The Legend of Zelda: The Wind Waker FAQ/Walkthrough v3.0
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The Legend of Zelda: The Wind Waker FAQ/Walkthrough

by Zyre   Updated to v3.0 on
The Legend of Zelda: The Wind Waker: FAQ/Walkthrough by Zyre
Version 3.0, Last Updated 2005-01-10 View/Download Original File
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     ______________     T  H  E     L  E  G  E  N  D    O  F
    /  _______    / ____________ _______      _____           _____
   /.`       / / /  `.   .---.  |`.   .`     `.     ` .       `.   \
            / / /     |  |    \ | |   |       |   |`.  `.      /    \
           / / /      |  |   . \| |   |       |   |  \   \    / /\   \
          / / /       |  `--`|    |   |       |   |   |  |   / /__\   \
         / # /        |  .--.|    |   |       |   |   |  |  / ______   \
        / / /         |  |   ` /| |   |    /| |   |  /   / / /      \   \
       / / /          |  |____/ | |   |___/ | |   |.`  .` / /        \   \
      / / /         .`__________|/__________|.`____. `  .`__`.      .`____`.
     / / /________.`/
    /______________/     t  h  e     w  i  n  d     w  a  k  e  r


                           *************************
                         ***   -FAQ/Walkthrough-   ***
                           *************************
                                - Version 3.0 -
                           by Andrew Nawroth (Zyre)
                              Zyresoft@gmail.com



                  /\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/\
                 /__\              - Legal -              /__\
                /\  /\          - Information -          /\  /\
               /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/__\/__\

   This document is protected by U.S. Copyright Law, and may not be reproduced
under any circumstances except for personal and private uses. This document may 
not be placed on any web site or otherwise distributed publicly without advance 
written permission. It is a free document that cannot be used in any sort of 
commercial transaction, including selling it or giving it as a gift. This guide 
cannot be altered. It was created and is owned by me, Andrew Nawroth. All 
copyrights and trademarks are acknowledged and respected that are not 
specifically mentioned herein.
 
This guide can legally be found only at the following:

  * GameFAQs             | www.gamefaqs.com  <-- FAQ updated most frequently!
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  * Code Vault           | www.geocities.com/humanbeing1111
  * ZeldaZone            | barkera0.tripod.com
  * Game Central         | www.gamecentral.741.com
  * The Legends of Zelda | www.zeldalegends.net
  * Supercheats          | www.supercheats.com
  * RPG Dreamers         | www.rpgdreamers.com
  * Omgwtflol.net        | www.omgwtflol.net
  * Diamond Fantasy      | www.diamondfantasy.net
  * Standards of Gaming  | www.standardsofgaming.com

-------------------------------------------------------------------------------


                         *
**************************** 
****** Table of Contents ******
****************************
                         *
                                                           Code
                                                         --------
  **    I. Introduction  ...............................  [ITDT]
  **   II. Version History  ............................  [VSHS]
  **  III. The Story  ..................................  [THST]
  **   IV. Walkthrough  ................................  [WATH]
        -   A. Outset Island  ..........................  [OSIS]
        -   B. Pirate Ship  ............................  [PRSP]
        -   C. Forsaken Fortress  ......................  [FSFT]
        -   D. Windfall Island  ........................  [WFIS]
        -   E. Dragon Roost Island  ....................  [DRIS]
        -   F. Dragon Roost Cavern  ....................  [DRCV]
        -   G. Forest Haven  ...........................  [FRHV]
        -   H. Forbidden Forest  .......................  [FBFR]
        -   I. Quest for Nayru's Pearl  ................  [QFNP]
        -   J. Tower of the Gods  ......................  [TOTG]
        -   K. Hyrule Castle  ..........................  [HRCL]
        -   L. Return to Forsaken Fortress  ............  [RTFF]
        -   M. Return to Hyrule Castle  ................  [RTHC]
        -   N. Fire Mountain & the Earth God's Lyric  ..  [FMEL]
        -   O. The Earth Temple  .......................  [TETM]
        -   P. Ice Ring Isle & the Wind God's Aria  ....  [IIWA]
        -   Q. The Wind Temple  ........................  [TWTM]
        -   R. Quest for the Eight Triforce Shards  ....  [QETS]
        -   S. Ganon's Tower  ..........................  [GNTW]
  **    V. Controls  ...................................  [CNTL]
  **   VI. Game Basics  ................................  [GMBS]
  **  VII. Characters  .................................  [CATR]
  ** VIII. Items  ......................................  [ITMS]
  **   IX. Songs  ......................................  [SNGS]
  **    X. Sea Chart  ..................................  [SCHT]
  **   XI. Enemies  ....................................  [ENMS]
  **  XII. Side Quests  ................................  [SDQT]
        -   A. Heart Pieces  ...........................  [HTPC]
        -   B. Treasure Charts  ........................  [TCHT]
        -   C. Special Charts  .........................  [SPCH]
        -   D. Great Fairies  ..........................  [GTFA]
        -   E. Bottles  ................................  [BTLS]
        -   F. Big Octos  ..............................  [BGOT]
        -   G. Nintendo Gallery  .......................  [NTGL]
        -   H. Trading Sequence  .......................  [TDSQ]
        -   I. Withered Trees  .........................  [WTTR]
        -   J. Special Items  ..........................  [SPIM]
        -   K. Savage Labyrinth  .......................  [SVLB]
     XIII. Fishman's Advice  ...........................  [FMAV]
      XIV. Tingle Tuner  ...............................  [TGTN]
        -   A. Introduction & Usage  ...................  [INUS]
        -   B. Getting the Tingle Tuner  ...............  [GTTT]
        -   C. Controls  ...............................  [CTRS]
        -   D. Special Moves  ..........................  [SPMV]
        -   E. Tingle Statues  .........................  [TGST]
        -   F. Special Moves Discounts  ................  [SMDC]
        -   G. Mini Quests  ............................  [MNQT]
  **   XV. FAQs  .......................................  [FEQS]
  **  XVI. Credits  ....................................  [CRDT]
  ** XVII. Contact Me  .................................  [CTME]

   If you're wondering what the code is to the right of each section name, it
is used to help you quickly get to the section you want without having to scan
through the entire guide. What you do is press the CTRL button along with the
F button and a small box will appear. Enter the code of your choice into the
text box and click "Find Next" or press the Enter key. If you happen to end up
in the Table of Contents again, click "Find Next" again or press the Enter key
again.


      *
   **************************************************************************** 
******  I. Introduction                                        Code: [ITDT]  **
   ****************************************************************************
     *


   This is one game I can truly say I completely enjoyed. The only thing I had
against it was its very low difficult, but that didn't stop the rest of the
game from being so incredible. And after playing such an amazing game, I could
think of no other way to relive it other than write a walkthrough for it. I
hope this walkthrough answers each and every question you could possibly have
about this game. Whether you're looking for help on where to go next, or need
some aid to find that last piece of heart, this guide will answer your 
questions. Whatever you do, I hope this guide helps you enjoy The Legend of
Zelda: The Wind Waker even more.

   On a side note, many people will notice that I have also written a separate
Side Quest FAQ for this game. On GameFAQs, the amount of KB of your posted FAQs
are shown in your contributor profile. In addition, if you submit over 1.5 MB
of FAQs, given that they are posted, you are added to the "Most Prolific FAQ
Contributors" list. If I were to simply copy and paste all my Side Quest FAQ
information onto this walkthrough, I would basically be receiving "cheap KB".
Because I'm an honest person and don't want to be a cheap fool, I have 
rewritten or reformatted the majority of the side quest information in this
guide.


     *
   **************************************************************************** 
******  II. Version History                                    Code: [VSHS]  **
   ****************************************************************************
     *


  ** Version 1.0: 04/20/03 - 05/29/03

          This is the very first version of the guide and
          hopefully will be the last. Only minor changes will
          be made from now on, such as fixing typos or
          correcting incorrect information. But the guide is
          complete. I'll need a very good reason to add a new
          section to the guide.

  ** Version 2.0: 06/09/03 - 06/09/03

          I fixed a few errors throughout the FAQ. I also
          added a few more questions to the FAQ section to
          reduce the amount of emails I get. Finally, I updated
          the ASCII art for the FAQ. Now it looks more like the
          official logo! Other than all this, there haven't
          been any major additions. The FAQ has all it will ever
          need.

  ** Version 3.0: 06/16/03 - 06/16/03

          I made a few corrections in the walkthrough to make
          things a bit more clear. I also added a few more questions
          and answers to the FAQ section.


     *
   **************************************************************************** 
******  III. The Story                                         Code: [THST]  **
   ****************************************************************************
     *


   Long ago, there was a kingdom that secretly housed a golden power. As
prosperous as the land was, a man of great evil discovered and took the golden
power to use for his own evil uses. With its amazing power, the figure of hate
was able to shed darkness upon the entire kingdom. It was the beginning...

   ...the beginning of a legend. A young boy in green appeared seamlessly from
nowhere. With the blade of evil's bane, the young lad summoned the power to
seal away the dark figure and restored light to the kingdom. The Hero of Time,
which the young boy was named, had traveled through time to save the land.

   From generation to generation, this tale was passed down until it was dubbed
a legend. Then a wind fell, unveiling the dark figure's return to unleash
darkness upon the kingdom once more. Having no other choice, the kingdom's
people could only hope that the Hero of Time would return to once again save
their precious land. But there was no hero in sight, and the people could do
nothing more than appeal to the gods. Fate had taken its toll. But what became
of this prosperous kingdom? Not a soul can breathe the answer to such a
question.

   Although the kingdom became nothing more than a memory -- a legend -- a 
certain island had grown accustomed to dressing young boys in green when they 
reached the age of twelve. They learned the ways of battle, but one could only 
hope that at least one young lad would learn the ways of courage; the ways of 
the Hero of Time.


     *
   **************************************************************************** 
******  IV. Walkthrough                                        Code: [WATH]  **
   ****************************************************************************
     *


     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  A. Outset Island                                    Code: [OSIS]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   Your sister, Aryll, seems to be looking for you. After waking you up, she
will tell you to go meet grandma at her house. It seems like she has been
waiting because it is your birthday! Climb down the ladder and walk over to the 
house. If you wish, you can make some quick cash pretty easily. Just read the
next two paragraphs. If you just want to continue through the game, then skip
the next two paragraphs.

           __       The first way to get some coins is to hop from rock to rock
          /  \   at the center of the wooden bridge connected the two parts of
          \__/   the island. At the center, you will see Joel jumping in place.
         _       You'll see a blue rupee at the closest rock, which is the one
        / \      at the bottom in the map below. Jump your way to the rock at
    __  \_/      the top of the map to the left. You'll get a yellow rupee in
   /  \          that spot. Simple enough.
   |__/

   As for the second place to get some money, you'll need to find and catch the
three pigs. You put the three pigs in a small pen with the large woman in it.
Look for Zill, the kid with the snot hanging from is nose. Then go up the path
and you'll see the pan. One pig is by the only house on the first half of the
island. The first half of the island is the half you started on. The
spotted pig is here. The black pig is near the tall grass on the second part of 
the island. Look for a man low to the ground near some grass. He'll be facing
the pig, which is on a dirt patch near the rock. The final pig is a bit near
Zill, the kid with the snot hanging from his nose. Just stand by him and you'll 
see the pig somewhere near. When you have put all of the pigs in the pen, speak 
to the woman in the pan and she'll give you sixty rupees.

   Head into grandma's house and climb the ladder. She will speak to you and
then give you the Hero's Clothes. After a few more words of grandma, the camera 
will focus on the shield on the wall. Remember its location! After grandma
speaks a bit more, look for your sister.

   Head to "Aryll's Lookout", which is the high wooden platform on the first
part of the island where you started. After speaking a bit, Aryll will let you
borrow her telescope for the day. Treasure it dearly!

   Look at the red postbox near grandma's house and you'll see the postman.
Kind of weird-looking, he is. Oh jeez! What's that in the sky?! Look directly
up into the sky! What a huge bird. And it's holding a small girl! Oh, looks
like the pirates got it taken care of. Oh dear, she fell into the woods! Go
and help her now. You'll need to climb down the ladder and follow the other
dirt path that leads higher into the first part of the island. That's the left
path. But you'll need to go back and get something to cut those trees down.
Head to Orca's house, which is on the way to Grandma's house. It's the house in 
front of the house with the pig pen next to it. Go into the first floor.

   Now it's time to learn how to use a sword. Use the B button to perform a
horizontal slash at Orca. Do it a few times until he says to stop. Now to do a
vertical slash. L-target Orca and press B to do a vertical slash. Once again,
keep on doing it and he'll make you stop to move on. Next is the thrust! L-
target Orca again and press B along with FORWARD on the joystick. Now it's time 
for the spin attack. Use the B button to slash away at Orca, then hold down the 
B button. Move in range of Orca and spin away. To it once more to continue onto 
the parry. Look at the green circle in the upper right corner of the screen
with the A in it. When it changes, press A to do a parry. Make sure you're L-
targeted! Now for the last thing: the jump attack. L-target Orca and press A to 
jump at him, sword at hand. Do it again and you will get the Hero's Sword.

   Now head to the trees you couldn't cut before up in the first part of the
island. Follow the path until you come to a bridge. Keep in mind that you can
go a little higher in the island. Anyway, go across the bridge and enter the
dark entrance.

   Walk directly forward and you'll see a small path that curves around the
corner. Go up and the jump off the ledge. Head to the ledge to fight a blue
bokoblin. After defeating it, do not climb up to the stop. Instead, crawl into
the long tree trunk on the ground in the area to get a red rupee. Now you can
climb onto the trunk and then hop onto the grass ledge. Walk forward and climb
onto the long tree trunk and jump off it when you come to the end. Two
bokoblins will come falling in. Fight them and then the girl will fall onto the 
ground. Her name is Tetra and she seems to be the captain of some pirates.
Speaking of pirates, another one will appear and will follow Tetra out of the
woods.





   SPOILER WARNING
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     Link will follow the two pirates out of the woods. Aryll will be at the
  other side of the bridge. Aryll and Link will exchange waves and smile. But
  the large bird comes from nowhere and takes Aryll! Link will unsheathe his
  sword and try to save her, but will almost fall off the ledge. Luckily, Tetra
  is quick enough to catch him before his fall.
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=





   Link will want to ride in Tetra's ship and save his sister, but Tetra
doesn't want to. Quill will come into the conversation and point out that it
really is Tetra's fault that Aryll was taken. Tetra will agree, but will tell
Link to find something to use as a shield.

   Head to grandma's house and climb the ladder. The shield will be gone, so
go back down the ladder and speak to grandma. She will give you the Hero's
Shield.

   If you haven't already gotten it, now is a good time to get the bait bag.
Head to the dock near grandma's house and enter the boat floating on the water. 
You can purchase the bait bag as well as all-purpose bait and hyoi pears. The
bait has a few uses. One use involves getting the fish jumping out of the water 
to come close to you. That fish will give you a sea chart piece. There is
obviously one in every square on the sea chart. The hyoi pear will let you take 
control of a seagull, which plays a larger role later in the game.

   Head back to Tetra and speak to her. She'll make fun of you and then ask if 
you are ready or not. Answer yes and the pirate ship will set sail.

     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  B. Pirate Ship                                      Code: [PRSP]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   As the ship sails, you will have to go below deck and speak to Niko. Open
the door and then go down the stairs. Niko will automatically speak to you.
Niko will explain how to press buttons and swing on ropes. If you missed it,
then listen up. To press a button, you walk up to it, then just keep on walking 
toward it until you hop onto it. It'll pop down and presto! As for swinging,
it's also pretty simple. You just run off the ledge toward to rope and you will 
automatically grab onto it. You use the joystick to swing. The more you swing,
the further you can go. If you hold down R, the rope will stop swinging. While
holding R, you can climb up or down the rope and you can also change your
direction if you want to. Let go of R to swing and such. If you want to let go
of the rope while you swing or not, just press A and you will land.

