the boss.

PHASE THREE: THE SNAKE
The final phase of the battle comes in the form of a snake, Puppet Ganon will be dragged around the arena by its red string, and you must land three final hits on the crystal ball at the snake's tail. This portion of the battle is much more chaotic then the previous two, as the snake constantly gains speed, making it very difficult to hit the crystal ball with out running out of magic and arrows. Link is likely to take a few hits during this fight, so if you havn't assigned a blue potion to an item use button, this is a good time to do so. Although it is possible to slash the snake in the face with the Master Sword to temporarily slow it down, it is far too risky. Instead, hunker down against the wall and try to hit the crystal ball on the end of the snake as it streaks around the room. After three hits to the crystal, Pippet Ganon is finally defeated.

THE POINT OF NO RETURN: RETURN OF THE LEGEND
NOTE: Before going on, if there is ANYTHING you want to do before beating the game, DO IT NOW!

You see Ganon up top, holding Zelda. He bates you and dissappears. Run to the puppet's string and climb it. Go to the middle of the platform and and CAREFULLY hop to the rafters at the next platform's edge. Using the Grappling Hook, target the pole above the edge and climb the rope. In the center of these beams are pots with hearts and magic vitals. Use them as needed. Go up with the hook again to get a lone pot holding a Fairy. There's also a Warp Jar. Bomb it. Go in it to go up. There are more pots with useful items, and a couple of harmless Morths. Save your game, and Hookshot to the target and go into the light....

Boss Fight: Ganondorf
When the battle begins, Princess Zelda, who comes to help out Link, will instruct Link to attack Ganondorf as much as he can, as she covers his back with the Hero's Bow. Ganondorf will immediately leap on you with his twin swords swinging. Jump to the side and watch as Princess Zelda lands a light arrow in him. Rush in and deliver a swift combo attack with the Master Sword. Ganondorf is very strong, therefor it will take more the this one combo attack to defeat him.

Fighting Ganondorf is similar to fighting the Mighty Darknuts, only Ganondorf has two swords and is much faster. You won't land any strikes while you're standing face to face with Ganondorf: you must rely on the parry attack! Follow up a successful parry attack by slashing away at Ganondorf's backside, and then move away quickly before he rises again. Continue to distract him while Princess Zelda fires Light Arrows at him. After three hits from Princess Zelda's Light Arrows, Ganondorf realizes that he shouldn't take the youthful duo so lightly. Ganondorf will rish towards Princess Zelda, and knock her unconscious. Link is on his own for the time being. Assign the Elixir Soup to an Item Use Button to have it handy incase things get awry. Continue to fight Ganondorf with the Master Sword by waiting for the perfect time to parry, and don't forget to use the shield to deflect some of his vicious attacks.

Once you land your third parry attack on Ganondorf, Princess Zelda will awaken. Seeing once again that he is outnumbered, Ganondorf will step up his abilities to point where he is virtually impossible to hit. Zelda will eventually sense this and tell you to deflect the Light Arrows at Ganondorf with the Mirror Shield. Princess Zelda will begin firing the Light Arrows at you. Hold the R button continuously to keep the shield in the proper position, and move around so that Ganondorf gets caught in the crossfire with Princess Zelda. When you succeed with deflecting the Light Arrows at Ganondorf, rush in and perform a swift parry attack to bury the Master Sword into Ganondorf's forhead. There you have it, you've beaten the game, congratulations! Enjoy the ending scene to this epic game.

========== • Return to Top • ==========

.: The Legend of Zelda
.: Zelda II: The Adventure of Link
.: A Link to the Past / Four Swords
.: Link's Awakening (DX)
.: Ocarina of Time / Master Quest
.: Majora's Mask
.: Oracle of Ages
.: Oracle of Seasons
.: The Wind Waker
.: Four Swords Adventures
.: The Minish Cap
.: Twilight Princess
.: Phantom Hourglass

.: Tingle RPG - Obscure Spinoff
.: The CDI Zelda Series
.: The BS Zelda Series
.: Game and Watch - Zelda
.: Other Zelda Mini-Game Releases
.: The Zelda Games Graveyard

Max's Newest Site: