BIG NOTE: This walkthrough will only cover important and story-specific stuff. If you want the side-questy
stuff, you'll have to find a different walkthrough.
============================================================== 4A. Outset from Outset (Outset Island and Forsaken
Fortress) = ==============================================================
Outset Island -
After enjoying
the recap at the opening, you'll find we begin with Link asleep (seems to be a pattern in Zelda games). Little sis
Aryll wakes him up and tells him that Grandma is looking for him.
You can explore Outset Island for a bit and talk
to various people. Poke around in some houses if you wish or in the field, as there are Rupees to be found.
If you wish, grab three pigs and carry them up to the pen for more Rupees (to grab them, crawl up to them slowly, then
stand up and pick them up). Now, to spend some of your new-found Rupees. Head to the shore. Note the
weird-looking ship in the water. Swim inside. This is Beedle's Shop Ship. Something you should really
get your hands on in there is a BAIT BAG. Also, buy a serving of All-Purpose Bait and a Hyoi Pear.
After
you're done goofing around, go and talk to Grandma and she'll give you the outfit all boys your age receive when they
come of age. After you're done your little chat, head out. If you haven't already, go to the two floor house
and speak to each of the brothers. One has several tips for the game on the walls, and the other will teach you
basic sword practice.
Now, go and speak to Aryll and she'll give you the TELESCOPE as your birthday present.
Use it as she instructs and you'll see a postman dropping letters off at the postbox. Then, she'll instruct you
to look up, so do so, and you'll see a real big bird carrying a girl in its claws. The two are being pursued
by a ship firing cannon shot. The bird takes a hit and ends up dropping the girl in the nearby mountain summit.
Being the helpful type you are, you'll want to go and see what the commotion is about. Aryll will mention defense.
Head
to Orca the trainer, and he'll teach you all the sword techniques you'll need for now. Once that's done, he'll let
you keep the HERO SWORD, feeling you've earned it. Now, you can fool around chopping grass, small trees, and bushes,
or you head up the mountain path on the left side of the island. Climb up, chopping down anything in your way, then
hop across the gap in the suspension bridge, and head into the Faerie Forest.
Fairy Forest -
This is rather
basic. Head straight through the brush and circle around the back. Note the weird-looking rock sitting in
this area. Anyway, you'll also want to note the Bokoblin opposite you. Show him you've been practicing your
sword skills. Once he's kaput, climb up the stump to the higher ground and you'll eventually reach the girl,
who turns out to be the leader of a group of pirates. Her name is Tetra, and she doesn't seem to think much of you.
Anyway,
one of her cronies will show up to escort the both of you out. As you leave, you'll find Aryll on the opposite side
of the bridge waiting for you. Then, things get pear-shaped. Aryll gets carted off by that big bird thing.
You and the pirates regroup down by their ship and you'll meet that weird postman you saw earlier. He'll explain
that several girls with pointed ears have been kidnapped recently, and that it would behoove you to head to the Forsaken
Fortress to find your sister, and Tetra will begrudgingly agree to take you on as a swabbie...
You need to say
goodbye to Grandma now. Head up the ladder to find the family shield is missing. Head back down and you'll
say your farewells to Grandma and she'll give you the HERO SHIELD. Now, talk to Tetra to get movin'.
Tetra's
Ship -
So, you can converse with the scurvy dogs, but to get ahead, head below decks and speak with Niko, who's
quite relieved to no longer be the bottom of the pirate food chain. Niko will present you with a little challenge.
Here's the basic gist: Step on the switch and some platforms will pop up. You have to swing from rope to platform
and so on to reach the other side. Use this time to get a feel of ropes. The platforms aren't very big, so
make sure you're facing the proper direction, and press A to let go at the height of your swing, NOT at the bottom,
because if you do, your momentum will carry you over the platform.
Once you make it to the other side, Niko will
let you have the SPOILS BAG. Nifty. Now, head back above deck and speak to Tetra, who's in the crow's nest.
She'll point out Forsaken Fortress, and you'll be just about on your way there, in a rather unorthodox manner...
Forsaken
Fortress -
You'll find yourself smack in the middle of the fortress. You'll soon find that Tetra can speak
to you through a charm you're now carrying. This area isn't a true "dungeon" of sorts, but there is a Map and Compass
to find, as well as a Piece of Heart...
Oh, and you lost your sword. Smooth...
So, I can't really
give a standard "walkthrough" of this area, because it's quite open-ended. You can get around in several ways.
I will, however, lay down some key points.
Here's the lowdown. You'll notice outside are several searchlights
scouting around. Avoid those if you don't want to be thrown in a cell. Those are the only problems outside,
except for the problems of actually getting around and stuff.
Inside, things are a little more complicated.
There are two basic floors to this area. The lower floor has multiple Moblins patrolling. Unfortunately, without
a sword, you cannot fight these guys at all. If they see you, they'll toss you in the cell. To avoid them,
pick up a barrel and you'll drop it over yourself. Move slowly behind the patrolling Moblins to get past them.
If they "notice" a moving barrel, stop moving immediately and they'll soon lose interest.
Now, in the odd chance
you get thrown behind bars, it's not hard to get out, just a bit time-consuming. Climb up on the table and hop onto
the shelves. Pick up the pot to reveal a little passage. Crawl into it (use R to crouch) and pop out the
other side.
Now, there is a Map and a Compass on the upper floor in the two sections in the southeast. They're
not terribly important, but there they are.
What IS rather important is the PIECE OF HEART. It's in the southwestern
room on the first floor, which is just below the room with your cell. If you get there, you'll have to sneak
behind Moblins to get out. The room has a cell, which you can open by a nearby switch hidden behind some pots.
You'll find the PoH in the chest inside.
Now, about those searchlights. Making your way around the upper
floor, you can find ladders that lead up to the three searchlight stations in three locations, which are the southernmost
outside path, then the ones directly east and west of them. Although you have no weapon, you can take out the operators.
With no sword, you'll need to use their own weapons against them. Either block their attacks until you knock the
weapon out of their hands, or toss and break the nearby pot. Either way, press A to grab a Boko Stick weapon.
Pretty cheap model, really. Use B to swing and A to toss it. Knock out the bad guy to stop the searchlight
for good. The one you really want to stop you can only access from the west side, because it turns off the searchlight
which looks at the upper ledges. The others just monitor the plaza.
Anyway, another key point to remember
is on the north side. You'll find a box sitting on an upper ledge. Push it down to the plaza and you have
a quick way up to the upper floor. Handy.
The big important room is to the west of the aforementioned box.
You'll find Moblins wandering around on the upper floor here. Now you know it's important. Get in a barrel
and sneak over to the far double door. Open it up to get on the upper ledges. Sneak past the Moblin up here
and continue climbing. You'll eventually reach an area with a largely missing floor. To get across the
broken floor, you have to push yourself up against the wall and press to sidle along it. Once you reach the end,
keep moving up the wall, sidling a little more, and you'll finally reach the top, where you'll find your sword (go
you), as well as a peeved Bokoblin. Teach him the meaning of pain and you'll be able to enter the room where Aryll
is kept captive, along with several other girls...