   _______ ________      To the left is a basic layout of the room. The spot
  |    |     |     |   marked A is the reset button. If you press this button,
  |    |_____| _   |   the platforms will reset. You can press the button where
  |           |_|  |   B is to start the platforms. The numbers on the map to
  |   _    4       |   the left are the lamps in which you must swing to get
  |  |_|           |   from platform to platform. Although you are not supposed
  |            _   |   to, you can swing from rope 1 to 2, then 2 to 3 if you
  |   3       |_|  |   want to. It'll take less time. However, I do not
  |   _    2       |   recommend you swinging from rope 3 to 4 as you will most
  |  |_|       1   |   likely miss or not make it. Then you'll have to start
  |            _   |   over. You have a little less than one minute.
  |           |_|  |
  |________________|      Successfully making it to Niko's location will gain
  |                |   you the Spoils Bag. As you make your way through the
  |  A         B   |   game, some monsters drop various items that have
  |_______ ________|   assorted purposes. You can keep these items in your
                       spoils bag. There are eight different items you can put
inside the spoils bag. The more you collect, the better.

   After getting the spoils bag, Tetra will call you up, swabbie. Make your way 
up the stairs and out the door. Walk forward and Tetra will call you again.
Walk around the wooden pole in front of you to see a ladder right next to it.
Climb that ladder and then a scene will begin.

     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  C. Forsaken Fortress                                Code: [FSFT]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   On the maps below, spots marked with a * are where ropes are. You can use
the ropes to swing across large gaps. Spots marked with a letter lead to a
same letter. Look for the same letter to see where each of them lead. As for
spots marked with an S, those are spots in which you must sidle to get across
them.

   As soon as you land, walk up the stairs until you come across a large
opening. You will see three spot lights moving their way across the opening.
                     _________    You should get the map first, so immediately
                    |         |   walk under one of the spotlights. That is,
      ~1F~          |         |   unless you want to get the two red rupees
                   /           \   before you do. In that case, try to get them
                  /  ________   \   and then go under a spotlight. You will be
                .` .`        `.  `.  captured and put into a jail cell. How to
            __.` .`            `.  `.__   get out...simple. Climb onto the
           /      |             |      \   table and look for an empty book
           \    _/               \__   /   shelf with a pot on top. Jump on top
          .`  .`                .   `.  `.   of the bookshelf and throw the pot
        .`  .`             __. `       `.  `.  somewhere. Crawl into the hole
    _.`  .`           . `               `.  `.__   until you come to an opening
  .`     |          `                    |      |   and fall down. Walk down
  |      |          \                    |      |   the path until it turns to
  `._____|            .                  |   ___|   wood and a treasure chest
                       \                 /  /      becomes visible. Open the
                       |                /  /   chest to get the map.
          _           /                /  /
         | \  START  /_      _________/  /      If you want, you can get a
     ___ \  \_  --->/X/  /  /     /  /  /   piece of heart. If you don't want
    |   \/`.  \____/__________/A /__/  /_   to get it, then skip this paragraph
     \      \        ____       /      __|   now. You can always come back
     \       `._____/    \_____/      /_    later in the game to get the heart
      \        _____      _____________/   piece. Anyway, instead of using the
       \____.`      \____/                the rope to swing across the gap,
                                         fall down. You will see another jail
                                       cell. To the right of the cell door is
a group of barrels. Behind them is a switch. Press the switch and the jail cell
will open. Inside is a treasure chest with a heart piece inside of it.

   Now, head to the room where you got the map and use the rope to get across
the gap. When you are on the section with the two doors, head to the door on
the left. It has three jars a bit to the right of it. When you go through the
the door, you will be at an outdoor hallway. Go through the opening to the left
                         _____    and climb the ladder. When you get to the top
                        |D    |   of the area, fight the bokoblin guarding the
                     ___|___  |   searchlight.
                    |   ___   |   
      ~2F~          |  |   |  |      Whether you got the heart piece or not,
                   /   |   |   \   head back to the treasure chest you got the
                  /  _/    |__  `.   map in. Use the rope to swing across the
                .`  .`        `.  `.   gap. Go through the right door and
            __.`  .`            `.  `._____ walk down the outdoor hallway
           /    .`|               |        \   until there is an opening to the
        __\.`   _/                \ `.  \__/   left Go to the left, and then
      .`  .`  .`                   \  `. `.   take the left path that goes
    .`      .\                      \___`  `.   uphill a bit. Begin to walk as
   /__.`  .__/                           `.  `._    far as you can until you
  .` \___|                               |______|   come to a ladder that you
  |   *  |                               |   *  |   can climb. There is another
  |  __  |                               |______|   ladder in sight, but you
  `.| _|_|                               |   ___|   can't climb that one now.
    \ \                               __ /  /_     Anyway, climb the ladder and
     \ \                             /  /  /  \   take out the bokoblin near
    __\ \___                       _/        /   the search light. Use your
    \  \ \B \                     /C  /  /__/   shield to him to hit until he
     \__ _\  \                   /___/  /      drops his stick. Then use the
    |      \  \               ______/  /_    stick against him. Or you can take
     \_____ \  `.____________/A / /____/ |   a pot filled with sticks and throw
     \___  \ `.______    ______/    *   /   it to get a stick of your own.
      \  \* \_________  _______________/
   MAP \X \_.`      \____/    \_____X_/          Now you will need to go back
        \ \                         COMPASS   to the outdoor hallway. Instead
        | |                                 of going back into the door you
        | |                               came from, go through the door at the
     /-/   \__   end of the hallway. Look for a chest behind two barrels and
    / /....../   open it. You will get the compass.
   --/ JAIL /
    /______/      Now swing across the gap and enter the door. When you see an
               opening, go to the left and go up the ramp. This is marked as C
on the map above. It leads to the C on the map below. Climb the ladder and
defeat the bokoblin guarding the searchlight.
                            ______
                    _______/      |   Now you need to go back down the ladder
                   /  _____ D      \   and down the ramp in which you came. Go
                  |  |   \          \  to the outdoor hallway and enter the
                   \ \ \  \         |_______   door at the opposite end of the
      ~3F~          \ \ \  \______.`  ____  `.   hallway from the door you went
                    |         ______.`    `.  `.   through a while back. Moving
                    |_______.`     |     '  `.  `.   along, go through the door
                                   /   '      `.  |  and head to D on the map.
      _______                     /  `.       .` _|   You will need to swing
    .`       \                    |   S`.   .`S  |   across another gap to get
  .`          |                    \    S`.`S    |   further.
  \   LIGHT   |                     \__/____\    |
   \          |                        |         |      While approaching D,
    \        /                         \__   ___|   you will need to use some
     `._   _/                           _/  /      of you stealthy skills and
       \   \                         .`.C  /   hide in a barrel as you make
        \   \                      .`     /   your way past the guard. Walk up
         \   \                   .`        `.   the stairs and into the large
          \   \_____             `.   LIGHT  `.   door. Now climb the stairs
           \     _  `.             `.        .`   and get into the barrel. You
            \  .` `.  `.             `.    .`   need to make your way past the
             \/     `.  `.             `.`   guard. Where you want to go is to
             /        `.  \__               the left. Depending on how quick
             `.  LIGHT  |____|   you were in climbing up the stairs to this
               `.      /     B   point, you may have to wait a bit for the
                 `.___/          guard to walk past you. When he does, walk to
                          the path to the left. You can ditch the barrel once
once you get to a safe distance from the guard. Run up the ramp and then sidle
across the narrow ledge.

   After you make it across that ledge, walk around the corner and sidle across 
another narrow ledge. When you make it across, walk through the path and past a 
line of small holes in the ground. Link will see his sword lying on the ground, 
and celebrate. Then spikes will emerge from the holes to block Link's exit and
alert the sleeping guide. Grab your sword and fight! When the fight is over,
open the large door and proceed inside.





   SPOILER WARNING
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     Link will walk into the room and notice his sister, Aryll. Likewise, she
  will notice him. The two girls behind her will turn around and look at Link.
  Link is happy to see his sister, but will soon be confronted by the large
  bird that kidnapped Aryll. The bird will grab Link and carry him to a man.
  This man is obviously the leader of Forsaken Fortress. The man orders the
  bird to throw Link into the sea. The bird does so.

     When Link comes to, he will be introduced to the King of Red Lions. He is
  none other than the red boat depicted on the case for The Wind Waker. He will
  mention how he has been watching you during your Forsaken Fortress trip. He
  will also explain who the man you saw was. He is none other than Ganon. Yes,
  the very same Ganon sealed away by the gods.
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=





     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  D. Windfall Island                                  Code: [WFIS]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   After meeting the King of Red Lions, Link must find a sail so he can make
use of his new boat. To get to town, walk around the shore to the left and
climb the hill. Before you can get too far, a cutscene will introduce you to
the island you are on: Windfall. After the cutscene, make your way to town.
Before you enter the town, speak to the poor old man standing in front of the
tree. You wont get anything for it now, but perhaps later you will.

   Head into town and walk past the stairway with the man sitting on it and a
fancy red door next to it. Once you are past it, look ahead for a man in blue
with a large poofy white hood. This is Zunari and he will play a larger role in 
some side quests later in the game. Anyway, speak to him. If you have eighty 
rupees, you can buy his sail from him. Just make sure you speak to him in front 
of his counter.

   Now that you have the sail, there are a couple things you may want to do. If 
you have played The Legend of Zelda - Majora's Mask, then you definitely know
who Tingle is. Well you're going to need him later in the game, so it's best to 
find him now. And if you have a Game Boy Advanced you want to take advantage
of, then you most definitely want to get Tingle's Tingle Tuner. To get to
Tingle, continue higher in town until you come across a bricked house with a
camera above its door. This is Lenzo's house. You need to get behind it, so

walk through the opening to the left of the house. Walk around the building
until you see a wooden door. Enter the door and you will see Tingle in the jail
cell. To free him, press the button behind the tree jars in the corner of the
room. When you free him..."Tingle Tingle Kooloo Limpah! Become an item!"
Presto! You got the Tingle Tuner! Now you can call Tingle using your GameBoy
Advanced and the proper cable. Also, you wont have to do this later in the game 
when you need Tingle. He will also give you his chart.

   There is another item you can get while you are in the jail cell. First, get 
the blue rupee under the table inside the cell. Five rupees isn't a lot, but
it's better than nothing. Anyway, move the block out of the way and crawl into
the small hole. Follow the map below to get to the Picto Box item.

                       X                When you enter the tunnel, be sure you
   ___________________| |_____       watch out for areas marked with an X. They
  X___   _   ___   _________  |      mean there is a mouse there. If you crawl
      | |_| |___| |_____    | |__    up to a mouse, they will laugh at you and
      |  _   _________  |_  |    |   pull a string. You will fall through the
      | | | |         |  _| |____|   wooden floor below you and land outside in
      |R|_|R|_________| |    GOAL    the water. You'll have to walk back to the
      |  _____   _   ___|            jail cell and start all over again.
      | |_____| |_| |___
      |  _   _____   _  |               Note the two R's labeled on the map.
      | |_| |     | | | |            they mean there is a blue rupee there. You
      |  _  |     | | | |            can get three blue rupees all together,
      | | | |_____| |_| |            but the third one is on the way to the
      | | |___   _______|            picto box. You can't skip that one.
       X      | |
              | |                       When you reach the end, you will come
             START                   across a treasure chest. Open it up to get
                                     the picto box.

   If you got the picto box, head back into the hole and crawl into the of the
spots marked with an X. The mouse will laugh at you and drop you right in front 
of the King of Red Lions. If you didn't get the picto box, then head to the
place where you met the King of Red Lions.

   How To Sail
  ----------------------------------------------------------------------------
     He will teach you how to sail. If you weren't paying attention, then I
  will explain it for you. To get onto the boat while you are in the water, you
  must press the A button while you float next to the boat. Then to use the
  sail, you must equip it to either the X, Y or Z buttons. Use it like any
  other item equipped on those buttons. The arrow that appears behind the King
  of Red Lions indicates the direction of the wind. You use the joystick to
  change the direction you are sailing. To remove the sail, press the A button.
  There are some things he doesn't tell you. If you aren't moving while you are
  in the boat, you can press and hold down the R button to cruise. The boat
  will move very slowly whether or not there is wind. Also, while you are in
  motion, you can press the R button to jump. If you use it correctly, you can
  use this to make sharp turns.
  -----------------------------------------------------------------------------

   After an explanation on how to sail, climb onto the King of Red Lions Equip 
and use the sail. Sail to the east, heading to Dragon Roost Island. You can
look at the Sea Chart by pressing up on the d-pad.

     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  E. Dragon Roost Island                              Code: [DRIS]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   When you draw close to Dragon Roost Island, the King of Red Lions will tell
you a little bit about the island. At the top is Valoo, the spirit of the
skies. He is a large red dragon god. You must climb to the top and speak to him 
in order to receive Din's Pearl, an item you will need to continue through the
game. Before you go, the King of Red Lions will give you magical baton called
the Wind Waker.

   How To Use The Wind Waker
  -----------------------------------------------------------------------------
     You will be asked to play two different songs. First, there are three
  different rhythms for you two choose from: 3-time, 4-time and 6-time. To play
  in 3-time, leave the joystick as it is. for 4-time, move the joystick to the
  left. And for 6-time, move the joystick to the right. Now to play the Wind
  Waker: note the line if dots at the top of the screen when the Wind Waker is
  in use. You should see a dot going left and right and repeating as such. Also
  note that when it hits the center of the line, a note is played. There are
  five different notes: up, down, left, right and center. The first song the
  King of Red Lions asks you to play is up, down, right. You must use the
  C-stick to choose a note. To do a center note, do not move the C-stick in any
  direction. To play a song, make sure the C-stick is in the direction of the
  note you want to play before the moving dot reaches the center of the line at
  the top of the screen.
  -----------------------------------------------------------------------------

   After the explanation on how to use the Wind Waker, why not learn a song to
play? From where the King of Red Lions is docked, walk forward into a cavern
that leads directly to the other side of the island. There are two rocks in
front of the cavern as well as some boards of wood on the ground. Walk through
it and you should see a small shrine. Swim up to it and examine the stone on
the left that isn't broken. There are notes carved upon it. They are as
follows: up, left, right. Use your Wind Waker and you will be taught how to
play the Wind's Requiem! Now you can change the direction of the wind.

   Now get back to where the King of Red Lions is and face the island. Head to
the left and you will see two rocks. The larger one that is in the path is the
one you must destroy. Use the bomb flowers on the ground nearby to blast the
rock away.

   After that, head up the path until you come across a rock. Now you may
encounter the wrong rock. There is one on the path while there is another right 
next to the bomb flower. You don't have to, but you can destroy the one by the
bomb flower if you wish. But the one you must destroy is the one on the dirt
path.

   Now run up the path until you see a bomb flower next to a sign. If you
continue up the path, you will notice a large rock. What you need to do is take 
the bomb flower by the sign and use it to bomb the rock at the top of the path. 
You'll have to be quick or the bomb will explode in your hands. If you don't
really mind losing a quarter of a heart, just pick up the bomb and stand next
to the rock. Although this will cause you minimal damage, it will save you a
bit of frustration if you happen to do poorly at these type of things.

   Now sidle across the narrow ledge and grab the blue rupee. Then drop down to 
the next level with bomb flower on it. Pick up the bomb flower and chuck it at
the rock with the two blocks on top of it. So you don't have to do this every
time you want to get into the island, jump down to the level where the blocks
fell. Pull one of the blocks out. Now you can easily climb your way to the main 
section of the island.

   Run up the path and you will meet up with Quill. Pleased to see you, he will 
be amazed that you got this far without wings. He will tell you to speak to the 
chieftain of the Rito tribe. Do just that and head inside the village area of
the island.

   After a conversation with the chieftain, you will receive the Delivery Bag
from Quill. Now you must go meet with Medli to attain a letter to give to the
chieftain's son, Prince Komali. Head to the second floor and enter the first
door you see. It will have a guard standing next to it. When you are inside,
speak to the girl standing in the center of the room. After speaking to her,
Medli will give you Father's Letter.

   To get the Prince Komali, head back down to the first floor and enter the
door with no guard standing next to it. However, do not enter the door with the 
light shining in, because that one will lead you outside. Anyway, head to the
unguarded door and make your way down the hallway. Enter the door.

   Go into the menu and equip Father's Letter to either the X, Y or Z button.
Stand in front of Komali and show him the letter by pressing the button in
which you have equipped with the letter. After the conversation with him, speak 
to him again. After the second conversation, leave the room and head to the
guarded entrance on the same floor. Walk to the broken bridge and jump down.
Speak to Medli who is standing there. At the end of the conversation, say yes
to her question.

   Now you need to change the direction of the wind. If you didn't get the
Wind's Requiem, read the paragraph right under the "How To Use The Wind Waker"
paragraph above. When you have it, play it and change the direction of the wind 
to north. Now pick up Medli and walk to the small rock in the ground near the
side of the broken bridge you jumped off of. Stand on the rock and throw Medli
toward the opposite side of the bridge. If you got the wind to blow north, she
will fly to the right spot with no problem.

   After helping Medli, she will give you a bottle. Now what? Step into the
water with the rock at the center and equip the bottle. Scoop up some water and 
climb on the side of the bridge where you jumped off. You can climb on the part 
of the bridge that is hanging off of the ledge. Walk to the entrance of this
place, but don't go inside. You should notice some flower buds on the ground.
These are actually dried up bomb flowers. Walk up to one of them and pour the
water from the bottle onto it. You don't have to water them all. You don't get
anything special for doing that. Now pick up a bomb and throw it onto the rock
covering the spring. When the rock is gone, the area will flood with water.
Swim across to the side you threw Medli at.

   Walk up the path a bit and you will come across three bomb flowers and a
lava pit. See the two statues in the lava pit? Each of them is holding a green
pot. What you need to do is throw a bomb flower into each of the pots so you
can make your way across the pit. Don't try only bombing one and trying to jump 
across the second. It wont work and you will burn Link's bottom. Then you'll
have to walk all the way back here. When both statues have fallen, walk across
and enter the dark entrance. This is the entrance to the dungeon known as
Dragon Roost Cavern.

     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  F. Dragon Roost Cavern                              Code: [DRCV]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                                      _
                                     | |      _______                
                      ~1F~          /   \___.`       \             .````.
                                   |     _____        |         .`       `.
                                    \   /     `.__     \_____   |          \
                                     |_|          |          `--'          |
                                    .| |.          `.________.--.          /
            _                   ___/     \_________              \        b\
          _/ \._               /   \_   _______    `.             `._______/
         |      |             /      \_/     \`.    `.
         `s   _.`            /                 \ `.    |
      ___s `.`             _/_   _    g         `. \_.`
     /   \____            /   \ (_)`.             |
     `s_.`    \          /  _/    `. `.       ._.  `._
   ___s |    A|    _     | /        `. `.    .(_).   F\
  /   |  `.___|   |t|   / |           `. `.    .       |   __
  |   |           \ /  |  |             `. `._ ___ .---|_.`  `.
  \ __|           / \   \ \               `.(_)___|     _      |_____
   \\            | g |  |  \                       `---| \           `.
  ladder   _     |   |  |   |                          | /           m |
     \\   | |     \ /   |  /     ____        ____     .` \        ___.`
    / |__/   \    | |    \ \____/    \______/    \  .`   |      .`
    |   _|   \    \ \     \    __    _    _       .`     \     |
    \__/ \_ _ `..`   `.__.` _.`  `. | `--` `-. .-`        \  _/
          \_/`.__.``.__|_.`      /   \      /   \         | |
                                 |   |      \_  |         | |_
                                 |   |        \  `.      .`   \
                                 \   /         \   `._.`       `.
     k - small key                |_|         .`   ___          /
     b - big key                .`  \     __.`   .`   \        /
     m - map                 .`     `\   / k  .`       `.    .`
     c - compass            | k      |   \__/            |  |
     g - grappling point    |  p      \                  \__/
     s - sidle point        |          |
     p - warp pot            \        .`   When you enter the cavern, there
                             |      .`   will be three blocks at the end of the
                              \    |   room. Pull the leftmost one forward and
                               \  /   pull the middle one to the left where the
                               _||_   first one was. Then proceed to the next
                              /    \   room.
                             |START|
                      _       \    |      In the next room, two bokoblins wait
                     (k)       `--'   for you. Each of them is armed with a
                     //              burning boko stick. Defeat them and take
                    | |   a burning boko stick to the two unlit torches and
                   /   \   light them. If the fire goes out on the boko stick,
                 _/    |   head to the lit torch and light the stick. When both
     ~2F~      .` __  _/   of the unlit torches are lit, a treasure chest will
             .` .`.`  `.   appear. Inside is a small key. Use the small key to
             \`   |     `.   open the locked door.
         .`\      `.__.`. `.
         \.`             `. `.        In the next room, you must grab one of
     .`\                   `. `.   the large pots to the left. When you have
   .` .`                     `. `.   one, throw it at the boarded entrance. You
  |   |                      /    `._   can then proceed further.
  |___/           _____    .`       _|    
   / \           /     \.`  .`\____/      Walk along the wooded path to the
  |   `.        |        .`           left until there is a large gap that you
  \    c|        \_____/`   cannot jump over. Walk off the path onto the ledge
  /   |`          .' '.   with the block on it and pull the block out of the
  |A  |          .'   '.     wall. When it is pulled out, climb onto the block
  |   /      . `\     p /` .    and hop onto the next part of the wooded path.
  |  |     .`    `.   .`   _\
  |k |    /        | |    (_F\      _____        ____      Run to the long wood
  '--'    |        | |      \ |   .`     \____--/___/   bridge and walk across
        .`         | |      | |__\_____________ /   |   it. When you arrive at
        |          | |     (  |__ _____________|    |   some bomb flowers, use
        `.         | |      \_|  /        _E__  \___|   them to blow up the
          `.       | |        |   `._____/    --\___\   large rock. Enter the
           |       | |        |                        ________    door to get
           |       | |       /                        /   |___ `.     further.
            \    .`   `.   .`                    _   /        `./`.__
             ` ./___ ___\.`                   .`  | |              : `.
                   / \_                      /    |_|            g :  /
                 .`    `.                   |                    __:_/
               .`       _|                  |      _          __/  |    ~4F~
              |        | |     ___           `.   | \       .`  `.  `.
              |        / |    |B  \            `. `. `.___.`      `. /`.
               \.`\___/ /     |   /              \  \               `. g`.
                \__  __/  ____\   \                C                  `. /`.
                  _||___.` _       |                                    \   \
                .`    \   (_)      |                                     \   \
               |       |  ________/                                     /  D |
                `.____/_.`                                               `.__/

                              _           ___       ___      ___
                   BOSS --> .' '.       .`   \____.`   `.   \   `.
                           /     \    .`-`. _________ .--|___|    \
                           |     |    |    |_________|    ___|    |
                           |     |    `.-.`   _E__    `--|   |    /
                           /     \      `.___/    `.___.`   /____/
                          /       \
                          |       |                          g
                         _\p      /_
          ~3F~          |___________|                     /`.
                        .`    g     /                    /   `.
                        |__________|  ___               |     |
  C                     |          \ /   \              /    /
  \  \                  |           |__   |             \___/
   \  \                  \   ______/   |  |
    \  `.                |  |      /    | |          g
     `.   `.             |  |      | B  / |    _
        `.   `.         /    `.     \   `.`  .` \
           `.   `.     |       `.    \.` __.`   / 
              `.   `.._|        |        \     `
                 `.            D|    g    \___/
                    `---.      .`
                        \__.`

   When you enter the next room, you will see a lava pit and two places you can 
go. If you look at the leftmost place, you will notice a treasure chest. Inside 
that treasure chest is the map. To get to it, pick up the large jars and throw 
them into the lava. They are filled with water so when the jar breaks and
touches the lava, the lava will cool and form a small path. You may have to use 
two jars if you didn't throw the first jar far enough.

   When you have gotten the map, pick up a large jar and throw it towards the
other ledge you can go to. Don't throw it toward the area you came from! When
the water cools the lava, jump on the hardened lava to make it across. If your 
aim is off, you may have to throw another jar to secure a safe path.

   When you arrive safely on the ledge, stand a distance from the ladder. A red 
chuchu waits for you above, but if you are close enough it will come towards 
you. A safe distance will stop the chuchu from landing on top of you. You can 
kill the red chuchu if you'd like to receive a red chu jelly. Of course, there 
is always the possibility you may get a rupee or nothing at all. Either way, 
proceed up the ladder and through the door.

   In this room, there are two boarded exits. Head to the leftmost one, but be 
aware. A bokoblin will break through it and attack you. Defeat it and grab its 
weapon. Use its weapon to break through the other boarded exit walk through. 
You will then notice two paths. To the left is a ledge and a boarded opening. 
Throw the bokoblin's weapon at the boarded opening to break through the boards. 
Open the chest to receive a small key, then head to the other path in the room. 
Go through the door.

   When you go through the door, you will be on a ledge within the large room
you were in earlier in the dungeon. This is the same room with the long bridge. 
Move to the right and grab one of the rocks on the ground. Then go to the left 
to see a large rock. Next to the rock are two bomb flowers on the wall. Throw 
the rock at the bomb flowers to cause them to explode, destroying the rock. If 
you run out of rocks, you can always go through the door and then return here 
for the rocks to reappear.

   When the rock has been destroyed, walk across the boards and onto the wooded 
path. Keep on walking until you pass some skulls on the ground and see a locked 
door ahead. Use the small key you received earlier to open the door.

   After walking through the door, you will be at a long passage. Make your way 
to the end. Watch out for red chuchus that will fall from the ceiling. When 
they are disposed of, head to the end of the passage to come across two boarded 
openings. Approach the leftmost one for a bokoblin to break through the boards 
and attack. Defeat it and grab its boko stick. Head to the torch in the room to 
light the boko stick, then use the burning boko stick to light the other 
boarded opening on fire. Step on the switch and the bars in front of the door 
will disappear. Enter the door.

   Outside, grab one of the pots near the door you just came through. Then walk 
across the bridge. A bokoblin awaits your arrival at the end, so throw the pot 
at it to push it back. This will make fighting it a bit easier and you wont 
have to worry about falling off the bridge. Before you climb up the ladder, 
take a good look at what's behind it. On the mountain wall is an opening. 
Flames shoot out of it and into the ladder every twelve seconds. As you climb
the ladder, make sure you do not get hit by the flames or they will send you 
flying off the ladder.

   When you reach the top, watch out for the kargorok. It's best to defeat it
so it doesn't annoy you as you proceed. Then sidle across the narrow ledge that 
is in front of the flaming opening in the mountain wall. Like the one by the 
ladder, it will shoot out flames every so often. Avoid the flames or you will 
be sent falling to your doom. When you are safely across, run around the rock 
to come to another narrow ledge. The rightmost part isn't too narrow so climb 
onto it. Then walk off, but don't let go. Instead, hang on to the end and move 
to the left. When the wooden ledge becomes less narrow, climb back onto it and 
proceed to the left.

   Climb onto the small ledge and then climb onto another ledge with a bomb
flower upon it. Pick up the bomb flower and run across the wooded platform.
Throw the bomb at the large rock. When it has been destroyed, a new door will
become accessible. Jump off the wooden platform to land in front of the door.
Enter the door.

   Inside, a large stack of blocks stand tall before you. Pull the bottom block 
of the middle and right stacks forward until they fall down. Then climb onto 
the top and throw the entrance.

   Watch out for the mice! Like in Forsaken Fortress, the mice will steal your 
hard-earned rupees from you. If you bought the bait bag and purchased some all-
purpose bait to put in it, equip some and put it in front of the small hole in 
the wall where the mice seem to be coming throw. If you want, you can buy a red 
or blue potion from the mouse that eats the bait. Feeding the mouse will cause 
the mice to stop stealing your rupees.

   Whether you fed the mouse or not, head to the left and pull out the block in 
the wall. Climb upon it and then onto the ledge with a couple of pots on it. 
Then look to the right to see a treasure chest. Walk up it and open it to 
receive the compass. Now head back to the ledge with the pots on it and break
the one with the boko sticks in it. Grab a stick and light it on fire with the 
torch near the treasure chest. Then throw the burning boko stick across the
room toward the boarded opening. It will light the board on fire and reveal 
treasure chest. Inside that chest is a small key.

   Return to the ledge where you broke the pot to get the boko stick. Use the
small key you just got to open the door and walk in. When you are outside, walk 
to the right and up the stairs. At the top of the stairs, look to the left to 
see a nest with a kargorok in it. Pick up the pot next to the locked door and 
walk up to the kargorok. Throw the jar at the kargorok to kill it. Take the 
small key that is in its nest and use the key to unlock the locked door.

   In this dark room, break a pot containing a pair of boko sticks. Then grab
the boko stick and light it on fire. Run down the dark hallway to the next room 
on the map. Walk out for the keese in the room. They will attack you as soon as 
you approach them. Light the torch and open the chest in the room to get a joy 
pendant. Of course, the joy pendant is completely optional. Anyway, with a 
burning boko stick in hand, walk up to the boarded entrance and light the 
boards on fire. When it stops burning, walk through it and proceed down the 
dark hallway. In the next large room, light the two torches to make the barred 
door accessible.

   In this next room, you are once again in that large room with the long
bridge you crossed earlier in the dungeon. Before you proceed across the long
bridge of this level, look to the left. You will see a warp pot with a rock
upon it. Now look to the right to see a bomb flower. Pick up the bomb flower
and drop it next to the warp out. When the bomb explodes, the warp put will be 
accessible. Now is a good time to save your game. You can turn your game off if 
you want because you can easily warp back to this room through the warp pot in 
the second room of the dungeon.

   When you're ready to continue, run across the long bridge and enter the door 
with the two torches on either side of it. When you enter the room, the door 
will bar shut behind you. To continue, you must defeat the three bokoblins in 
the room. One is in plain site so defeat that one first. The next two are 
hiding in pots. In the map, head to the right side of the room and destroy the 
pots on the wooden shelf to unveil another bokoblin. Defeat it and head to the 
upper right-hand corner of the room. Roll into the wall for the jars on the 
shelf above to fall down and reveal the last bokoblin's hiding place. Defeat it 
for the doors to open.

   There is a treasure chart hidden in this room. Look for a lit torch next to 
an unlit torch. Grab the boko stick one of the bokoblins dropped and light it 
on fire with the lit torch. Then use the burning boko stick to light the unlit 
torch on fire to reveal a treasure chest. Open the chest to receive Treasure 
Chart 39.

   Whether you got the treasure chart or not, climb the ladder in the lower 
left-hand corner of the room. If you want a joy pendant, then walk past the
door and run into the wall below the jar on the shelf. When it falls down, a
joy pendant will appear. Grab the joy pendant and then walk through the door.

   In this next room, there is a small platform with a magtail on it. Past that 
is a lava spout. What you must do is take a jar and throw it at the magtail. It 
wont kill it, but it'll get it out of the way for a few seconds. Then grab 
another jar and jump onto the platform. Throw the jar at the spot of the lava 
spout before it erupts. Jump on it and when it erupts, it will send you to the 
next level. Jump onto the wooded path and walk through the door.

   In this next room, there is a lava pit at the center. Do not worry about it 
at the moment. At the other side is the boss door, but you lack the proper key 
to open its lock. Instead, look for three skulls near the door you just came 
through. The skulls surround a bomb flower. Pick up the bomb flower and chuck 
it at the closest rock. When the rock has been destroyed, a third warp put will 
appear. Now is another good time to save and take a break if you wish because 
you can easily return to this room from the beginning of the dungeon. Just make 
sure that if you do start from the first warp put, you will teleport to the 
second one. Jump back into the second warp pot to be teleported to the third 
one. Anyway, pick up another bomb flower and throw it at the furthest rock to 
clear an entrance. Walk through the newly accessible door.

   Upon arriving outside, the camera will show you the very angry Valoo. Now
head to the right and climb the stairway. Be careful because as you run up the 
stairway, the stairs will fall behind you. If you aren't quick enough, you will 
fall yourself. When you get to the top, you will see Medli and the gate behind 
you will close. You must fight a set of enemies to proceed in the dungeon. 
First you must fight two bokoblins. That's the easy part. Next comes the 
tougher but more fun part. You finally get to take on a moblin. They are those 
pig-like creatures that guarded the Forsaken Fortress. Now you get to show them 
who's boss! It's a good idea to take advantage of the pots in the area. The 
moblin's weapon has a long range and will deal some significant damage if you 
get it. Chuck a pot at the moblin to make it fall over and drop its weapon. 
When it gets up, slash at it some more until it falls over again. You don't 
want it to get its weapon back.

   When the moblin has been defeated, the gate in front of Medli will open.
Speak to her to find out that some creature is doing horrible things to the
great Valoo's tail. Medli will then give you the grappling hook, an item the
Rito used before they got wings. When you can control Link again, walk up the
small set of stairs and climb onto the ledge. Look above and you'll see Medli
standing on a bar.