Of course, things won't go as planned, thanks, once again, to
the big bird. He'll take you before a large and mysterious-looking man. This man will point out to sea,
and the bird will give you a nice toss. As you lie on the open sea, you'll be picked up by a strange boat...
============================================================
4B. Setting Sail (Windfall Island and Dragon Roost Island) = ============================================================
You'll
eventually regain consciousness, and you'll find that it's the boat itself that saved you. It calls itself the King
of Red Lions, and it offers its services to you. Unfortunately, it doesn't have a sail, so you'll need to find
one on the island.
Windfall Island -
This island has quite a few people on it, and several shops, too.
There's a Bomb Shop near the water, but the prices are rather outrageous. Go into the town itself and you'll
find several buildings. There's a potion shop that you can't buy anything from because you don't have a bottle.
Bummer. There's a rather extravagant-looking red door which leads to a fancy house, where some guy will get
very huffy if you bust his vases. There's also a cafe, where you can get a bit of info. There's a school,
where the teacher wants you to go find a group of kids who goof off. There's also a peddler who has your awesome
sail for sale! Only 80 Rupees! If you don't have enough, poke around for pots hiding in bushes to find more
Rupees. Buy the SAIL.
Now, you could set sail, but there's one more thing to do here (or two). Go around
the south side of the island. There's a little path near the beach leading up to a gravestone. Sure, you can
talk to Tott, who's hanging out there. You can also go into a nearby door. You'll find the jail, and who would
be inside, but good ol' Tingle. Find the switch to open the door behind some pots and he'll be so glad he's out
that he'll give you the TINGLE TUNER. Check his section to find out what to do with Tingle.
But wait, there's
more! Pull the box in the back of Tingle's cell. Enter the narrow passage. Ready? Turn right,
left, go straight to the far wall, right, left, left, right, right, right. You'll end up in a grotto with the PICTO
BOX in it. There's a big sidequest involving the Picto Box, so head to the section in "Sea-Wide Sidequests" for
more information.
There's more stuff to do on Windfall, and if you want to learn about it, go to Windfall Island's
section in "The Islands of the Great Sea".
You're all set here for now. Go back to your boat and you'll set sail
for Dragon Roost Island. Set up your sail using the item button and just point yourself in the direction of
the island (east), and get movin'! Wheeee! On the way, you may find some stopping points, with barrels and such,
and some Bokoblins. They're not big cash spots, so don't go nuts looking for them.
Once you're about halfway
there, veer south towards a island dotted with palm trees. You'll notice another boat here. Talk to the divers,
and you'll get yourself a TREASURE CHART.
Once you sail far enough east, you'll reach the shores of Dragon Roost.
Dragon
Roost Island -
Land and the King of Red Lions will give you "THE WIND WAKER", a baton which gives one the power
of the gods, or so they say. You'll practice with it for a bit, then you can head inland. Head through the
tunnel near the beach and you'll see a monument out in the distance. Swim out to it and you'll see a stone with
writing. Oooo... Pull out your Wind Waker in front of the stone and you'll pull up your first tune.
Once you finish, the Wind God, Zephos, will have a bit of chat with you. He'll tell you about his brother Cyclos,
and how the smashed stone was once his. You now know the Wind Requiem, which you can use to change the wind's
direction.
If you neglected to buy a Bait Bag on Outset, Beedle's Shop Ship is here. He also shows up in
many other places, too...
Note the large number of Bomb Flowers dotting the landscape. How curious. Take
this opportunity to be a demolitionist and clear out some of those pesky big rocks by throwing Bomb Flowers at them.
Climb up the hillside and find a ledge that you can sidle across. Bust up a rock that has blocks sitting on top
of it so they'll fill the gap and you'll be able to proceed through another cave after speaking with the postman from
before.
Now, you'll find that you've entered the realm of the Rito bird people. These folks specialize in
flying and delivery. They even have a post office right in their cave. But first, you'll talk to their chieftain,
in the middle of the room, who tells you about two problems: the dragon Valoo becoming very upset recently, and Prince
Komali, who is reluctant to perform his "rite of passage" and get his wings. You'll also be given a DELIVERY BAG.
First,
head up to the upper floor and enter the first room to speak with Medli, and she'll give you the FATHER'S LETTER, which
will be put in your Delivery BAG. Go visit the Prince now. He's on the first floor in the back. Give
the Prince the Letter from your bag and he'll explain that he doesn't want to go to the rite of passage. Talk
to him some more and he'll talk about his ball, the Din's Pearl. There's nothing more you can do for him here, so
head back to the main cave.
If you're strapped for Rupees, head up to the second floor and talk to the guy
at the post office desk. You can sort letters for him for Rupees. The first time you do it, if you break 10
letters, you'll get a Rupee for every two letters. The second time, if you pass 20 letters, you'll get a Rupee for
every letter. The third time, if you pass 25 letters, you'll get three Rupees for every letter. It's fun,
and a good test of your reflexes.
So, now that all the extra stuff is done, head down to the lower floor, and leave
by the passage that the Rito guard is standing next to and you'll end up in front of Dragon Roost Cavern. Drop down
the hole and talk to Medli and she'll ask you to toss her up. Pick her up, climb on the nearby stone, and wait
until the wind is blowing towards the far end. Toss her then and she'll give you your first EMPTY BOTTLE.
Fill it with water from the nearby spring, then climb up the broken bridge and dump the water on the dried-up plants and
they'll grow into Bomb Flowers. Pluck one and wait until its about to explode before tossing it on the big rock
below (you don't want it fizzing out in the water). Once the rock blows up, the pond will fill up again and you
can swim across. Now, there's a small pool of lava ahead of you. Pick the nearby Bomb Flowers and toss
them into the green pots on the statues so that they blow up on them. Once both statues are knocked into the lava,
cross them and enter your first dungeon.
*** LEVEL 1 *** Dragon Roost Cavern -
Entrance Room: Pull the blue
statues out of the way to the next room. Defeat the two Bokoblins. To leave the room, take one of their sticks,
light it on the torch, if it's not already lit, and use it to light the other torches. You'll earn a Small
Key and you can open the door. That pot with mist in the room is a Magic Pot which you can use to warp once you
find others. Lava Pit: Toss a rock at the boarded-up door, then head left. Drop off the planks to a ledge, and
pull a block out. Climb on it, then continue on the wood planks. Head across the suspension bridge and try
to ignore the Keeses, because you're not exactly on stable ground. Toss a Bomb Flower at the rock to head
to the next room. Watering Hole: To cross the little pit here, toss a water jar into the lava to harden it.