   How To Use The Grappling Hook
  -----------------------------------------------------------------------------
     Using the grappling hook is very simple. Just equip it to the X, Y or Z
  button. Then press the button it is equipped to and you will see a small red
  dot appear at the center of the screen. This is where you should aim. When
  you see a bar similar to the one Medli is standing on, aim the red dot at the
  bar. A small yellow starburst will appear. Now press the button again to
  throw the grappling hook. It will automatically latch onto the bar and you
  will be able to swing on it like you did on those ropes in the pirate ship or
  in Forsaken Fortress. If you hold R, you can press up on the joystick and
  climb onto the bar the grappling hook is latched onto.

     The grappling hook has two other purposes. You can use it on enemies to
  steal items from them. Also, while you are at sea you can use the grappling
  hook to fish out treasure from the sea floor.
  -----------------------------------------------------------------------------

   Using the grappling hook, latch onto the bar Medli is standing on. Swing
across and press A to swing to the other side. When you land, walk down the
path a bit. You will see a ladder going down, but disregard it. That is only
there in case you fall. Now use the grappling hook again to swing across the
gap. You will encounter a boarded opening, but this time you can use your sword 
to break through it. When you break through, jump off the ledge to land below.

   When you land, look to the left. You will see a couple of bars you can use
to latch on using the grappling hook. Swing across each of the three gaps. When 
you land after the third swing, walk down the path a bit and enter the door to 
the left.

   In this room, you should take down the two bokoblins so they don't push you 
off the bridge and into the lava. When they are disposed of, walk onto the 
bridge and cut off the ropes holding the bridge. When you cut a one rope on
each edge of the bridge, walk a bit and the bridge will break. Do not worry. 
You will fall onto a rock path. If you killed the two bokoblins, a treasure 
chest appear. Go to it and open it to attain a joy pendant. Now head across the 
path and into the door.

   Look to the right. You will see a small compartment. Enter it and stand in
the middle of all the ropes. You will have to perform a spin attack to cut down 
all the ropes at the same time. If you don't cut them all down at the same 
time, the platform will tilt and you will fall off and into the lava below. 
When the platform falls into the lava, head to an opening in the wall in the 
upper right-hand corner of the map.

   After entering this new room, hop onto each of the wooden platforms and then 
onto the ledge. Climb the ladder and you will find a barred door. To open the 
door, you must use the grappling hook to latch onto the bar. Where is the bar? 
Head to the opening in the ledge where you can look down into the huge lava 
pit. Look up and you will see a red bar. Use the grappling hook to latch onto 
it. After one complete sing, the bar will move down a bit and the bars in front 
of the door will disappear. Hold down the R button to stop swinging and turn 
around, aiming at the ledge with the door. Swing a couple times before you let 
go. Enter the door.

   Tingle Statue Spot
  +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
     If you have a GameBoy Advance and a cable to connect your GameBoy Advance
  to your GameCube, as well as the Tingle Tuner, hook it up now. When you have
  the Tingle Tuner operational, move the cursor on the GameBoy Advance to the
  ledge across the lava. You will see a small red icon with a question mark on
  it. Use a Tingle Bomb to bomb the spot and a treasure chest will appear. Use
  the bar on the ceiling to swing across the lava pit and open the chest.
  Inside is the Dragon Tingle Statue! If you collect all the statues, you can
  get 500 rupees from Tingle.
  +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

   Anyway, look onto the ceiling to see a bar in which you can latch onto using 
the grappling hook. You need to get to the ledge at the right from the door you 
came through. If you're standing where the Tingle Statue was, then the ledge is 
to your left. Either way, swing over there with the grappling hook. You may
have to hold down the R button and change your direction if you didn't latch on 
at the right angle.

   When you have gotten to the ledge, walk to the next room and hop onto each
of the three wooden platforms. When you get to the third one, hook onto the bar 
on the ceiling with the grappling hook and swing across to the ledge. Enter the 
door.

   In the next room, you must get the Big Key from the treasure chest. But the 
chest is surrounded by flames. When you step on the switch, the flames will go 
away. But alas, it is not that simple. When you step off the switch, the flames 
return. You need something to put on the switch. There is a magtail in the 
room. Make sure you aren't facing any lava pits when you attack it, because it 
will roll into the pit when you stun it. So walk up to it and it will open its 
claws. A couple slashes in the face will stun in, causing it to roll into a 
ball. Pick it up and drop it on the switch using the R button. When the flames 
are gone, quickly open the chest to receive the Big Key.

   Now it's time to get to the boss. There are two ways you can get to the
boss. The first way is so save, then restart your game and use the warp pots to 
teleport to the room with the boss door in it. The other way is to backtrack.

   If you're not going to backtrack, skip this paragraph. If you are, pay
attention. You need to go back to the large platform you had to cut the three
ropes on at the same time. When you get there, rid the platform back up and
enter the room where you had to cut the bridge's support ropes to get to the
path below. When you are in that room, take out the two fire keese flying
around. They're really mess you up if you don't. When they're taken care of,
pick up one of the water-filled jars next to the door you just came through.
Run across the path to the other side of the room and look to the right for a 
lava spout to shoot up every few seconds. Throw the jar where the lava spout 
shoots up, then stand on the solidified lava to be elevated to the floor above. 
Jump onto the ledge and go through the door. Then swing across the three gaps 
again using the grappling hook and enter the door to the right when you swing 
over the third gap.

   In this room, you need to cross the lava pit. Simply use the grappling hook 
to latch onto the bar on the ceiling and swing across. Now is definitely a good 
time to save. On the other side, there are two treasure chests. The one on the 
left holds a yellow rupee while the one on the right holds a Hero's Crest. If 
you collect ten hero's crests and bring them to Orca back on Outset Island, he 
will teach you a handy spin attack. Orca is the man you got your sword from.

   Moving on, if you want to save a fairy for the upcoming boss battle, equip
your bottle. Make sure it's empty, and break open the right pot closest to the 
boss door. When you have the fairy in your bottle, remove the bottle to make 
sure you don't accidentally use it. The fairy will automatically heal you if
you run out of hearts.

   Now proceed to the boss door and use the Big Key to open the door. Enter it 
to begin the boss battle.

(@)                            Boss No. 1: Gohma                            (@)
| |-------------------------------------------------------------------------| |
| |   As far as attacks go, this guy has two of them. He will either attack | |
| |you with his fire breath or grab at you with his claws. Occasionally, the| |
| |claws will begin to follow you and pop up around you. Then they will     | |
| |begin waving around, which can get annoying.                             | |
| |                                                                         | |
| |   Keep in mind that there are pots around the area which hold hearts.   | |
| |should be enough here to defeat this fairly easy boss.                   | |
| |                                                                         | |
| |   The first thing you want to do for this battle is to do for this fight| |
| |is to equip the grappling hook and aim for Valoo's tail, which hangs from| |
| |the top of the area. Swing across and try to land somewhere safe. Valoo  | |
| |will drop the ceiling onto Gohma. Do this two additional times for the   | |
| |armor on Gohma to crack, making him vulnerable.                          | |
| |                                                                         | |
| |   Once he is vulnerable, L-target his eye with the grappling hook and   | |
| |pull it in. Then hack and slash at it with your sword until it returns to| |
| |his body. Keep on doing this between his attacks until he is defeated.   | |
| |-------------------------------------------------------------------------| |
(@)                                                                         (@)

   When the battle is over, grab the heart container and head into the small
spiral in the center of the room. After a short cutscene, you will be warped to 
the shore of Dragon Roost Island. You will have a short conversation with Medli 
and Prince Komali. Then Komali will give you the Din's Pearl. Then the Great 
Valoo himself will speak a few words of wisdom. Of course, you can't read what 
he says. Here is a translation:

  "O Hero! Thank you!
   O Hero! Use the wind god's wind!"

   It's fairly simple to understand his language. First, beat the game once and 
after the credits, choose to save your game. When you start a new game, a few 
things will be different. One thing is understanding words spoken in other 
languages.

   Anyway, after the conversation with Medli and Komali, head to the King of
Red Lions. He will speak a bit about the monsters in Dragon Roost Cavern, and
then say you must sail to the south. Do just that. Use the Wind Waker to play
the Wind's Requiem and set the wind to the south. Climb onto your boat and set 
sail. You must head to the place marked on your sea chart. Just make sure the 
wind is blowing to the south, or you wont be able to board the King of Red 
Lions.

     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  G. Forest Haven                                     Code: [FRHV]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   When you get close to the Forest Haven, the King of Red Lions will stop and 
speak. When you arrive at shore, climb up the ledges. Then run up the path. 
Watch out for the deku babas. If you get too close, they'll eat you. So slash 
at them four times. Three times will just make them bounce around. After the 
third slash, they'll be stunned and you can slash at their branch, killing 
them. When the path ends, look up to see a bar.

   Equip your grappling hook and latch onto the bar. You'll probably have to
change your direction so hold down the R button and move to the direction  to 
the closest land. If you fall into any of the water, you'll get pulled down 
with the current and will have to start all over. Swing across and jump onto 
the grassy platform covered with bushes. Watch out for a deku baba, as it will 
attack once you land on the ground. Defeat it if you like, and jump to the next 
part. Watch out for the octorok. Deflect its rock with your shield to kill it. 
Then climb onto the ledge and latch onto the next bar using the grappling hook. 
Swing into the circle of water. Don't worry, the water is shallow so you wont 
be pulled back by the water current and have to start all over. When you land, 
enter the hole in the side of the wall.

   Once inside, follow the water current upstream until you come across a lilly 
pad floating on the water. When you approach it, a bunch of chuchus will appear 
on the tree's face. Face?! Yes, the face of the tree. That tree is the Great 
Deku Tree. Now roll into the tree and the chuchus will fall down. Defeat them 
all. If you aren't quick enough, the remaining ones will go back onto the
tree's face. When they are gone, the Deku Tree will speak some words in another 
language. Here is what he says:

  "That garb you wear...
   Could you be the legendary hero?"
 
  "Has the king at long last found the
    Hero of Time?"

  "What is the matter? Do you not understand
   the ancient Hylian tongue?"

   After that, he'll begin to speak in a basic language you can understand.
After a conversation, you will be introduced to the Koroks, the spirits of the 
forest. After a small words from the Great Deku Tree, Linder will appear with 
terrible news. Linder is one of the Koroks. It seems Makar has fallen in the 
Forbidden Forest. Makar is also another Korok.

   The Great Deku Tree will present the task of saving Makar. He will make the 
Deku Leaf appear, but you'll have to somehow get all the way to the branch it 
is on. It is pretty high up, but getting to it is pretty easy. Look for a deku 
baba bud on the ground. Deku baba buds are the things that usually have the 
deku babas in them, but some don't. There is one on the ground to the Deku 
Tree's right. Close to the bud is a tall, thin tree-like object with a deku
baba on top of it. You need to use the deku baba on the ground to fly into the 
air and into the next deku baba bud. Keep on jumping from bud to bud. After the 
third jump, get ready for the forth one that is NOT to a deku baba bud. To the 
right, you will see a long narrow green tree-like thing identical to all the 
other ones. You don't want to aim for that. Instead, aim for the tree directly 
in front of you when you landed in the last bud. You must jump on top of it.

   On top of the tree, there is a Korok standing there. You don't need to speak 
to him if you don't want to. Just look up to see a bar in which you may latch 
onto using the grappling hook. Use it to swing to the next deku baba bud. You 
may have to hold down the R button and adjust your direction while you hang on 
the rope. Continue on up bud after bud until none remain and you must jump onto 
the tree branch with the glowing object upon it. Grab the item which is none 
other than the deku leaf.

   How To Use The Deku Leaf
  -----------------------------------------------------------------------------
     The deku leaf has two uses. The first is while you are standing on the
  ground. Equip the deku leaf to one of the X, Y or Z buttons. When press the
  button it is equipped to to cause a small wind current. This can be used to 
  blow certain switches that required a draft to move them. You can also use it 
  to blow certain round objects (no pun intended...) throughout the world.

     The second use is to float across large gaps you normally could not cross.
  If you are indoors like in a dungeon or cave, you don't need to worry about
  which direction the wind is blowing. However, if you are outside, you will
  need to make sure the wind is blowing in the correct direction or you may end
  up too low to reach your target. Keep in mind that while you use the deku
  leaf in this manner, magic is reduced. When you run out of magic, you cannot
  use either functions of the deku leaf.
  -----------------------------------------------------------------------------

   Anyway, after getting the deku leaf a Korok will call you over to meet with 
him. Look downward for a large ledge with an arrow shaped out of bushes. Use 
the deku leaf to float over to that ledge. Speak to the Korok if you feel like 
you must. Cut down some of the bushes to refill some of your lost magic, then 
proceed into the large exit.

   After a very short cutscene showing you the surroundings, head up to the tip 
of the cliff. Use the Wind Waker to make the wind blow southwest. Look
southwest for a small island with a few bushes upon it. Use the deku leaf to
float across to that small island. Watch out for the cyclone circling the
island. If you are caught in it, it will send you high into the air and may
make it difficult to find the spot you must land at.

   When you land, cut down a few bushes to refill your magic meter. Now look
northwest of where you are standing to see a large island. That is the one and 
only Forbidden Forest. If it is at night, you will see a bunch of torches
lighting up the spot you must land at. If it is daytime, look for a ledge.
Either way, set the wind to blow northwest. Now you need to make sure you use
the cyclone to your advantage. You need to float into it so it will shoot you
high into the air. That is the only way to successfully make it to the ledge.
So do just that with the deku leaf and fly over to the ledge. Watch out for the 
peahats hovering around the area. If they hit you, you will fall and will have 
to start from the small island again. Luckily you wont have to start all over 
again. When you land, enter the entrance to the Forbidden Forest.

     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  H. Forbidden Forest                                 Code: [FBFR]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   On the map below, capital letters show entrances to different floors (with
exception to "F"). When you find a capital letter, look elsewhere on the map
for the same letter to find the connection between floors.