Hop over to the left side to get the DUNGEON MAP. After that, you can cross over to the far end. Climb up
the ladder and watch out for the Red ChuChu. Defeat him and proceed up to the next room. Boarded Room: Head
over to the far wall and defeat the Bokoblin. Use his sword to start hacking down the boarded walls. Behind
the second wall, you'll find a Small Key. Watch out for Red ChuChus. Exit by the other door. Lava Pit:
Toss a pot at the Bomb Flowers on the wall to blow the rock, then cross over to the locked door. West Room 1F: Head
towards the boards on the left to fight a Bokoblin. Defeat him, and use his stick to light the other boards on
fire. Step on the switch and head through the door. Western Cliff: Cross the suspension bridge and quickly deal
with the Bokoblin so the bridge doesn't get cut. Climb the ladder and take out the Kargaroc to get a Golden
Feather. Now, carefully sidle past the gap, avoiding the fire jet. Next, hang onto the wooden ledge and edge
across it. Climb up the rocks and toss the Bomb Flower up here on the big rock to open the way to the next
room. Stacked Block Room: Pull on the middle block so that the stack drops, then pull it left. Then, pull on
the middle block again so that the stack drops once more. Climb up on the stacks to the doorway. Watch out
for Rats. You'll get a call from the pirates, so answer it. Pull out the block and hop up to the treasure
chest to get the COMPASS. Break the nearby pot with sticks in it. Grab one, light it on the torch, and throw
it at the far boards to burn them. Get the Small Key in the chest. Unlock the door and leave. Northern
Cliff: Climb the stairs. Take out the Karbaroo and take the Small Key in its nest. Unlock the door. Dark
Room: First, take out the Keeses a ways into the room. Then, smash one of the pots with sticks. Light the
stick, then start lighting torches and burning down boards. Once you light them all, the door at the far end will
open. Oh, and there's a Joy Pendant in a treasure chest nearby. Lava Pit: You can bomb the rock off this pot.
Climb in and you'll warp back to the green pot at the entrance. Cross the bridge to the next room. Table Room:
Defeat the Bokoblin. Climb up to the wooden ledge. Get the sticks from the pot up here and use them to light
the other torch and find a TREASURE CHART. There's also a Joy Pendant in the pot on the shelf. Roll
into the wall to knock it down. To leave this room, you have to defeat two more Bokoblins, and they're sleeping
in pots. One on a shelf on the lower floor, and one in the series of pots on low table along the wall. Defeating
them will open the doors. Magtail Room: That little worm across the way is the eponymous Magtail. Toss
a water jar at it to cause it to roll up in a ball. Hop across to the platform and give it heck while it's curled
up. After it's toast, toss another water jar onto the flame jet nearby. Hop onto the platform created
and you'll get carried up to the next floor. Boss Door Room: Yeah, but it's across a big pool of lava, so you're not
getting there yet. Use the Bomb Flower to blow both rocks. One has another Magic Pot, and the other has the
door to the next area. Southern Cliff: You'll get a shot of Valoo from here, looking rather miffed. Climb up
the disentegrating steps along the outside and enter the door. Defeat the two Bokoblins, and then the big Moblin
(which has your first Skull Necklace), to free Medli. She'll give you the GRAPPLING HOOK as a reward.
Use it as she describes to escape this cage area, then swing across to the boards, which you can chop down with your
sword. Drop down back to the entry point and face left to find more points where you can grapple. Cross
all these points and you'll reach the next door. Bridge Room: Cross the bridge and defeat the two Bokoblin to make a chest
with a Joy Pendant appear at the bottom of the room. To get to the bottom safely, take the stick lying nearby,
light it, then burn all the ropes on the bridge. Stand in the middle and you'll drop down to the path below.
Leave by the door down here. Lava Pit: We're back here again. Climb up the steps and into the cage. Stand
in the center and use a spin attack (charge up B) to cut all three ropes at once so the platform drops onto the
lava below. Head through the passage and jump across the platforms and climb up the ladder. To open this
door, look up and find a hanging switch. Use your Hook to hang from it and the door will open. Hop back
and enter. Lava Passage: If you have Tingle, use the Tingle Bomb on the far side of the room to uncover the DRAGON
TINGLE STATUE. Latch to the hook above and grab it, and then turn on the hook to drop to the other passage.
Cross to the other side. Big Key Room: There's a Magtail here, and no water. To stun it, it's best to use
your Grappling Hook on its face just as its jaws open. It'll curl up and you can pick it up and drop it on the
switch, which needs constant weight. Open the chest and take the BIG KEY. Leave and head back to the Lava
Pit. You may want to go after the boss now, but let's take a little side trip, first. From the first
floor Lava Pit area, go to the West Room 1F, which had Red ChuChus and a Bokoblin. West Room 1F: Take out the Bokoblin
and grab his stick again. Burn the stick, and this time, throw it at the boards across the lava pit. Use
the Hook to get across and take the TREASURE CHART. Now, make your way, using Magic Pots back up to the Boss
Door Room. Boss Door Room: Cross the room with the Hook, defeat the Magtail. Open the chests to receive Rupees
and a Knight's Crest. Enter the Boss Door. *GOHMA*: This is what's been giving Valoo such a pain the rear.
The Gohma can attack you with its claws or with fire breath. You'd be wise to act before he can unleash these
attacks. This fight takes place in two stages. In the first stage, use your Hook to latch onto Valoo's tail.
Let go as soon as you find safe ground. Valoo will knock down the ceiling onto Gohma, who's armor will crack.
Do this three more times to completely destroy the armor. At this point, just use the Hook on Gohma's eye (L-Target
it). Once he's pulled to you, slash with the sword. Repeat until Gohma blows up.
Take the Heart Container
and step into the wind funnel. You'll find yourself at the foot of the mountain. Medli and Komali will congratulate
you and Komali will give you Din's Pearl. Now, your destination is south. If you've already earned the
Wind Requiem, use it to point the wind south, otherwise head to the monument that the two Rito point out to get it.
On
your way out, you'll find a fish, and he'll offer to draw you a map of the island on your chart, and he'll tell you about
his friends, too, who will do the same. Just find them splashing near major islands and spread some All- Purpose
Bait in the area.
While we're in the area, let's head back to Windfall Island (use the Wind Requiem to point west).
Once you're back there, show your Wind Waker to the guy dancing out in front of the grave and he'll show you the Song
of Passing, which you can use to change day into night into day. Sounds just like the old Sun Song, too.
Also, you can return some Red Chu Jellies for a free Red Potion, if you wish, but there's not much else to do.
If
you're up to it, head back to Dragon Roost Island and south to the Forest Haven. On your way, it'd be a good idea
to mark Pawprint Island, which is between Windfall and Dragon Roost, and the three islands between Dragon Roost and
Forest Haven: Fire Mountain, East Triangle Island, and Bomb Island.
In the same square as Bomb Island, look for something
near the western part of the square. It's a submarine. Destroy its occupants (mostly Bokoblins) and you'll
earn your second EMPTY BOTTLE.
============================================================== 4C. Familiar Forest
Faces (Forest Haven and Forbidden Woods) = ==============================================================
Forest
Haven Island -
Now, head south all the way and you'll find Forest Haven. The KoRL will drop you off near
the shore. So, start climbing up the hillside. Take out the Boku Babas and you'll earn some Boku Baba Seeds.
When you reach the end of the path, use a branch to swing across, and make sure you land on solid ground, as the water
will sweep you away. There are Octoroks up here, which you can defeat by blocking their shots back at them.
Hop from land spot to land spot to reach another branch. Swing across it to a pool and enter the Forest Haven.
Forest
Haven -
Head up and around the back of the massive tree in this area, and you'll find that it's, in fact, the Deku
Tree, with a whole bunch of Chuchus on its face. Take this opportunity to get some Green Chu Jelly. Roll into
the Deku Tree to knock them off and clean house. You'll then have a long dialog with the Deku Tree, which culminates
in the task to find Makar, a Korok, and with retrieving a leaf from the Deku Tree's branches.
So, run around the
left side and hop into a Baba Bud. They send you flying. Push forward to move forward as you fly. Hop
from one Bud to the next. After the fourth bud, hop onto a set of upper branches. Use the Hook to hop to the
next set of Buds. Fly up to the DEKU LEAF and claim it for your own. Use it to float across to where one
of the Koroks point you. Once you reach the ledge, head out the door.
You'll need to point the wind
to the SW to coast over to the platform sticking out of the water to the left. After that, point the wind to the
NW. To get over to the Forbidden Woods, you'll have to get caught in the updraft circling the platform.
It's actually pretty far out, so coast out a good distance before it gets between you and the Forbidden Woods, let it
catch you and float towards the tree. Watch out for the Peahats and enter the dungeon.
*** LEVEL 2 *** Forbidden
Woods -
Entry Room: Deal with all the Green ChuChus in the area. Head to the right side of the room to take
the DUNGEON MAP. Head to the left side and grab the Boko Nut. Toss it at the plant covering the door to destroy
it. Open the door. Tendril Room: Down in the basement is a Knight's Crest. Bash up the Boku Babas
to take their sticks, then throw them at the plant on the chest. To get back out, and to the other side, you'll
need to use both the Baba Buds and the Deku Leaf. As you get boosted up, float over to the next highest Baba
Bud. Try to avoid the swinging tendrils so you don't get busted up. Find a way to the highest point in the
northeast to find a Joy Pendant in a pot. Note that there's a chest to the southwest. Unfortunately, you
have nothing to remove the plant on it with. Head through the exit to the north. Gondola Room: Flap the Deku
Leaf at the switch on your left to get the gondola over to your side, then flap in the opposite direction to move it
back to the other side. Exit by the north door. Buds'N'Gondola Room: Take out the Peahats by flapping at them
with the Leaf, then slashing them, and take out the Boku Babas. One Baba leaves behind a Bud. Hop in
and leap up next to the door. Alternatively, you can hop up to a nearby hole in the tree for a chest with 20 Rupees.
Call the gondola with the swtich and head over to the other side. Break the boards with your sword and grab
the Boku Nut. DROP it on the Gondola (using R) and head back to the other side. Toss the nut at the plant
on the door to get to the next room. Surprise Room: Don't get too close to the Boku Nut, because tendrils burst out
of the floor. Use the Deku Leaf to flap the Nut off its plant, then use it on the plant on the door. Korok House
Room: Walk around the east side. Hook across the gap over the tendril. Cross to the north side on the moving
vines. Take the Boku Nut and walk over to the west door. Toss the Nut on the door to open it. Also,
keep climbing up using moving vines and you'll reach your second Magic Pot. 3F West Passage: There are Morths
across the gap in this room. Use Spin Attacks to dust them off quickly. The chest below contains 10 Rupees.
Leave by the west exit. Tendril Maze Room: As the name suggests, tendrils burst out of the ground to form a psuedo-maze.
Make your way over to the left (south) side. Use the Bomb Flower to blow both the nearby boards, and the one in
the far corner (toss it over the tendrils). The chest next to you has the COMPASS. Make your way around
the maze to the other corner to get a Small Key. You can use the Baba Bud to get up to the platforms, one of which
has a Joy Pendant. Leave this room and head back to the... Korok House Room: Head to the north part and open
the locked door. North Passage: Flap the Gondola over to your side, and cross. Avoid the Peahat, as it'll be
tough to kill with water all over the floor. Hanging Pod Room: Take out the Mothula, Peahat, and Boku Babas. You
can use the sticks to break up the hanging pods for some items. Use the Baba Bud to float up one level of
trees, then another. There's a chest high above you. To get there, use the Hook on the nearby stick, then
climb all the way up the Hook and onto the stick. Hook to the next stick and drop onto the platform.
Ride the moving vines up to the top and grab the Joy Pendant in the chest. Watch out for Peahats, and leave by
the north door. Mothula Room: Mini boss time in this room, in the form of a full-grown Mothula. You can either
swat it with the sword when it gets low enough, or flap it with the Leaf to stun it and then swat it. Each swat
removes one of its four wings. Watch out for its diving attack and Morth deployment. When you clip all
its wings, it switches to ground mode, where it's basically a normal Mothula that can take quite a few more hits.
Eventually, it'll go down and the north door will open. Open the chest and claim the BOOMERANG. Look
above the south door and target both switches. Toss it and the door will open. Hanging Pod Room: Use the Boomerang
on the two plants on the door and pass through. North Passage: Use the Boomerang to remove all the pods in your way,
then use the Deku Leaf to cross the pit. Take the Joy Pendant and leave through the south door. Korok House
Room: Use the Boomerang on the five cables holding up the house and it will make a nice big hole in the floor.
You can follow it down, or you can take this opportunity to go back to... Tendril Room: The second room of the dungeon.
Float all the way up the chest in the southwest corner. Boomerang the plant and take the TREASURE CHART. Korok
House Room: Drop down into the basement. Enter the door down here. Basement Passage: Boomerang the Peahat and the
Morths. Hop over to the right. Take out the Green ChuChus and avoid the grabbing vines and head to the
next room. Big Flower Room: Cross the flower and grab the 10 Rupees in the chest. Cut the flower's four strands
with the Boomerang and drop down. Grab the Bomb Flower down here and blow open the boards. Treasure Room: To
the right, in the corner, is Tingle's second statue, the FORBIDDEN TINGLE STATUE. Have him set a bomb to make it
appear. Now, start crossing the platforms to the center. Kill all the Boku Baba until one becomes a
Baba Bud. Hop in and drift over to the upper platform. Fan the gondola switch to bring it over, then ride
it to the other side. Once there, grab the Bomb Flower and toss it down the hole in the ceiling. It'll blow
the plant on the chest and you're free to drop down and collect the TREASURE CHART. Head back to the Big Flower
Room. Big Flower Room: Drop the flower again, and this time we're going to ride it down the river. Use the Deku
Leaf to fan yourself in the opposite direction. Use your Shield to bounce back the Octorok attack and climb up
to the opposite side. Enter the door. Big Key Room: Climb up the slope to the top. Use the Boomerang to
hit all five switches. To do this, start with one of the switches next to the tree and work your way around.