         ~1F~                          ~2F~
        _____                        _____ __
      .`     `.                    .`     `  `.
    .`         `.                .`   ______   `.
   /             \              |    /D____ \    |
  |               |             |   / /    \ \   |  _____             ____    B
  |               |             |   \ \____/ /  _|.`     ` ._____ __.`   p`.. O
   \             /              |    \______/  (_|               |__        | S
    `.         .`                `.            .` `._____.--.___.`  `.____.`` S
      `._____.`                    `.________.`
                                                   Start off by following the
         ___                          _______   path to the right, going up a
       .`   `.                      .`      B\   but until you come to a chest.
     .` A     `.                   |          \    Inside is the dungeon map.
     |         |                 .`            |   Watch out for the green
     |         |                 |            /   chuchus. There are a few of
     |         |                 |          .`   them around the that treasure
     |         |                 |          |   chest.
     `.       .`                  \         |
       `._ _.`                     \        |      After getting the map, head
    _ __.' '.__._____               \_   __/   back to the point where the path
   | `  \___/p/    m_\               .' '.    split into two. This time, take
    \        /  __ /               .`     `.   the left path instead of the
     |_     |  /  `                |       |  right path. You'll come to a door
      _)   /  |                    `.     .`   that has vines growing over it.
     (_______/                       `| |`   To the left of the ledge you are
       START                        .`   `.   on is bunch of bushes. Past the
                                  .` A    |_.   bushes is a small circular
     k - small key                |         |   opening with a large nut at the
     b - big key                  |         |   center. Pick up the nut and
     m - map                      |        _|   throw it at the plant on the
     c - compass                  |    E  |_   plant. If your aim is good, the
     g - grappling point          `.       .`   plant will die and the vines
     s - sidle point                `._._.`   will disappear as well. Make sure
     p - warp pot                           you do not take your time because
                                          that nut will disappear after a set
                                       amount of time. Walk through the door.
                                  ___
                                .`   `.      If your magic is low, hop into the
                                |    C|   deku baba bud a few times for your
                                `.___.`   magic meter to be restored. Anyway,
                                 .' '.   if you look up you will see a few
                                /     \   ledges on the opposite side of the
                                |     |   room. You need to use the deku baba
                   ~3F~         |     |   buds to get there. Hop into the one
                                \_____/   in front of you to get high into the
                               __.' '.__   air. Then use the deku leaf to float
       ______                .`   \_/   `.   to a bud a bit to the right from
      /      \      __     .`             `.   the one you were at. Of course,
     /        \.--`   `.___|               |   it is higher than the last one.
    |          .___        |`.             |   Make sure you avoid the large
     \        /    `---.___|.`             |   spiked vines sticking out of the
   _.`\______/             |               |   wall.
  \k  / /c \                `.         g .`
   \.`  |__|                  `._______.`      The next bud you must aim at is
                                  / \     at the center of the room but a bit
---------------------------.     |   |   up and to the left. Make sure you aim
           ~4F~            |    (     )   directly at it and fly towards it. If
        __                 |     |   |   you take too much time getting to it,
        \ \' '.            |      \_/   _   you will most likely be too low to
        .\     `.          |   __.' '._/ \   land and will have to return to
        |       |          | .`          B`.   the closest bud.
        `.     .`          | |             |
          `| |`            | |            .`      If you can manage to land in
         _.' '._           | |            |   the right bud, use it to get to
       .`       `.         | `.           |   the ledge with the door on it.
       |         `--.      |   `._/\_/\__/   After landing, look in the bushes
       | C       .--`      |                for a bomb flower. Pick it up and
        `._   _.`          |       ___  __   quickly drop it in front of the
         _.| |.            |      .`   |/ /   door to destroy the plant and its
       .`      `.          |   .`       /   vines. Walk into the doorway.
       |        |          |   |         |
       |        |          |   |         |      When you arrive in the next
       `.  ____.`          |   |    E    |   room, immediately look to the left
      _.' '.___            |   |         |   for a propeller. Use the deku leaf
    .`         `.          |   `.       .`   to blow a draft of air at it and
  .`             `.        |  _/ /._ _.`   cause it to spin. This will cause
  |               |        | |   |       the platform in the room to slide over
  |               |        | |___|   to you. Hop onto it and use the deku leaf
  |             D |        |        to spin the propeller in the upper right
  |               |        |       hand corner of the room. When the platform
   `. p         .`         |    comes to a stop, hop onto the ledge and enter
     `._______.`           |   the door.
                           |
---------------------------`
                                                                    ~B1~
   In this room, watch out for peahats. The best      _     __
way to take them down now is to use the deku leaf   .` \___/  \
to send a draft of air their way. They will be    .`           \
stunned and this is a good chance to strike     .`              \
them with your sword. If you want, you can     |                _|
use the grappling hook to steal a golden       |               (_
feather from them.                             |                 |
                                               |                 |
   Moving on, defeat a the rightmost deku      |                 |
baba. When it disappears, a deku baba bud      |                 |
will appear. Use it to hop onto a small ledge   \               /
with another bud on it. Use that bud to get to  _)             /
the next ledge. When you arrive at the top,     \            .`
you will notice the door is blocked by one of    \____   __.`
those plants with the vines.                         .' '.
                                               ______|   |___  ____
   Look in the upper left-hand   _____________|              |/    `.
corner of the room to see one   |                            |___    \______
of those propellers. Use the    |    _________               |   \         F|
deku leaf to turn it and a      |   /         \____          |    `.    ____|
platform will slide over to     |   |              \________/    .`   _/
you. Hop onto the platform and  |   |_____        ------------.`   .`
face the door with the plant.   |         |_____/        g     \.`
Use the deku leaf to blast a    |____     |_____       b       /
gust of air at the door and the      \___/      \            .`
platform will move across the room.              \_________.`
When the platform stops, hop onto the ledge and
break the boards blocking the hole. Pick up the nut and quickly return to the
platform.
       __   ___         You need to be quick now. Drop the nut on the platform
     .`  |_|   `.   on the side closest to the door with the plant on it. Then
   .`           D`.   face the spot you got the nut from and use the deku leaf
  |`.            .`   to get the platform moving across the room again. Wait
  |F |           \.   for the platform to come to a complete stop or you will
  |  |          __|   most likely fall. Jump onto the ledge and chuck the nut
  |.`         /   |   at the plant. This will destroy it and allow you to
   `.        |  .`   continue. If you want to get an easy twenty rupees, don't
     `.____|\|`   enter the door and read the next paragraph. However, if you
               wish to move on and skip the twenty rupees, then enter the door
and skip the following paragraph.

   If you choose to get twenty rupees, walk off the ledge as if you were trying 
to jump to the platform. Make sure Link hangs on to the end of the ledge. Not 
press L to get the camera behind Link if it isn't already and right after you 
let go, push up on the joystick. You will grab onto the ledge of a small
cavern. Open the treasure chest to receive twenty rupees, then jump off and use 
the deku baba buds again to return to the top. Enter the door.

   This next room is very simple. You need to throw the nut at the plant on the 
door to continue. But alas! It's not that easy. When you get too close to the 
nut, large spiked vines appear from the ground and block your path. You can run 
around all you want searching for a way through, but you will never find one. 
Instead, use the deku leaf to blow the nut out of the danger zone. Then pick it 
up, throw it at the plant, and enter the door.

   Move to the right and climb up the ledge. Then when you can walk no further, 
look up to see a bar. Use your grappling hook to swing across and land on the 
next ledge. Look ahead and you will see two moving platforms. Wait for the 
first one to move toward you and jump onto it. Then after it moves closer to 
the second one, jump onto the second one. Then wait for that one to move to the 
next ledge and jump off.

   On this ledge there is a locked door and a nut. If you look in the center of 
the room, you will see a large hanging object with a bunch of rupees inside of 
it. Look a bit to the right to see a ledge with two torches and a door on it. 
That door has a plant on it, and you must take the nut over to that ledge and 
throw it at the plant. So pick up the nut and hop onto the large hanging 
object. Run around the ledge and hop onto the ledge with the two torches. 
Quickly throw the nut at the plant and enter the door.

   In this room, you will be introduced to the morths. They are small creatures 
that will stick onto you. Do not worry for they do not deal any amount of
damage. Instead, as their numbers stuck onto you increase, you will move
slower. To get them off you, either roll around or perform a spin attack. As 
you walk across the room, go down the into the crevice at the middle of the 
room and open the chest containing a yellow rupee. Now climb back up and make 
your way to the door at the opposite end of the room. Enter it.

   Do not rush across the room because you will most likely run into spiked
vines before you can stop and lose a quarter of a heart. Look at the map shown
        ______________     below. This entire room is one big maze where the
     .`   ***    |  ___`.   spiked vines play the roll of the walls. On the
    /  / * | *  {3}    ```.   map below, I have marked the paths in which you
   /__/ *  |  *       **   \   can take using asterisks (*). First, you want to
  | ****  {4}  ******    *  |   take the southern path. The place labeled "e"
  | * ---- `.   __------  * |   is the entrance you just came from. You want to
  | ******** `./1 \  **** * e   get to the bomb flower which is marked "f". Now
  |-------- *  \__/ * ------|   pick up the bomb flower and drop it in front of
   \        * _/    ******  |   the boards labeled "a" and "b". You will have
    \     *  {2}------- *  /   to throw the bomb over some spiked vines in
    .` b    /          *  /   order to blow up "b". Before returning to the
  .`  .``.  |           .`   entrance, get the compass from the chest behind
   \.`    `.|.a ._____f`   "a". Then return to the entrance and take the
             |  |       northern path. When you get to "b", open the chest to
             |__|   receive a small key. Now hop into the deku baba bud to
                  return to the entrance. If you want a joy pendant, land on
the deku baba bud that is on top of the rock pillar. Then use it to get to the
top of the highest pillar with a jar on top of it. Break the jar to get a joy
pendant. Then return to the entrance and exit the room.

   Run down the long room with the morths and enter the door at the opposite
end of the room. Once you have returned to the big room with the large hanging 
object in the middle, make your way back to the ledge with the locked door and 
unlock it with the small key you just received. Enter the door.

   Look to the right and you will see a propeller. Use the deku leaf to make it 
spin causing the platform to slide over to you. Jump on it and face the door 
you just came throw. Use the deku leaf to cause a gust that moves the platform 
in the opposite direction. When the platform stops at the ledge on the other 
side of the room, jump off and enter the door.

   Upon entering the room, look for a deku baba bud. Two of them still have
deku babas in them, but when you defeat them you can use the bud afterward.
Either one of the buds is fine. Use one to shoot into the air and land on top
of the trees. Then head to the deku baba bud in the lower left-hand corner of 
the map and hop into it. When it shoots you into the air, move to the next
level on top of the tree branches. Watch out for a couple of peahats hovering
in the area.

   On this floor there are two doors: one with two flowers on it and one with
nothing on it. Enter the one with nothing inside of it. When you enter the next 
room, wooden bars will block the door you just came through. You will have to 
fight a large butterfly-like creature. Use the deku leaf to shoot gusts of wind 
at the creature to stun it and get a chance to hack at it a few times. Watch
out for it's morth-shooting ability. It'll occasionally shoot morths at you
which can become annoying when you need to get to the creature quickly. Just
keep using the deku leaf to stun it. When its wings all fall off of it, it will 
begin to walk on the ground. It'll basically do the same thing as before. Use 
the same strategy to defeat it. When the creature has been disposed of, head to 
the upper left-hand corner of the room and open the chest to receive the 
boomerang.

   How To Use The Boomerang
  -----------------------------------------------------------------------------
     First, go into the menu and equip the boomerang to either the X, Y or Z


  button. To use it, hold down the button you have the boomerang equipped to,
  and aim at something. You can focus your aim on a maximum of five things.
  When a yellow starburst appears around the object or enemy you targeted, then
  they are locked on. The yellow starburst is identical to that of the one when
  you use the grappling hook and target a bar to latch on.
  -----------------------------------------------------------------------------

   Now that you have the boomerang, taking down some enemies will be much
easier. For example, you can now take down deku babas in one strike with the
boomerang. And with two strikes, you can take down a peahat. Now you don't have 
to stun them with the deku leaf and run up to them to kill them.

   Anyway, look above the exit to this room. You will notice two white
switches. Use the boomerang to target and strike both of them in one throw. If
you do it correctly, the wooden bars in front of the door will disappear and
you can continue through the dungeon. Enter the door.

   Head to the door with the two plants on it and target both of the flowers
with the boomerang. Throw it and the plants will be dead. Go through the door.

   In this room, use the boomerang to cut down all the vines. You have to aim
at the stems, not the nuts hanging from them. When you have a path cleared, use 
the deku leaf to fly to the ledge across the room. Open the treasure chest to 
receive a joy pendant, then enter the door.

   Now you must cut the blue cords that hold the large object. Aim the
boomerang at all five of the cords and then let go. If you miss one or more of 
them, the ones that you cut off will re-attach to the ceiling. When the object 
falls, you will gain access to the basement floor.

   Now jump down into the basement floor. Be careful and press up on the
joystick as you fall. This way, when you land you'll roll and avoid taking any 
damage. Although if you land on the flower you may not have to roll. Enter the 
door on the left side of the map.

   In the next room, make your way to the door in the upper left-hand corner on 
the map. Watch out for the two blue claw creatures. If they grab a hold of you, 
they will suck away your magic. You can cut them to get them off you, but they 
will grow back in seconds.

   In this room, you should hop on the flower and onto the ledge on the other
side of the room. Open the chest to get a yellow rupee. Then aim at the four
green cords holding up the flower, using the boomerang. Cut all four of them
down, then fall onto the bottom floor and stand on top of the flower. If you
want to get a treasure chart, then proceed to the next paragraph. However, if
you wish to continue through the dungeon without getting the treasure chart,
then skip the following paragraph.

   In the room with the flower you cut down, look for a bomb flower. Then look 
for a boarded entrance. Pick up the bomb flower, then jump onto the flower and 
throw the bomb onto the ledge with the boarded entrance. When the boards are 
gone, enter the door. At the center of the room is a hollow tree stump with a 
treasure chest inside. You can crawl in there if you like, but the flower on 
the treasure chest prevents you from opening it. And since the stump is small, 
you can't get far enough for the flower to open up and become vulnerable to 
your boomerang. Head to the deku baba bud in the upper left-hand corner on the 
map. When you are shot into the air, aim for the ledge that is on the top of 
the map. You will need to use the deku leaf to float there. Once there, look 
for a propeller close by and use the deku leaf to spin it. Make sure you don't 
aim for the further one. There is one fairly close to the ledge in which you 
are standing. When the platform reaches you, jump onto it and face the ledge 
that you were just standing on. Use the deku leaf to blow you across the room 
where the bomb flower lies. Pick up the bomb flower and quickly jump onto the 
platform. Throw the bomb into the stump. If you killed the plant, the camera 
will focus right above the stump for a moment. Go into the stump and get the 
treasure chart from the chest.

   Tingle Statue Spot
  +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
     In the lower right-hand corner of the room, look for a red dot with a
  question mark on it on your GameBoy Advance. Examine it with the A button on
  the GameBoy Advance, then use a Tingle Bomb to make the treasure chest appear 
  on the ledge. If it doesn't appear, look at the ledge with Link, then bomb
  the spot again. When the treasure chest appears, open it to receive the
  Forbidden Tingle Statue.
  +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+


   If you left the room to get the treasure chest, the flower will be back at 
the top of the room. You will need to climb the ladder in the water to get to 
the top and cut it back down. Whether you had to cut it down again or not,
stand on the flower and use the deku leaf to cause gusts of air to push you
down stream. Watch out for the octorok. A simple deflection of its rock with
your shield will do the trick. When you get to the corner of the water, watch
out for two more octoroks. When you make it to the end, hop on land and enter
the door. Do not try getting here without the flower. Swimming will do you no
good because even if you make it to the end, the land is too high for you to
climb on!

   Anyway, once you enter this new room, spiked vines will block your escape.
Near the right side of the room is a large hollow tree stump. Inside is a
treasure chest. To open the gate in front of the chest, you must strike all
            __________   five of the switches in one throw of the boomerang.
          .`          \   You must do this in a particular order. The picture
        .`  5       1  \   to the left shows the order in which you should hit
   .--`                 |   each of the switches. Just make sure you are at the
   |___.             2  |   top of the tree trunk, or you wont be able to
        \   4          /   target all five of the switches. When all of them
         \       3    /   have been activated, the gate in front of the chest
          \__________/   will be opened. Open the chest to receive the big key.
                        After receiving the big key, you will have to fight two
moblins. Successfully defeat both of them to open the gate in the top door.

   Climb back to the top of the hollow tree trunk and look on the ceiling for
a bar to latch onto with the grappling hook. The door is on the upper right
hand corner of the map. Use the grappling hook to swing up there, then enter
the door.

   Jump over the ledge and you will be back at the room where the two paths
split. Return to the big room with the large object you had to cut down in
order to get down here. On the map, it is the circular room on the right of the 
B1 floor. When you are there, you must return to the second floor. To do this, 
stand next to the deku baba bud. Then use the deku leaf to spin the propeller 
to form a updraft where the blue flower is. Jump into the bud and when you 
shoot out, hover over the updraft using the deku leaf. This will send you 
flying up to the second floor.

   Now look for a door on the right side of the room. It has two plants on it
that stop you from entering the door. Use the boomerang to take both of them
down, then enter the door.

   Run down the path, taking down the two mothulas that lack wings. When both
of them are dead, the spiked vines will disappear from both of the doors in the 
room. Not only that, but a treasure chest will appear. Open the treasure chest 
to receive a joy pendant. Then head through the door on the right side of the 
map.

   In this last room, break the jar open that has the two boko sticks inside.
Grab one of them and light it on fire. Walk to the warp pot in the upper right-
hand corner of the room. Burn the board on top of it so you may use this warp 
pot if you need to turn off your GameCube. This way you can quickly return to 
this room. Now open the boss door using the big key and proceed inside to fight 
the boss.

(@)                         Boss No. 2: Kalle Demos                         (@)
| |-------------------------------------------------------------------------| |
| |   This boss is remarkably easy. It has large blue cords that connect it | |
| |to the ceiling. Your goal is to use the boomerang to cut all of the blue | |
| |cords. After doing so, it will fall to the ground and the large pedals   | |
| |will open, exposing its core. Slash at the core over and over. Two things| |
| |exist that you can do. After slashing it a few times, it decides to close| |
| |its pedals on you, damaging you a bit. You can either move back to avoid | |
| |this attack, or continue to hack and slash at it. Because this battle is | |
| |so easy, it may be best to just keep at it even if it does swallow you up| |
| |especially if you want to rush through this. Though it's not required to | |
| |do so if you don't want to do this, then start running after about the   | |
| |third or forth slash at it.                                              | |
| |                                                                         | |
| |   Like I said, this boss battle isn't very hard unless you rush at      | |
| |cutting the blue cords. It is in the process of doing that when it will  | |
| |usually attack you. With all this in mind, it shouldn't be a tough       | |
| |battle.                                                                  | |
| |-------------------------------------------------------------------------| |
(@)                                                                         (@)

   When the battle is over, grab the heart container and head into the small
spiral in the center of the room. You will return to the Forest Haven and the 
Great Deku Tree will thank you by giving you Farore's Pearl!