If you don't, you might not get them all. Get the BIG KEY and prepare for attack by Moblins. Take out the
two Moblins. To leave this room, use the Hook to attach to the branch above and swing up to the door. Basement
Passage: Proceed back to the... Korok House Room: Fan the rotating switch to start an updraft. Hop in the Baba
Bud and ride the updraft with the Deku Leaf. Use the Boomerang on the two plants on the door down here and head
through. 2F Passage: Take out the two Mothulas in this room. Take the Joy Pendant in the chest and press on
east. Boss Door Room: You're best just leaving all these pods alone, as they have Green ChuChus. You can use
the sticks in the pot to light the covering of the Magic Pot on fire to open it up, or you could just head through the
Boss Door. *KALLE DEMOS*: This mutated plant has Makar captive. It has two main attacks, slamming its tendrils
on the ground and burrowing them under the ground to come up and attack from underneath. What you need to do is
cut down all the tendrils attached the ceiling with the Boomerang. As you can only target five at a time,
this isn't going to be easy. Keep targeting and throwing the Rang. Once all tendrils are down, the plant
will fall, exposing the puny little central plant. You have two options. Either whack it repeatedly
nonstop and take some damage when the plant closes, or hit a couple of times and retreat. The option is yours.
Hit the central plant enough times and you'll have successfully committed herbicide.
The Great Deku Tree will
thank you for your efforts and give you Farore's Pearl. You can now leave the Forest Haven island system.
================================================================= 4D. The Hero's Trial (The Last Pearl and the Tower of
the Gods) = =================================================================
All righty! Now, nearly the
entirety of the Great Sea is open to you. Hooray! You can take this time to explore EVERYWHERE and mark the
entirety of the map using the fishees. Check Section 5: The Islands of the Great Sea, to find out what you can
get at each of the islands. I won't bring up all that stuff here...
However, I will mention stuff to get
on the sea that will be indispensible.
For instance, head to coordinates A3, the Northern Fairy Island. Speak
to the fairy and your wallet size will be increased so you can hold 1000 Rupees.
Next, go to coordinates G4 (yeah,
I know it's a long way). At the south end, you'll see some seagulls in the middle of the water. Float towards
them and a Big Octo will leap out. To defeat it, target its eyes with the Boomerang. Several hits on all
of them will remove the threat and release a Great Fairy who will double your Magic Meter.
Also, look for some
wiggling postboxes. The first one you find will have a PIECE OF HEART in it. Keep checking postboxes in other
locations, and you may get more mail.
Okay, head for Greatfish Isle, where the King of Red Lions points you.
Once you get there, you'll find it's a complete mess. The water spirit, Jabun, has fled from his home.
The Rito postman will come and explain about the pirates that were here recently. You'll have to head back to Windfall
Island to find them.
Now, with the storminess that just set in, it'll be perpetually night until you do something
about it. Sail back to Windfall Island you'll find Tetra's ship has docked. The KoRL will suggest looking
for them quietly.
Windfall Island -
Get onshore. Notice that there's a light on in the Bomb Shop.
It's locked, though. Sneak around the back by sidling along the wall and climbing up the vines. Once you
enter the shop, you'll see Tetra and her crew stealing bombs from the owner. Tetra will notice you, but won't say
anything. The crew will take off, but not before you hear the password for sneaking into the ship. It
changes every game, but if you forget, just ask your boat.
Hop on the ship and say the password for Niko.
Once you get into the hold, he'll have another rope course for you. This one's tougher. Stepping on the switch
gives you roughly two minutes to make it to the other side. Make sure you aim your jumps for the center of the swinging
ropes. In the case of the moving ropes, it's advisable to wait until they stop moving to jump. It's quite
difficult, but that's about all the help I can give. Once you reach the other side, Niko will let you take the BOMBS.
Tetra will tell you that she's gonna head for the island the next morning. Fortunately, time's stopped, so you
don't have to worry about that. Your mission is now to head back to Outset Island so you can find Jabun, so set
sail.
Outset Island -
Have chats with everyone on the island. You'll notice that poor Grandma has taken
ill... If you want, you can train in combat with Orca. Getting lots of hits will get you prizes, such as a
PIECE OF HEART.
Also, head up to the summit of the island. Turn the wind west, hop up on the very top of
the broken bridge, and float over to the other side using the Deku Leaf. Now, enter the Fairy Forest again.
Use a Bomb on the big rock and drop into the Fairy Fountain. Speak to the Great Fairy to get the second Wallet
upgrade, which can hold 5000 Rupees.
Also, grab a Fairy while you're here. Go to your house and give it to your
poor sick grandma. She'll be all cured and give you Elixir Soup, which is a super potion...
Your objective
here, though, is to head around the back of the island. You'll get swept up in a big whirlpool. Don't panic.
Take out your Bombs and you'll pull out the ship's cannon. Start firing away at that big stone door. First,
bust up the top part, then the middle part, then the bottom part, and you'll be able to enter.
Jabun and the
KoRL will chat for a bit, and then you'll get the Nayru's Pearl. The KoRL will now tell you to place the pearls
on the Triangle Islands. There are three of them, and their coordinates are marked on the Sea Chart. Go to
each island and walk up to the small statue there. Once all three are in place, a big familiar shape will appear
in the sea and a really big tower will rise up out of the sea. That's the Tower of the Gods, and you gotta go in.
Now,
I suggest a few things before heading in there. Obviously, you may want to look for some more Pieces of Heart, but
there are a few real important things, too.
Go to Eastern Fairy Island (C5) and Southern Fairy Island (F4).
Use Bombs to blow open their doors. At each of these locations, you'll find a Bomb carrying upgrade, which will
increase your stockpile to 60, then 99.
Go to Rock Spire Isle (C2) and you'll find a special Shop Ship. This
one has an EMPTY BOTTLE, a TREASURE CHART, and a PIECE OF HEART for sale. They're all quite expensive, but worth
it.
All right, once you feel you're decked out, head into the Tower of the Gods for some destiny-related action!
***
LEVEL 3 *** Tower of the Gods -
Key point about the Tower: There's a rising and falling tide throughout the place.
Every twenty seconds or so, the water changes levels, from high to low. This will make for some tricky puzzling
and getting around.
Main Lobby: Drift the KoRL over to the southeast corner, and hop off near the submerged platform.
When the tide's up, swim under the canopy and head through the door. SE Room 1F: Take out the Yellow ChuChu using
the Boomerang to stun it. There are three bombable walls here on the high wall. When the tide rises, climb
up to the middle walls and drop Bombs next to the cracked walls. One has the DUNGEON MAP behind it.
Getting the third wall's a bit trickier. When the tide's down, push a box near (but not quite next to) the wall
and let the tide rise up. Toss a Bomb just as it's about to explode at the wall and you can get the Joy Pendant
behind it. Main Lobby: Go to the west side of the room and fire Bombs at the wall. Cross the wall when the tide's
up. Break open the pot of sticks and light one. Wait until the tide goes down and light the two torches by
the lower door. This makes a chest with a Joy Pendant appear. Now, head through the northwest door. NW
Room 1F: Defeat the Red Bubble by fanning it with the Deku Leaf, then slashing it. Take the COMPASS. Main Lobby:
Now, head to the northeast corner of the lobby. Climb up to the platform and place either a pot or a statue on
the lit button to enter the next room. NE Room 1F: Wait until the tide is low and drop down to the pit. Pick
up the box and drop it on the button. Ride the tide up and climb out. While the tide's low and the box
is on the button, there's a light bridge. Cross and pick up the statue. Cross the bridge back and exit the
door. Main Lobby: Place the statue on the cross indent outside and the gate nearby will open. Ride the KoRL
through the gate and to the door. Place both statues on both buttons. SE Room 1F: Wait unti lthe tide lowers
and drop down to the floor. Push one of the blocks so that it fits in the line with the others all the way to the
unlit torches. Now, climb up, break the pot with the sticks, light one, and hop across as the tide goes up.
Light both torches and you'll get a Small Key. Avoid the Yellow ChuChus on your way out. Main Lobby: Head for
the southwest corner of the lobby and unlock the door. SW Room 1F: Take out all Yellow ChuChus in this room to make a staircase
appear. Walk up and pick up the statue. Leave the room with it in tow. Main Lobby: Walk up the stairs
to the indent and place the statue. The water will now recede and you can go through the door in the center. North
Room 1F: There's a Beamos in the center of this room. For now, avoid its roving eye so you don't get zapped.
Carry each of the statues on this side across to the buttons on the far side. Once both are placed, the elevators
start moving. Jump from one to the next. Once you reach the top, if you have Tingle, make him bomb the platform
behind you and you can get the GODDESS TINGLE STATUE. Head through the north door. 2F Lobby: Not much to do
here except head east. East Passage 2F: Mind the Yellow ChuChus. Hop onto the moving platform and continue east. East
Statue Room: Climb the staircase and drop off the other side. Read the little message. Press R to call the
statue. It will follow you close behind. Lead him around the twisty path. When you reach the end, pick
him up and jump the gap. East Passage 2F: Continue carrying the statue across the moving platform. 2F Lobby: The
statue will hop over to a platform of its own accord. Climb the steps to the center dais and pull out your Wind
Waker. Pull left on the stick to change to 4/4 rhythm and conduct left, middle, right, middle to learn the
Command Melody. Now, the door to the west is open. West Passage 2F: Use the Grappling Hook to cross the pit and head
through the door. West Statue Room: Use the Hook to cross. Call the statue to get it active. Now,
stand on the button. A bridge! But how to cross with the statue? Play the Command Melody and the answer
will become clear. Hop the statue across the bridge, then break control (R Button) and swing across yourself.
Pick up the statue and head through the door. West Passage 2F: Drop the statue on the button. Either use the
Grappling Hook or the Deku Leaf to swing across to the right side (south room). Darknut Room: Aw yeah! Time
for some smackdown! The way to beat Darknuts is to use the Parry counter move just as it's about to swing.
That way, you'll knock off its armor. Once it's off, it's best to keep Parrying, because Darknuts are quite
good combatants otherwise. Once it's dead, open the treasure chest and claim the HERO'S BOW. Leave the room. West
Passage 2F: Shoot the eye across the way to start some platforms. Get rid of the Red Bubbles again. Use the
Deku Leaf to get back over to where you left the statue. Hop across the platforms with it. 2F Lobby: The statue
will return to its pedestal and open the gate to the north. Before we do that, though, let's go back to. East
Passage 2F: Take out the Red Wizzrobe with arrows, then hop on the platform. Shoot the eye and ride the new platform
up to the next room. Armos Knight Room: To beat an Armos Knight, shoot an arrow in its eye, then drop a Bomb in its
mouth. Watch out for the results. Beat both and you'll find a Joy Pendant here. Now, head back to the
2F Lobby, then to the Main Lobby. Main Lobby: Head to the northwest room. NW Room 1F: Shoot the eye on the wall
and collect the TREASURE CHART. Now, head back to the second floor. 2F Lobby: Leave by the north door. North
Room 2F: Take out the Keeses near the platforms if you wish. Jump on the left platform to drop down to the water.
Pull out a Bomb and toss it at the wall just as it's about to explode. Head through the door. Wind Room 2F:
Play the Wind's Requiem on the platform. Take out the two Armos Knights and open the chest to get a TREASURE CHART. North
Room 2F: Head through the door to the east. Big Pit Room: There are several moving platforms here. Jump on the one
before you, then on the one across from that. Shoot an arrow at the eye nearby to start that platform moving,
and hop on. Ride up and take the Small Key. If you're in the mood for a Joy Pendant, look across from you
and shoot the eye up there. Another platform on your right rides up, and you can hop to another platform,
from which you can get to the eye platform. Now, look out over to the door and fire an arrow at the eye above it.
The chest with the Joy Pendant will appear. Make your way back to the entrance of the room. North Room
2F: To cross to the north side of this room, take two of the statues and toss them one of the platforms. Hop onto
the other one yourself, and unlock the door at the end. North Statue Room: Nasty laser beams. First, hop on
top of the block. Jump and float over the beams using your Deku Leaf. Call the statue with the R button.
Now, take control of him with the Command Melody and have him hold on the button (he can hop right through the beams).
Once through, pick him up and leave. North Room 2F: Toss your statue on one of the platforms. Now, hop over
to the other side. Grab three of the statues and toss them on the other platform to raise it up and keep it
raised while you go jump back and grab the blue statue. Carry it to the next room. 2F Lobby: The statue will
hop to its pedestal and the three will activate a beam of light. Not scared, are ya? Hop in. 3F Laser
Room: Now, you have to grab pots sitting next to the Beamos'. Get close and quickly fire an arrow at the Beamos
as soon as it starts firing it laser to defeat it. Once the three are in place on the buttons, take the BIG
KEY. Now, shoot the Armoses in the eye with arrows and slash their bums to baleet them. Pass through the
door to the north. Outer Terrace: Destroy both the Beamos' and Kargarocs with arrows, and make your way to the Boss
Door. *GOHDAN*: This boss consists of a giant head and two hands. The hands will attempt to interfere with your
life with punches, swipes, and grabs. The head will breathe a series of fireballs at you which you should roll
to avoid. The outer ring of the arena is electrified, so stay off it. Shoot the hands a couple of times
to fend them off. After that, his eyes will open and you need to shoot those. Two arrows each. Once
both eyes are closed, the head will drop to the ground. Toss a Bomb into it mouth. Three Bombs will
defeat the Gohdan. If you run out of arrows, the head will snort out some extras. Once the rock is down,
take the Heart Container and step into the column of light.