   After the ceremony, head back to the King of Red Lions. But before you speak 
to him, walk up to the wiggling post box. You will get a letter as well as a 
piece of heart. Now speak to the King of Red Lions and he will tell you to head 
northwest. Do just that. Make the wind blow northwest and set sail.

     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  I. Quest for Nayru's Pearl                          Code: [QFNP]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   When you are close to Greatfish Isle, the King of Red Lions will stop and
speak. Then you will be brought to the isle automatically. The King of Red
Lions is surprised at the isle's current condition. Then Quill come flying in
and tell you that the great spirit Jabun was able to flee the isle.

   Where could Jabun have fled to? The island you were born on. That's right,
Outset Island. The pirates tried to get to Jabun, but he is protected by a
barrier. Thus the pirates failed. They were last spotted on Windfall Island.

   You may explore what's left of the isle, but there really isn't much you
can access yet. So walk to the King of Red Lions and he will have a few words
to say. Then use the Wind Waker to set the wind northeast and sail to Windfall 
Island.

   The sea will be a rainy place for a while due to the curse set by the shadow 
at Forsaken Fortress.

   When you arrive at Windfall Island, make your way to the bomb shop, which is 
the isolated building on the lower left-hand corner of the island. When you get 
to the shop, walk to the left side and sidle across the narrow ledge. However, 
if you have a running start you can jump across. When you are at the back of 
the building, climb the vines and call into the small hole on the roof.

     When you are inside, crawl a bit more and you will witness a conversation
between the pirates. When they leave, exit the bomb shop. Don't worry about the 
shopkeeper. There's nothing you can do to help that greedy little punk.
Instead, head to the grave at the end of the cliff. On the map, the cliff is
the point in the island on the upper left-hand corner. When you arrive there,
jump onto the pirate ship. Walk up to the door and insert the password. The
question is random. If you last saved before you arrived on the island, don't
bother going back and imputing the password. The question and password will
change.

   When you are inside the ship, go downstairs to meet up with Niko. He will be 
happy to see you. Like earlier in the game, you need to make it across the room 
onto the ledge where Niko will wait for you.


   _______ ________      To the left is a basic layout of the room. The spot
  |    |     |     |   marked A is the reset button. If you press this button,
  |    |_____|     |   the platforms will reset. You can press the button where
  |                |   B is to start the platforms. The numbers on the map to
  |            6   |   the right are the lamps in which you must swing to get
  |  4             |   from stack to stack of boxes. This time around you have
  |####   5        |   about a minute and thirty-five seconds before the gate
  |#### 3         #|   will close. Obviously, if you don't get to Niko in time
  |#### |       ###|   you will have to start all over.
  |#### |  2       |
  |     3      1   |      There are really two ways you can go about doing this
  |            _   |   task. The first is to swing from rope to rope. This way
  |___________|_|__|   is a bit risky because if you aren't quick enough you
  |                |   may just miss the door before the gate falls. If you're

  |  A         B   |   good with swinging and changing direction on the rope,
  |_______ ________|   however, then this may be the way you should use.

   The second way is to swing on rope one and land on the set of boxes on the
right labeled as a bunch of #'s. Stand on the leftmost one of this stack of
boxes and jump onto rope number 2. Just make sure you are standing on the
corner of the highest box before you make the jump. When you are on rope 2,
swing to rope 3. Keep in mind that rope 3 moves places so you will have to aim 
at one spot before it is actually there. When you safely get on 3, swing onto 
4, then 5, and finally 6. Then swing onto the ledge and walk through the
entrance. Niko will be surprised you made it so quickly. Open the treasure
chest to get bombs.

   How To Use Bombs
  -----------------------------------------------------------------------------
     Bombs have two functions. The first function is identical to how you use
  bomb flowers: A button to throw and R button to drop.

     The second function of the bombs is basically to use them as cannonballs
  while you are on the King of Red Lions. Only when you are on the boat is this
  function available and you cannot use the bomb's first function while you are
  on the boat.
  -----------------------------------------------------------------------------

   After getting the bombs, return to the King of Red Lions. He will say a few 
words and then you can climb onto him. Now sail to Outset Island. While sailing 
to Outset Island, watch out for a large cyclone directly south of Windfall
Island on the sea chart. Try to avoid it because you can't yet take on Cyclos 
with your current items. If you do get caught in his cyclone, you will be
warped to one of eight spots on the sea chart.

   Once you arrive at Outset Island, the King of Red Lions will mention how the 
it has been night for a while because of the curse. Because of this, you wont 
have to worry about the pirates coming. Take this time to go to your house. 
Your grandma is sick, but a fairy will hear her up. If you have a fairy in a 
bottle, it would be wise to use it on her. If you don't have a fairy, then move 
on to the next paragraph. If you do a fairy, you may still want to read the 
next paragraph. In the process of getting a fairy to heal grandma, you will 
also get a rupee wallet upgrade.

   Head to the forest where you saved Tetra early in the game. However, the
bridge to get to the forest has been broken. You must use the Wind Waker to set 
the wind to the west. Then climb onto one of the wooden posts that held up the 
bridge. Use the deku leaf to float across to the other cliff and enter the 
forest. Inside, look for a large rock. Use a bomb to blow it up. Then go down 
the hole. Walk forward near the fountain and a Great Fairy will appear. She 
will give you a rupee wallet that allows you to carry 1000 rupees. That's more 
than you could ever carry in any other Zelda game! Start saving up some rupees. 
You're going to need a lot later in the game. Anyway. when the Great Fairy 
disappears, use an empty bottle to capture a fairy. Then return to your 
grandma. Stand right in front of her and use the fairy. Do not be alarmed as
the fairy swirls around you. It will make its way to grandma. However, if you
want to be sure, L-target grandma when you use the fairy.

   After healing your grandma, she will give you some elixir soup, which
restores both health and magic. In addition, it will double your attack until
you take damage. If you didn't think that was enough, you can drink it twice
before the bottle is empty. And it doesn't stop there. If you ever run out,
just go back to grandma and she'll give you some more for free. Zelda veterans 
will probably find this cheap, and it is. But I guess that's life.

   After receiving the soup, head outside. There are a couple things you may
want to do before you go meet with Jabun. First, head to the postbox. It should 
be wiggling. If so, get the letter. For the next thing, you will need a GameBoy 
Advance. If you have one, read the "Hand-Me-Down Tingle Tuner Side Quest" 
section below. Of course, if you do not have the Tingle Tuner or even a GameBoy 
Advance, skip past the below section to continue through the game.

   Hand-Me-Down Tingle Tuner Side Quest
  +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
     Getting the Hand-Me-Down Tingle Tuner is pretty easy. First, make sure you
  have the Tingle Tuner on and working. Now head to Outset Island and walk
  around on the beach near your house. Start walking toward the dock close to
  the three boats on the shore. As you walk up to them, Knuckle, Tingle's
  brother, will begin to speak to Tingle on your GameBoy Advance. He will ask
  you to find four places. If you can find them all, he will reward you. He
  will give you clues as to the location of each one.

     For the "outdoor bath", head to the water in a wooden bath near your home.
  If you don't know what I mean, stand on the wooden ramp in front of the door
  to your house. Face the door and look a bit to the left. You will see the
  wooden bath with a small dirt path heading to it. When you get there, step in
  the water and Knuckle should say, "Hmph! Now let's test you further." If he
  doesn't say that, then keep scrolling through whatever messages he has sent
  you and you will eventually come across it.

     As for the "ladder that no one uses", head to the dock connecting the
  island to the watch tower. This is on the opposite side of the island that
  the first place Knuckle had you look for was. Walk across the dock but do not
  go up the ladder. He is talking about the small ladder that goes into the
  water. Climb onto it and Knuckle will speak. Make sure you don't fall into
  the water.

     When he mentions the "biggest rock at the top of the hill", climb up the
  hill as if you were heading to the forest at the top of the island. Instead
  of walking to the spot where the bridge once was, keep on heading upward a
  bit. Step on the largest rock here, which is the one furthest from the woods.

     For the final location, walk up to where the bridge was earlier in the
  game. Then walk off the ledge to fall to the rocks below. The correct place
  directly below the ledge in which you walked off. If you noticed, there are
  large rocks sticking out of the water where rupees are. Of course, the rupees
  wont be there if you already got them. Anyway, you do not want to be on any
  of these rocks that are separated from the part of the island you walked off.
  It's a rock that is between a the island and a rock sticking up high, but are
  all connected. Hopefully that made some sense. Look at the picture below.
   _        __
  |#|      |##      You want to stand on the flat surface in-between the rocks.
  |##\    /###   Hopefully this picture clarified any confusion of what I was
  |##|   /####   explaining above.
  |##|__/#####
  |###########      Anyway, when you have found all four locations, Knuckle
                 will give you the Hand-Me-Down Tuner. What it does is allows
  you to purchase items in dungeons or while you are at sea. It's kind of
  helpful if you're not very good at this game.
  +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

   Now it is time to meet with Jabun. Go to the King of Red Lions and he'll ask 
you if you're ready. Get in the boat and sail to the back of Outset Island.  
When you see a whirlpool in the water, sail up to it. Get your bombs ready and 
blast away at the large stone door. If you run out of bombs, then you will just 
have to sit there until you reach the center of the whirlpool. When you do 
reach the center of the whirlpool, you will be sucked below. The screen will 
turn black for a moment and you will be back near the whirlpool. Go get bombs 
if you need them. You can buy them from the Beedle Shop sailing in front of the 
island.

   When you break the stone barrier, you will automatically be sent into the
cavern. You will then meet with Jabun, a giant fish. The fish only speaks in
Hylian so you wont be able to understand him. You will only be able to
understand the King of Red Lions. Below, I provide the translation to Jabun's
speech. However, it contains a major spoiler, so I will also put the
conversation inside a Spoiler Box.





   SPOILER WARNING
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  Jabun: "Well met, Hyrule King!"

  King of Red Lions: "Well met indeed, Jabun. I am pleased to see
                      that you are safe..."

  Jabun: "The events which we have long feared seem
          to have been set into motion."

  King of Red Lions: "Yes. It seems Ganon has returned. There can
                      be no other explanation."

  Jabun: "If you have sought me out...it must mean
          you have found the Hero of Time,
          does it not?"

  King of Red Lions: "Unfortunately, that is not so."

  Jabun: "Then for what purpose have you come to
          see me?"

  King of Red Lions: "The one I have brought with me has no
                      connection to the legendary one.
                      And yet I sense great promise in the
                      courage that this one possesses."

  Jabun: "Promise?
          You suggest that I leave the fate of Hyrule
          up to mere chance?"

  King of Red Lions: "I do. It is the only way."

  Jabun: "I see. Then I suppose it is up to the gods
          to deem whether his courage is true.
          I give to you the guidepost to the gods."

  Jabun gives Nayru's Pearl to Link.

  Jabun: "This jewel should dispel the curse that
          Ganon has cast upon this land."

  King of Red Lions: "So...that foul rain and endless night were
                      indeed elements of a curse brought on us
                      by Ganon! He must intend to cast this land
                      into pure darkness for all time..."

  Jabun: "Tell me, Hyrule King...
          Have you learned the whereabouts of the
          one who carries on the bloodline of the
          princess, Zelda?"

  King of Red Lions: "...I believe I have."

  Jabun: "That is well. You must protect Zelda.
          She cannot be permitted to fall into the
          hands of Ganon.
          I am counting on you!"
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=





   After receiving Nayru's Pearl, Jabun and the King of Red Lions will speak a 
little more and then the King of Red Lions will take you outside. Now you must 
place all three pearls upon three statues in the sea. The King of Red Lions 
will mark the statues' locations on your sea chart. The places are also marked 
                     on the small map to the left.
     1 2 3 4 5 6 7
    . . . . . . . .     When you sail to one of the three islands, keep an eye
  A . . . . . . . .  out for a small tan statue on a small island. When you
  B . . . . . . . .  approach one of these statues, its eyes will begin to glow
  C . . . .@. . . .  and Link will place a pearl onto it.
  D . . . . . .@. .
  E . . . .@. . . .     It does not matter in which order you place the pearls,
  F . . . . . . . .  as long as you place them all onto the statues.
  G . . . . . . . .
                        After placing all the pearls onto the statues, watch
the interesting cutscene. After the King of Red Lions cruises on over to you
and says a few words, head into the Tower of the Gods.

     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  J. Tower of the Gods                                Code: [TOTG]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   On the map below, the letters label various exits throughout the temple.
When you find a letter, search for an identical letter to find where that
particular exit leads to.
                                   ___
                                  | A |
                                  |   |
                                  |   |
                                  |   |
             ~1F~               .`     `.
                                |       |
                                |       |
                                `.     .`
     ______                       |   |
    /      \  ___ ______________  |_ _|  ____________ ___ ____________________
 __|        ||   |_  ||         |  | |  |            |   |        |     |     |
|__  c            _| ||         |  | |  |                 ________|_____|_____|
   |        ||  _|   ||         |  | |  |            |___|____________________
    \______/ | | |   ||         |__| |__|                                     |
             | | |   ||                                   _______________     |
 ____  ____  |   |   ||                                  |               |    |
|    ``    |_|   |   ||                               ___| _  __  ||  || |    |
|           _        ||                                   ' ''  ''  ''  \|_  _|
|____..____| |___|___||__________       _____________|___|'_''__''  ''__/|    |
                                 |     |                         |m |    \_  _/
                                 |     |                         |__|    /    \
                                 |     |                                 |    |
                                 |     |                                 |    |
     k - small key                START                                  \    /
     b - big key                                                         /    \
     m - map                                                             |    |
     c - compass                     ___                                 | k  |
     * - moving platform            |   |                                \____/
                                 ___|   |___
                                |           |
                                |           |
                                |           |
                                |           |
                 ~2F~           |___     ___|
                                  _.'   '._
                                 |         |           _________
               _____             |         |          | * |k_| * |
             .`     `.  ____  ___|         |___  _____|    3*    |
            |         ||    ||                 ||                |
            |                                     1*     2*      |
            |         ||____||___           ___||_____         * |
             `._____.`           |         |          | *  *_    |
                                 |         |          |_*_|__|_*_|
                                 |         |
                                 |____ ____|
                                   _.` `._
                                  /       \
                                .`         `.
   ______  ___________        .`             `.
  |      ||  :     :  | __. `                  ` .__  __        __   _______
 _|      ||  :     :  ||                            ||  |______|  |_|       |_
|_   g       : g g :                  B                  _    _    _         _|
  |      ||  :     :  ||__                        __||__| |  | |__| |_______|
  |______||__:     :__|   ` .                  . `        |  |
              |---|          `.               .`         _|  |_
              |_ _|            `.           .`          |_    _|
              _| |_              \         /             .`  `.
            .`     `.             |___ ___|            .`      `.
           |         |              .| |.             |          |
           |         |              |   |             `.        .`
            `._____.`               |   |               `.____.`
                                    | A |
                                    |   |
                                   /     \
                                  |       |
                                   \     /
                                    |   |
                                    |___|
 ~3F~         ____________
          . `             |      In this first floor of the tower, the King of
       .`                 |   Red Lions will aid you in getting from place to
     .`       .-----.    .|   place. Use the R button to slowly cruise to your
    /      .`       |    |   destination. Also on this floor, the water will
   /     .`         |_  _|   rise and then go down, repeating this pattern
  /     /          _.`  `._    infinitely.
  |__C__|        .`        `. 
                |            |      Move to the upper right-hand corner of the
                |     B      |   room. When the water has risen, climb onto the 
                |            |   ledge. Head to the right and pick up the armos
                 `.        .`   statue. Don't pick up the one to the left of
                   `-.b .-`   the door. When you pick up the one right of the
                     |__|   door, drop it onto the glowing pink circle to the
                           right of the door. When the bars in front of the
    ______              door disappear, enter the door.
   /  C  /   ~4F~
  |     |                In the next room, the water will rise and go down like
  |     |_______  B   the first room. Walk to the center of the room, watching
  |             | O   out for the yellow chuchu. Use the boomerang to stun it
  |_____.-------' S   and then attack it. Jump down to the center of the room,
                  S   and wait for the water to go down. When it does, pick up
                      a box and drop it onto the glowing pink circle. A magic
bridge will appear that will allow you to walk across the open gap. Climb onto 
the water. Before you can make it up, the water will rise taking the box up 
with it. The bridge will disappear, but do not fear. Continue to the top of the 
ladder. When the water goes down, the box will land upon the glowing pink 
circle again, causing the magic bridge to appear once again. Walk across it and 
pick up the statue at the end of the room. Don't attempt to cross the bridge 
before it disappears, because you will fall no matter how much fast you run. 
When it is safe, cross the magic bridge and exit through the door that you 
came.