Now, climb up and use the Grappling Hook on the bell...
????
Castle -
You're now in a very monochrome castle... Enter, and you'll see the forms of many Moblins and Darknuts
frozen in time. As you walk in front of the statue of that familiar-looking fellow, the KoRL will call you through
your charm and tell you about the seal on the special item you need to find. To solve this puzzle, walk in front
of the statue. See those blocks? You need to place them on the three triangles in the middle of floor.
To move the blocks, you need to pull and push them by their corners so they rotate. Once all three are set,
they sink into the ground and the statue moves. Enter the basement. Take the blade.
Congratulations,
you've earned the MASTER SWORD, the blade of evil's bane!
Color and time now return to Hyrule Castle. Look around
this little area to see some familiar faces rendered in stained glass. Head back to the main castle hall.
Test out your new blade on the many Moblins and Darknuts that have just awakened. Be sure to collect as many Knight's
Crests from Darknuts as you can. If you knock off both pieces of their armor, use the Grappling Hook to grab
it. Anyway, once you've made a gruesome example of this place. Leave the way you came in (you can leave by
the other door if you want a glimpse at the land of Hyrule). The KoRL will tell you that it's time to return
to the Forsaken Fortress and rescue your sister.
=============================================== 4E. Return to the
Forsaken (Forsaken Fortress = ===============================================
First thing's first. Now that
you have a Bow, head to Shark Island (F3). You should see a mad spinning cyclone. Get close to it and Zephos'
brother, Cyclos, will pop out. Shoot him with arrows as he tries to suck you in. Once you hit him three
times, he'll calm down and teach you the BALLAD OF GALES. Now, you can warp around the Great Sea without having
to sail the whole way!
Now, sail to the Forsaken Fortress. You have to Bomb open the gate to get inside.
If you feel it makes it easier, you can also try to take out some of the cannons that are firing on you. Once inside,
the KoRL will drop you off.
Head to the main door and you'll be greeted by an evil laugh.
*PHANTOM GANON* -
This spirit floats around and flings energy balls at you. Once he throws one, use the Master Sword to reflect it
back. The two of you will knock the ball back and forth for a bit until one of you goofs. If he
gets it, rush up and start slashing him. Unlike previous incarnations of this kind of boss, this one can also appear
right next to you and slash with his sword, so be alert. Enough slashes will cause the ghost to retreat.
Open
the chest that appeared to get the SKULL HAMMER. Now, it's time to proceed to the top of the fortress again.
You should know how. There are less ways to get up now, though. The eastern room, while having a lot of Miniblins,
also has a ladder you can climb to get up. There's nothing new down here, so there's no need to dawdle. There
are no more ropes, either, so use the Deku Leaf to cross gaps, and use the Skull Hammer to pound down stakes. Climb
to the very top of the fortress and slam the stake with the Hammer. Enter the door.
You'll have a reunion
with Aryll. Soon, Tetra and her crew show up. Tetra takes particular note of the Master Sword, and promises
to get all the girls back to their homes. Now, it's time for you to deal with some super bad guys.
That giant
bird will fly back into the room and the tower will start filling with water. Now, it's a race to the top.
Run up the ramps quickly. Don't stop to fight any Bokoblins. Often, the bird will peck away at a ledge to
remove it, but you're usually far enough across that you can jump the last few feet. If you do miss, there are
grappling points around most of these to get you across. Once you make it to the top, the bird will slam its head
in your path to block you. Whip out your Hammer and smack him one. He'll fall back into the water, and
you can proceed to the top. The hatch at the top will close, and the bird will make it through at the last second.
Looks like he wants a rematch...
*HELMAROC KING* - The bird will go for a long flight, then come in and land.
He'll shuffle up close to you and slam his beak into the ground. At that point, whack him with the Hammer.
You need to do that five times to remove his head-covering. He has other attack besides the peck. Sometimes
he'll dive and rake his talons across the floor of the tower, and sometimes he'll attempt to flap you into the spikes
encircling the platform. Once you hit him five times, the head-covering will break and he'll be vulnerable to the
sword. Hit him about ten or so times with the Master Sword and he'll be roast turkey...
Take the Heart
Container. Climb up the stairs and enter the door. Let this little scene play out, where some interesting
facts are revealed...
You'll be back underwater. Bring your guest to the basement of the castle.
So,
now you basically get the gist of the entire story. You have to save Hyrule, or what's left of it. To do this,
you need to power up the Master Sword. This is done by awakening two Sages and finding the eight pieces of the
Triforce of Courage.
================================================== 4F. Gearing Up (Fire Mountain and Ice Ring
Isle) = ==================================================
Okay, first thing to do is to get the Ballad of the Gales
if you haven't already (go to Shark Island, get close to the cyclone, and shoot Cyclos three times). Use it
to teleport to Mother & Child Isles. You'll land in the middle of the Mother island and meet the Queen of Faires.
She'll give you FIRE ARROWS and ICE ARROWS.
Now, we'll go to four locations, which can be done in any order...
Ice
Ring Isle (F5) -
Aim a Fire Arrow at the ice-breathing dragon statue on the top to shut down the island for five
minutes. On the east side of the island is a TREASURE CHART if you're interested. Disembark on the west side
of the island and climb up to the upper ice ring. Watch your step here. Make your way counter- clockwise
around the island until you reach some floating platforms. Hop onto the first one, then onto the moving one, then
hop off onto the last one, then to the dragon mouth. Enter.
In this cave, make your way across the narrow
ice slides. Watch out for Keeses, and follow the path all the way around to the chest. Open it to receive
the IRON BOOTS. The island's now permanently "off". Put the Boots on and walk past the wind blast to the exit.
NOTE:
If you fall, use the Grappling Hook on the two pegs to climb up (climb to the top of the hook to get on them).
Fire
Mountain (C6) -
Aim an Ice Arrow at the flaming fire coming out the mountain to freeze it for five minutes.
From the north side, start climbing the mountain. There's a point about halfway up where the path splits.
Take the right path and keep climbing. Eventually, you'll reach a jump you can only make with the Deku Leaf
(and favorable winds). You'll soon be at the summit.
Inside the mountain, you'll find Fire Keeses and Magtails.
Hop across all the platforms quickly so they don't sink. Destroy all the enemies to make a chest appear.
Open it to own the POWER BRACELET. Lift the rock head and leave the mountain.
Western and Thorned Fairy Islands
(C1, D7) -
Both of these Fairy Islands have Arrow upgrades for you. Land on them and use the Skull Hammer
to remove the obstacles in the way and enter for your quiver-enlarging.
====================================== 4G.