   Back in the large room with the King of Red Lions, walk to the left and look 
for light blue tiles upon the floor with yellow tiles forming a cross in a
square. At the center is a small hole in the ground. Drop the statue into that 
small hole and a gate will open. However, do not enter that gate. Instead, get 
the temple map by heading for the lower right-hand corner of the room. Don't go 
through the gate, though. When I say lower right-hand corner, I am referring to 
that corner of the room you are in. Not on the map. Make sure the water has
lowered or you cannot enter the door behind the pillars. When the water has 
gone down, go into the platform and enter the door.

   On the map of the room, you should see a large opening that stretches to the 
bottom of the map. Wait for the water to rise and then climb onto the narrow 
ledge and place a bomb on one side of the ledge. Then walk over to the other 
side to avoid getting blown away. When the bomb explodes, the cracked wall will 
break, allowing you to pass through. Open the chest at the end of the opening 
to receive the temple map.

   If you want a joy pendant, then wait for the water to go down. The move the 
block in the lower right-hand corner of the room over to the upper right-hand 
corner of the room. When the water has risen, climb onto the box and throw a 
bomb at the cracked wall. You will have to time it correctly. Wait for about 
five seconds before you throw the bomb. When the cracked wall breaks, jump into 
the opening and break the left jar to get a joy pendant.

   Return to the large room where the King of Red Lions is. Hop onto the boat
and cruise down the path of water that extends to the right side of the map.
When you reach the end, climb onto the ledge when the water has risen. Then
pick up and drop each of the two armos statues onto a glowing pink circle in
order for the bars to disappear. When they do, enter the door.

   In this room, you must move the boxes on the bottom to form a safe path so
you may run across them with a burning boko stick and light the torches at the 
other end of the room. This can be a bit frustrating and time consuming just 
trying to get the boxes into a path. When you make a path, test it out first! 
If you fall, you can fix it. You have only four boko sticks in the room. If you
waste them all, you will have to move all the boxes all over again. When you 
make it across, light the two torches for a treasure chest to appear. Inside is 
a small key. When you get the key, make your way back to the door. Watch out 
for yellow chuchus that will fall from the ceiling.

   When you go through the door, return to the main area of the first floor.
Head to the left of the map to find large cracked walls. While on the King of 
Red Lions, use your bombs as cannonballs to break the large walls. Then jump
across the narrow ledge and climb the stairs. Enter the room in the upper left-
hand corner of the room.

   Inside this room you will find a red bubble floating around. Use the deku
leaf to send a draft of air at it. When it is on the floor, give it a slash or 
two to end its life. Open the chest to receive the compass. Zelda veterans will 
most likely recognize the eye on the back wall. Ignore it for now, since you 
don't have the correct item to make use of the eye. This eye is optional, so if 
you do not want to get what is past the wall, you don't have to.

   Exit the room and break the jar next to the wall and pick up a boko stick.
Light it on fire and run down the stairs, given that the water is down. If the 
water is up, however, then do not go down until it is. When it is, then go down 
and light the two torches next to the door. A treasure chest will appear. Open 
it to attain a joy pendant.

   Now head back to that locked door and open it with the small key you got
before. When inside, defeat all four of the yellow chuchus by using the
boomerang to stun them and then slashing them with your sword to kill them.
When all four of them have been defeated, climb up the magic stairs that will
appear. Grab the statue and exit through the door in which you came.

   After coming through the door, climb the stairs and place the statue onto



another yellow cross on the floor almost identical to the last one. The flow of 
water near the center of the first floor will come to a stop to reveal an exit. 
Return to the King of Red Lions and cruise over to this exit. When the water 
has risen, climb inside the exit and continue forward and enter the door.

   Watch out for the beamos at the center of the room. If you step in within
the circle of the room, it will blast you with a powerful and annoying laser
beam. However, there is a way to avoid the beams. Before you try going across
the room, you need to keep in mind that you must carry the two armos statues
across. Grab one and then walk right next to the wall as you make your way
around the beamos. If you are too close, you will be shot and will drop the
statue. Place the two statues on two glowing pink circles on the floor, then
step onto the remaining one yourself. The platforms will begin to move. Jump
from platform to platform, trying not to fall. If you fall into the pit at the 
bottom, you will start from the door in which you came. Enter the door at the 
top.

   Tingle Statue Spot
  +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
     If you have a GameBoy Advance and a cable to connect your GameBoy Advance
  to your GameCube, as well as the Tingle Tuner, hook it up now. When you have
  the Tingle Tuner operational, climb up the moving platforms until you get to
  the top. Look for a motionless platform and use a Tingle Bomb to blast the
  question mark in the red circle. Then go onto the platform with Link and use
  another Tingle Bomb. Chances are Link will get hit, but the treasure chest
  will appear. Inside is the Goddess Tingle Statue.
  +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

   In the next room, head to the door to the right on the map. The door has a
glowing symbol upon it. Enter it and then cross the gab in the next room by
hopping onto the moving platform and riding it across. Enter the next door.

   Walk across the magic stairs and platform and hop over toward the right end 
of the room. Read the words written upon the blue slab, then press the R
button. The platform will lower and a statue will animate and begin to follow
you. Now you need to guide it across the room to the door. You can't carry it
across, so have it follow you down the path. Don't worry about it falling over 
the edge. It wont happen. When the path is no longer under the magic platform, 
pick up the statue and go through the door.

   Now you need to make it across the gap with the statue in your hands. If the 
statue falls down the pit, you will reappear near the door you came through. 
Luckily, the statue will be next to you. Anyway, ride the platform across the 
room. Enter the door with the statue in your hands. The statue will 
automatically walk to its proper platform and a large slab will appear at the 
center of the room. Walk up to it to learn the Command Melody.

   The god will say a few words and the slab will disappear. Enter the door at 
the left of the room with the glowing purple symbol on it. Inside the next
room, use the deku leaf to blow the two red bubbles down the pit. You may be
too far but eventually they will come in range. Then use the grappling hook
point on the ceiling to swing across the pit. You need to get to the door that 
is on the left side of the map. The other door is barred shut. Anyway, go 
through the door.

   In this next room, use the grappling hook to swing across the large pit.
Walk up to the statue on top of the platform and press R to call it. The
platform will go down and the statue will begin to follow you. Now have Link
step onto the glowing pink circle on the floor. When the magic bridge has
appeared, use the Command Melody to take control of the statue. As the statue, 
hop across the bridge. Press the R button to return to Link and have him use 
the grappling hook to swing across the pit. Pick up the statue and proceed to 
the next room.



   Now drop the statue on the glowing pink circle on the floor to remove the
bars from the door at the bottom of the map. Then use the grappling hooks to
swing to that ledge. You can also use the deku leaf to float across if you time 
it correctly. When you are on the ledge, enter the door.

   You will have to fight a darknut now. L-target it and wait for the A button 
on the upper right-hand corner of the screen to change into a green starburst 
(no, not the candy -- the shape). When it does that, press the button to 
counter-attack the darknut. Just make sure you have your sword out or this wont 
happen! When its armor is gone, slash away at it. If you cut its helmet off, 
quickly get behind it and slash at its back until its armor falls off. When it 
is dead, a treasure chest will appear. Open it up to receive the Hero's Bow. 
Use the darknut's sword to break the pillars in the room. You may gain a few 
rupees.

   How To Use The Hero's Bow
  -----------------------------------------------------------------------------
     Equip this weapon to either the X, Y or Z button. Then hold down the
  button to aim. Let go to shoot. If you have something L-targeted, the arrow
  controls are the same but the aiming will not be in first-person.
  -----------------------------------------------------------------------------

   Exit the room and shoot down the two bubbles floating around. Then shoot the 
eye on the wall with an arrow for two moving platforms to come out of the wall 
and begin moving back and forth. Make your way back to the statue and pick it 
up. Hop onto one moving platform and then onto the next. Enter the door and the 
statue will automatically move to its platform. The last door's bars will 
disappear. Enter through the door. Watch out for the keese in the next room.

   Head down to the door on the right side of the map. In this room, you must
get from one platform to another. On the dungeon map at the top of this section 
of the guide, I have numbered the platforms you must use. On platform three, 
use an arrow to shoot the eye. The platform will begin to move up and down. 
When it goes as high as it can, jump onto the ledge to receive a small key. 
Exit the room.

   Hop into the water and climb the ladder. Pick up and throw two armos statues 
onto one of the scales. After that, hop onto the scale with no armos statues on 
it and jump onto the high ledge with the locked door on it. Open the door with 
the small key you just got.

   Climb onto the block at the center of the room and use the deku leaf to
float over the yellow beams. Press the R button to call down the statue and
play the Command Melody to control it. Move it onto the glowing pink circle on 
the floor. Don't worry about the beams; you can hop through them. When the
statue is on the glowing pink circle, the beams will disappear. Press the R
button again to take control of Link and move to the statue. Carry it out of
the room.

   Drop the statue and head across the water to the ledge with the four armos
statues on it. Throw three armos statues onto one scale, then use the other to 
hop across. Pick up the god statue and hop on the scale again. Then carry the 
statue through the door. The statue will, like the other two, hop to its
platform on its own.

   After a pink beam of light appears at the center of the room, walk into it
to be teleported to the third floor of the temple.

   On this floor, pick up and drop two armos statues onto two of the glowing
pink circles on the floor near the yellow beams. When two of them are on, step 
on the third one for the beams to disappear. Open the chest to receive the Big 
Key.

   When you get the big key, the two armos statues will come to life. You must 
defeat both of them. Try to get behind them and slash the magenta jewel on its 
back. Then give it another slash to cause the armos to rapidly bounce around 
and then explode. When both of the armos have been defeated, the bars in front 
of the only door will disappear. Enter the door.

   You will now be outside. Climb the stairs, but watch out for the blue
beamos! Unlike the pink ones, these beamos only aim right in front of them. So 
get close to them and shoot it in the eye with an arrow. Do this to each one 
until you get to the boss door. Unlock the door with the big key to fight the 
boss.

   Walk up to the center of the room and the boss will say a few words in
Hylian. Translated, they mean the following:

  "You have done well to find your way
   to this place."

  "Oh, chosen one..."

  "Accept this final challenge..."

   The boss will break out of the walls. Now the boss battle begins.

(@)                         Boss No. 3: Gohdan                              (@)
| |-------------------------------------------------------------------------| |
| |   The boss has three targets: two hands and its head. What you want to  | |
| |do first is hit each hand with two arrows so the head opens its eyes.    | |
| |When its red eyes open, shoot them each eye twice. When the head falls to| |
| |the ground, throw a bomb into its mouth. Do this three times and the boss| |
| |will be defeated.                                                        | |
| |                                                                         | |
| |   Though that is basically it, the boss does have a few attacks of its  | |
| |own. When you hit a hand with two arrows, it will try to attack you. Be  | |
| |careful and move away from the hand as soon as the second arrow hits it. | |
| |While the red eyes of the head are exposed, the head will occasionally   | |
| |close them for a moment while it charges up an attack. It will then shoot| |
| |a line of energy balls at you. If they hit you, you will be sent flying. | |
| |To avoid this, just run around the boss. If you can avoid this, then you | |
| |have avoided the most powerful attack for this battle. Hurrah!           | |
| |-------------------------------------------------------------------------| |
(@)                                                                         (@)

   After the fight, the boss will begin to glow and say a few more words in
Hylian. The following is a translation:

  "The path can now be opened."

  "Oh, the chosen one..."

  "What will now come to pass is tied to your
   fate--to the path that you have chosen."

  "Go forward with caution."

   Now the boss will return to its place in the wall and a heart container will 
appear along with a portal. Grab the heart container and then enter the portal.

   You will be teleported to the top of the tower. Climb the ladder before you 
and use the grappling hook to latch on the bar connected to the bell. The bell 
will sound and a short cutscene will begin.





   SPOILER WARNING
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     The King of Red Lions will say a few words before heading down into the
  ring of light that has just appeared. When Link reaches the bottom of the
  sea, he will be at a castle frozen in time. Everything here is in black and
  white, and not a thing moves. Where could you be?
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=





     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  K. Hyrule Castle                                    Code: [HRCL]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   Run into the castle. You will be shown various areas of the inside. When you 
regain control of Link, run past the large statue of the Hero of Time. When you 
get close to a clearing, the King of Red Lions will speak through the gossip 
stone you got from Tetra early in the game. He will tell you about an entrance 
that has been blocked away. Now you must solve the puzzle in order to continue. 
The picture below shows how the floor looks like. Triangles marked with numbers
               ____         are the blocks you must move onto the Triforce on
               \1 /         the ground.
                \/          
                               Head to block one. Pull on the left side twice.
               ____         Make sure you are pulling on the upper portion of
               \  /         that side, or the block will be moved the wrong
                \/          way.
                /\          
               /__\            Now the triangle should be upside down now, and
              /\  /\  /\    you on the left side of it. Walk to the upper part
         ____/__\/__\/__\   of the new right side and pull it three times.
        /\  /
       /3_\/                   The triangle shouldn't be upside down now and
       \ 2/                 should be pointing up now, opposite of the location
        \/                  it was pointing. Head to the right part of the
                            bottom of the triangle and pull it twice for it to
stop on the triangle. The top triangle of the Triforce is now complete.

   Now head to the lower part of the right side of block number two. Pull it
three times and triangles three and two should be pointing in the same
direction now.

   Walk to the bottom part of the right side and pull it twice for it to land
on the lower left triangle on the Triforce. Only one triangle remains.

   Head to the left part of bottom of triangle three. Pull it four times and it 
should be touching the bottom left point of triangle two.

   Now walk to the left part of the bottom of triangle three and pull it four
times. Now it is touching the bottom right point of triangle two.

   Walk to the bottom part of the right side and push it twice. When the block 
lands on the last triangle of the Triforce, all three blocks will go into the 
floor and begin to glow. The statue of the Hero of Time will move, revealing a 
secret passage. Head up to it and make your way down the stairs.

   In this new room, you should see a pillar of light further into the room.
Run to the light and the King of Red Lions will begin to speak through the
gossip stone again. When he stops speaking, run up to the pillar of light. When 
you walk up to it, Link will pick it up. It is none other than the Master
Sword.

   The statues above you will lower their swords and a bright light will be 
conjured up. Having the color restored to it, Hyrule takes a more lively look. 
But not only Hyrule is alive once again. The creatures outside the secret area 
you are in will come to life as well.

   If you have played Ocarina of Time, then I suggest you take the time to
check out the stained glass windows in this room before you leave. If you can
get a good look at them, you should notice that the pictures stained upon them
are none other than portraits of the six sages. If you have played Zelda II:
The Adventure of Link, the names of the six sages are also of towns found
within Zelda II.

   Now backtrack to the large room with the Triforce puzzle. In order to leave, 
you must defeat each and every enemy in the room. Now is a good time to stock 
up on Hero's Crests if you want to have Link learn a powerful spin attack. When 
all of the enemies are dead, the two laser fields in front of each exit will 
disappear. Head through the exit that is on top of the stairs.

   Outside, hop onto the King of Red Lions and cruise over to the ring of light 
in the water. You will be transferred back to the surface of the Great Sea. Now 
that you have attained the Master Sword, head to Forsaken Fortress. With the 
power to repel evil within your new sword, you can now save your sister.

   On your way to Forsaken Fortress, you may want to consider attempting to get 
the Ballad of Gales, a song that lets you teleport to various spots on the sea. 
To get it, head to Northern Triangle Island which is C4 on the sea chart. When
you are there, look for a very large cyclone, If it isn't there, then it is at
Shark Island, which is F3 on the sea chart. But if the cyclone is at Northern
Triangle Island, sail up to it. Cyclos will rise and you must shoot him three
times with your arrows. It may be tough to hit him because of the cyclone
around him, so you may want to consider just shooting them at him as fast as
you can. This will most likely work. After the third strike, he will come up to 
you and say a few words. Then he will make a few motions. The order of which
are down, right, left and up. These are the notes for the Ballad of Gales. Play 
them to learn the song.

     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  L. Return to Forsaken Fortress                      Code: [RTFF]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   As you approach the fortress, sail to the left side of it and look for a
large wooden door. When in range, shoot it down with bombs. Watch out for the
cannons nearby that will shoot at you. After breaking the door down, sail in
and the King of Red Lions will say a few words.

   Head up the stairs and into the large clearing where the spot lights are
focusing. Don't worry about walking into the spotlights because nothing will
happen. Just run to the large wooden door and Phantom Ganon will appear. It is 
a pretty easy mini-boss. When it charges up a ball of energy and throws it at 
you, swing your sword before it hits you to deflect it back. He will deflect it 
back at you a few times, but eventually it will hit him. When he falls to the 
ground, slash it him. He will disappear after a few slashes. If he reappears 
behind you, just slash at him and you can avoid the whole ball of energy attack 
and just move right into slashing him. Repeat these tactics to defeat him. 
People who have played Ocarina of Time should recognize this battle tactic.

   After he is defeated, two doors will be unlocked and a treasure chest will
appear. Open the chest to receive the Skull Hammer.

   How To Use The Skull Hammer
  -----------------------------------------------------------------------------
     If you have played Ocarina of Time, using the skull hammer is identical to
  using the megaton hammer. Even if you haven't played Ocarina of Time, using
  this item is very simple. Just equip it to X, Y or Z. Then press the button
  you equipped the hammer to in order to use it. You can smash enemies and
  various other things.
  -----------------------------------------------------------------------------

   Completely ignore the door that opened near. Instead, look around for three 
spiked stubs in front of a stairway. Smash one of them with the skull hammer to 
walk across. Watch out for the miniblins that will follow you. Climb up the 
stairs and then walk up the ramp. Look for the large door that opened when you 
defeated Phantom Ganon. This door has a small ledge in front of it and two 
torches on either side of it. Use the deku leaf to get over there and then 
enter the door. Just make sure the wind is blowing west or northwest, or it'll 
be tougher to get onto the ledge.

   When you land on the ledge, enter the door. The statue on the wall above you 
will try to bake you with its laser when you move in its range, so quickly run 
to the left ladder by the beds. Climb it, then climb onto the next ladder. Look 
across the room to see another wooden ledge, but that one will have a green 
bokoblin onto it as well as a five spiked stubs. Use the deku leaf to fly 
across and defeat the bokoblin. When it's gone, smash a spiked stub with the 
skull hammer and proceed through the door.

   Outside, walk across the hall and enter the door. In this room, do not fall 
over. Just run over to the stairs and enter the door at the top of them. When 
you're outside, climb the stairs to the top. You should recognize this area 
from the first time you were here. Luckily, you wont have to sneak past the 
moblin here. Just run up the ramp.

   Sidle across the first narrow ledge, then use the grappling hook to swing
across the second one. When you're across, run up the stairs. Smash the switch 
in front of the large door using the skull hammer to unlock the door. Walk 
inside.

   Inside, Link and Aryll will see each other again. But when Link tries to
open the cell door, he is surprised by Tetra. Crazy Link -- always acting
before he thinks! I swear! Anyway, it seems the kidnapped girls are safe. Aryll 
will give Link a nice warm smile, and Link will return the favor. But isn't 
there something Link still must take care of?

   Tetra will leave, and the bird will appear. As soon as you regain control of 
Link, run to your right and run up the spiral ramp. In fact, roll your way up, 
or you'll be sorry. As you run up the ramp, try to get across the wooden
sections as fast as possible. The bird will break them and you will fall. Then 
you will have to rely on your grappling hook and the rising water to get back 
on track.

   When you get to the top, the bird will jump right in front of you. Give it a 
good whack in the face with the skull hammer, and the bird will fall into the 
water. Make your way to the top. When you do, the circle in the roof will close 
and the bird will reappear. Now it's time to fight the Helmarok King.

(@)                        Boss No. 4: Helmarok King                        (@)
| |-------------------------------------------------------------------------| |
| |   The bird likes to try to peck at you, but if you are able to dodge it,| |
| |then it will get its beak stuck in the ground. To dodge it, wait for it  | |
| |to move its head back a tad, which will be followed immediately by the   | |
| |bird smashing its beak into you. So dodge it, then use the Skull Hammer  | |
| |to damage its metal casing over its head. After a few more pounds at it, | |
| |the casing breaks and its face becomes visible.                          | |
| |                                                                         | |
| |   Simply continue above information, only instead of striking the bird's| |
| |head with the Skull Hammer, hack at it with your sword. As in all Zelda  | |
| |games, repeat this until the boss has been defeated. A good thing to keep| |
| |in mind is that when the Helmarok King begins to flap its wings, causing | |
| |the air to push you back, it is a good time to shoot an arrow or two at  | |
| |its face. Just make sure that its head casing has been destroyed before  | |
| |this can work.                                                           | |
| |-------------------------------------------------------------------------| |
(@)                                                                         (@)

   When the Helmarok King has been defeated, grab the heart container and run
up the ramp. When you arrive through a large, decorated door, open it to
proceed. Now it is time for some storyline.





   SPOILER WARNING
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     When you enter the room, you will see the "shadow of Forsaken Fortress"
  standing near a window. It turns out that this shadow is none other than
  Ganondorf. Yes, the same Ganondorf you attempted to unleash supreme darkness
  upon Hyrule in The Legend of Zelda: Ocarina of Time. But how could he have
  returned? Link will try to attack Ganondorf, but to no avail. It seems the
  Master Sword's power to repel evil is gone, making it nothing more than a
  normal sword against Ganondorf. Then, out of nowhere Tetra will appear and
  attack Ganondorf! But he quickly gains the upper hand. But right as he is
  about to seal Tetra's fate, the Triforce of Power begins to resonate. Could
  it be? ...Princess Zelda?
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=





   A couple Ritos will come and save Tetra and Link. Then Valoo will set fire
to Ganondorf's domain. It seems you are safe for a while. You will land into
the King of Red Lions in front of the Tower of the Gods. The King of Red Lions
and Valoo will have a short conversation. The conversation long with a
translation of Valoo's words are as follows:

  King of Red Lions: "Lord Valoo! You arrived not a moment too
                      soon... We are deeply grateful."

  Valoo: "Still...it is too soon for us to relax.
          Ganon cannot be destroyed by such a simple
          means as wrath and fire."

  King of Red Lions: "I am aware of this."
                      Yet I thought our first priority should be
                      to separate these two from Ganon's grasp."

  Valoo:  "I see...and I agree.
           Very well, then! We are counting on you!"

   Then, the King of Red Lions will move toward the ring of light in the water, 
which will transfer you to Hyrule.

     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  M. Return to Hyrule Castle                          Code: [RTHC]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   Tetra will wake up and ask if Link is alright. Then she'll wonder about the 
place she is in. The King of Red Lions will begin to speak through the gossip 
stone. What? But aren't you ON the King of Red Lions? Now it is time to go 
inside Hyrule Castle and head back under the statue of the Hero of Time to get 
to the room where you got the Master Sword.

 
    


   SPOILER WARNING
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     When you get to the room where the Master Sword once was, you will meet a
  man dressed in red. Tetra will ask the man if he is the one using the gossip
  stones. He will reply by stating that the one she has is an enhanced version
  of the ones used by the Hylian Royal Family. In addition, he is the one who
  made it. Then he will say how where you are is Hyrule. But it doesn't end
  there. He is, in fact, the king of Hyrule: Daphnes Nohansen Hyrule.

     He is not only the King of Hyrule, but he is also the King of Red Lions.
  Then he will point out that the necklace Tetra wears is a fragment of the
  Triforce of Wisdom. The last time they showed the actual Triforce of Wisdom
  (not the symbol on Zelda's hand, mind you), it was the original The Legend of
  Zelda.

     Anyway, the King of Hyrule will take out the second piece of the Triforce
  of Wisdom. As the two pieces become one, it is almost identical to then
  opening of The Legend of Zelda: A Link to the Past, where the Triforce comes
  together. Then, Tetra's clothes will change and she will officially be Zelda.
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=





   Now it is time to return the power to repel evil to the Master Sword. Exit
the castle and walk up to the King of Red Lions. He will mention how you must
venture to the Wind Temple to the north and the Earth Temple to the south. When 
he's done speaking, hop onto the boat and cruise to the ring of light to return 
to the surface of the Great Sea.

   There is a handful of things you can do now. Before you can go to either of 
the temples, you must find the item to get you inside each temple as well as 
each temple's sage. But before you can do any of that, you have to find the 
Fire & Ice Arrows. However, before you can get the fire & ice arrows, you must 
first attain the Ballad of Gales song. If you don't have it, then read the 
paragraph below. If you already have it, simply skip the following paragraph 
and move on.

    To get them, head to Northern Triangle Island which is C4 on the sea chart, 
or Shark Island, which is F3. Look for a giant cyclone in one of these areas. 
If it isn't at one place, the go to the other. Cyclos will rise and you must 
shoot him three times with your arrows. It may be tough to hit him because of 
the cyclone around him, so you may want to consider just shooting them at him 
as fast as you can. This will most likely work. After the third strike, he will 
come down to you and say a few words. Then he will make a few motions. The 
order of which are down, right, left and up. These are the notes for the Ballad 
of Gales. Play them to learn the song.

   With the Ballad of Gales, play it and warp to Mother & Child Isles, which is 
B2 on the sea chart. When you land, you will already be inside the large
island. Keep in mind that you can never use this area to teleport unless you
want to go inside the large island. There is no way to teleport outside of it. 
Anyway, when you land, the Queen of Fairies will appear before you. She likes 
you, so she shall grant you new power to the bow you wield. Now you can use 
Fire & Ice Arrows! The fairy is glad to help you and hints that she has a crush 
on you. Too bad you're too busy for a girlfriend.

   How To Use Fire & Ice Arrows
  -----------------------------------------------------------------------------
     Using Fire & Ice Arrows is identical to using normal arrows. But you may
  not know how to switch between the different types of arrows. Unlike Ocarina
  of Time and Majora's Mask, Wind Waker's Fire & Ice Arrows are not separate
  items in the menu. Instead, you use the R button while you have your bow out
  to shuffle through the different types of arrows. Keep in mind that you have
  to be in the first-person aiming screen or L-targeting an enemy while your
  bow is out in order to shuffle through the different types of arrows.
  -----------------------------------------------------------------------------

   Now that you have the Fire & Ice Arrows, you can now choose your path. You 
can either go to Fire Mountain to get the Power Bracelets and the Earth God's 
Lyric, or you can go to Ice Ring Isle and get the Iron Boots as well as the 
Wind God's Aria. If you decide to go with Fire Mountain, then continue reading. 
If you wish to go to Ice Ring Isle, then skip the following two sections (Fire 
Mountain and The Earth Temple) and go directly to the section following them.

     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  N. Fire Mountain & the Earth God's Lyric            Code: [FMEL]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   To get to Fire Mountain, head to C6 on the sea chart. When you are there,
look for a small island with a large flame shooting out of its top. Sail toward 
the island and shoot the flame at the top of the mountain using an ice arrow. 
This will cause the flame to stop and make the island safe for travel. You have 
five minutes to get inside the mountain, get the item, and exit before it 
becomes too hot inside for you to survive in. If time runs out, you will 
automatically be brought outside, whether you got the item or not. Now get 
onto the island and climb to the top. Once you are at the top, jump into the 
hole.

   Watch out for fire keese inside. It may be wise to shoot them down with the 
arrows or the boomerang. Then run to the left side of the cave and hop onto the 
solidified lava fragments. Hop onto each one until you make it back to land. 
Now kill the two magtails. If you haven't figured out how, then wait for them 
to open their claws. Then slash at their eye once for them to roll into a ball. 
Now you can slash them until they die.

   Once both magtails have been disposed of, a treasure chest will appear. Open 
it to receive the Power Bracelets. Using them is very simple. You do not have 
to equip and remove them. To use them, just walk up to a large rock and try to 
pick it up. With the power bracelets, you will be able to lift large rocks.

   Now lift the large rock shaped like a head and run through the hole. Hop
into the pillar of light to make it safely out of the mountain.

   With the power bracelets upon your wrists, warp to Outset Island, then sail 
east to Headstone Island. Head to the south part of the island. When you reach 
the shore, hop off the King of Red Lions and run over to the large rock shaped 
like a head. Pick it up and throw it. Proceed inside and walk up to the large 
stone slab with the Wind Waker notes on it. Take out the Wind Waker to learn 
the Earth God's Lyric.

   Lurato, the Zora sage, will appear and explain how Ganondorf took her life
to preserve his plans. She will show you her instrument, the harp. You must
find the person somewhere in the Great Sea that also uses a harp. That person
is a sage, but has yet to be awaken. There is only one person with a harp...

   Now warp to Dragon Roost Island and make your way inside. Run to the second 
floor and enter the second door (the one with no guard next to it). When you 
are outside, walk to the right until you come to a part of the boardwalk with 
no railing. Look above for a bar in which you can use your grappling hook to 
swing across. Do just that to get across.

   When you have landed, walk to the left and climb a ledge. Then climb a
ladder and run over to the end of the cliff where Medli is playing her harp.
When you get close to her, she will notice you and say a few words. When she is 
done speaking, take out the Wind Waker. Play the Earth God's Lyric in front of 
her.





   SPOILER WARNING
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     After playing the Earth God's Lyric, Medli will begin to play it and then
  she will faint. Medli will meet Lurato and they will play the Earth God's
  Lyric together. Medli is the sage of the Earth Temple.
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=





   After the cutscene, you must return to Headstone Island, which is east of
Outset Island. As you sail closer to the southern shore, the King of Red Lions 
will say a few words and then Link and Medli will walk into the cave.

   Now run toward the stone slab and play the Earth God's Lyric. The stone slab 
will disappear and Link and Medli will walk inside.

     /\
    /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   /\  /\  O. The Earth Temple                                 Code: [TETM]
  /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   On the map below, the letters label various exits throughout the temple.
When you find a letter, search for an identical letter to find where that
particular exit leads to.
                                             ________________
                             ~1F~          _'                |_
        __.___                            |                   _A
     _.`\__    ` .                        |            ______|
   .`      `.    | ` .      _-----_       |__   ______|
   |        |    |    `.   |      w|       __| |_____         k - small key
   |    ___/    /       |  |   m   |      |          |_       b - big key
   |   |        |       |__|       |__.---'            |      m - map
   |   |                 __         __      JAIL      C|      c - compass
   |   |        |       |  |_     _|  `---.            '_     i - mirror
   |   `.     .`       /     '---'        |__   _____|'__B
    `.      _        .`                      | |
      `.  .` `.__. `                        _| |_
       | |                                _'     '_
       | |                               |_       _|
     _.' '._                             .-'     '-.
    / |   | \                            |_       _|_ 
    | `._.`  |                         _|`-'     '-` |_
    `        `                        |                |
   `          `                       |_    _    _    _|
  `     ___    `                        |__' |k | '__|
  |   .`   `.__|                             |__|
   \          /
    `.______.`                    In the first room, pick up Medli and jump
       START        _           over to the door. Medli will basically act as a
           _______| |______   deku leaf that doesn't require magic.
         _|           |  c |
        A_                 |      In this next room, you must get Link and
          '------. .----. .'   Medli onto two switches at the same time to open
                 /w\    | |   the door. If you're going to defeat the three
                 \_/  __| |__   moblins in the room, drop Medli somewhere safe.
          __   ___  .`       `.   Whether you killed the moblins or not, have
         |  |_|   ||           |__   Medli over your head and run up the stairs
         |   _                  __|   on the left side of the room. You should
   ______|  | |___||           |            ______   see a switch on top of a
  B_________|       `._     _.`           .`      `. 
(0.2045/d/web7)