Power of the Stone (Earth Temple = ======================================
All right. Now that we're decked
out with awesome stuff, let's go east from Outset Island to Headstone Island. Enter on the south side and lift up
the rock head. Enter. You'll see some marks on the stone. Play those marks with the Wind Waker (hold
the Control Stick to the right for 6/4 time). You've now learned the EARTH GOD'S LYRIC. Suddenly, a ghost
appears, a Zora Sage named Laruto. She tells you that Ganondorf destroyed the sages upon his return, and that
another must be found to take the reins of Sage of Earth. You need to find the person who plays the harp.
If you've been paying attention, that's young Medli of the Rito people.
Go to Dragon Roost Island and find Medli.
She's outside on the cliffs high up. Enter the post office and leave by the second floor exit. To the right,
hook over to where she's playing. Play the Earth God's Lyric for her and she'll remember. Head back to
Headstone Island. Play the Earth God's Lyric once more in front of the stone and Medli will play along. The
door to the Earth Temple will open.
*** LEVEL 4 *** The Earth Temple -
Controlling Medli - If you pick up
Medli and throw her, she'll fly a short distance. If you pick her up and jump with her, she'll carry you (farther
as she gets deeper into the dungeon). Use the Command Melody to take control of her. While in control
of her, press A to start flying (a little meter will tell you how much you can do it). If standing under a beam
of light, press A and she'll use her harp, which can reflect. You can even break control while holding the
harp and it will stay in its current position. Otherwise, Medli cannot defend herself. If you lose her somehow,
she'll end up in a cage in the statue room on the first floor, which she can just fly out of.
Entry Room:
Pick up Medli and jump across the gap. Pick her up again and carry her through the door (you must carry her through
doors). NOTE: If you leave Medli in another room, you can still get across this with the Deku Leaf. First
Hall: Leave Medli and take out the three Moblins in the area. Call her and head up the stairs and ask to try flying.
Use the Command Melody to take control of her and fly around for a bit. Break contact and she'll tell you
that she can carry you further now. Pick her up and jump across to the pillar. Drop her (not throw) and step
on the switch. Now, take control of Medli again and fly over to the other switch. The door will open. Ante
Hall: Take care of all the ChuChus here. The Dark ChuChus cannot be harmed by any of your weapons. Lure them
into the beam of light and they'll turn into stone and you can throw them. Now, take control of Medli and put
her in the beam of light. Press A and she'll pull out her shiny harp. Use it to reflect on the invisible
chest and you can get the DUNGEON MAP. Also, use a Bomb on the Magic Pot nearby to open it. Leave by the
east door. Grinning Statue Room: The gas down below will jinx you if you enter it (you can walk, but can't use any
items). To get rid of its effects, get some light on you. There's a hammer switch down there. Put Medli
in the light and have her point her harp at the switch. Return to Link while still pointing the harp and hit
the switch. Leave by the south door. South Room 1F: Take out the two Red Bubbles here. Climb up the ladder
on the left and pull the block to expose a light shaft. Have Medli light up the chest and take the Small Key.
Watch out for the Floor Masters and return to... Grinning Statue Room: Unlock the north door. North Room 1F: Use
a Fire Arrow on the tapestry to your left that has light shining through. Defeat all the regular ChuChus and lure
the Dark ChuChus to the light beam. Once they become stone, place them on the buttons. Climb the newly-formed
stairs with Medli, then push the large block off the ledge to open the door. Northeast Room 1F: First, push the only
movable block onto the marking to open a light. Now, take Medli and have her shine light on all the markings
on the walls, and the statue on the other block. This breaks them all down and you can access two more blocks and
another Magic Pot. Push the other two blocks onto their markings to get the COMPASS. Throw Medli up on the
ledge and exit the room by the south door. Poe Room 1F: Take out the Moblins, then head back to the entrance.
Take control of Medli and have her fly up to the ledge with the beam of light. Use the beam from her harp
on the two Poes to make them visible. Now, use Link to take out the Poes with the sword, which will lower a set
of stairs. If you want it, have Medli light up the statues to remove them and take a Joy Pendant. Leave
by the southeast door. Coffin Room 1F: Drop down and walk near the coffins to open them. Don't get crushed.
Three of them have ReDeads. One has ten Rupees, and the last has a Small Key. Once all are open, a ladder
drops, and you can leave. Poe Room 1F: Unlock the south door. Stalfos Room 1F: You are challenged by a Stalfos.
Defeat him to face two others at once. Take them out and you'll get the MIRROR SHIELD. Now, pull out
your sword so you're holding your shield. Use it to light up the sun above the door to open it. Poe Room 1F:
Get rid of all the bad guys, then position Medli on the light beam. Have her shine her light on the floor below.
Now, stop her there and take Link and have him shine the light beam she directs on the mark to open it. Proceed
through the wall. In this little passage, you can shine and redirect light on the statue and mark on the wall to
get some Rupees. Leave by the door in this passage. Grinning Statue Room: Position Medli on one beam of light
and shine her on the eye. Shine yourself on the other eye to open the staircase below. If you want a
Joy Pendant, go back to... South Room 1F: Drop Medli on the switch near the other door. Enter. Southwest Room
1F: Shine light on the two marks to get the Joy Pendant. Grinning Statue Room: Head down the stairs. Misty Room B1:
Don't drop down, because there's lots of jinxing mist down there, as well as two Floor Masters. To take out the
Blue Bubbles, fan them with the Deku Leaf, then whack them. If you have Tingle, have Medli fly you over to
the hanging platform, then jump to the end. Have Tingle bomb the area with skulls and pots. Take the EARTH
TINGLE STATUE. Now, take Medli to the monument and play the Earth God's Lyric with her nearby and she'll open
the monument. Head through the door. Crossroads Room B1: Take out the two ReDeads (you can stun them with light).
Use the light on the statue on the block, then on the two mirrors to get rid of the bigger statues. Take the
west door. Floor Master Room B1: Okay, walk across the mist on the floor, trying to avoid the many Floor Masters.
If you reach the far end, you'll find a Small Key, and the mist will disappear. Defeat all the Floor Masters in
this room and you'll get a TREASURE CHART. Crossroads Room B1: Take the east door with Medli. Mirror Room B1: Take
Medli and fly over the mist, past the Floor Masters. On the other side, push the mirror statue into place, then
use the Hammer on the peg to start shining light. Head back to the... Crossroads Room B1: Push the block to
the wall. Toss Medli up. Unlock the south door. Mirror Room B1: Take out all the enemies, then stand Medli
in the beam of light, pointing her harp back in the opposite direction. Use the Shield to aim the light at
the three statues. The one on the west wall has the exit. Coffin Corridor B1: In the coffins, you'll find Rupees,
other things, two ReDeads, and a Stalfos. Take all the bad guys out, and take the 20 Rupees in the chest if
you wish, and play the Earth God's Lyric to open the monument. Boss Door Room: Take Medli down the stairs to the door
down here. Big Mirror Room B2: Control Medli and fly her to the button. It drops a ray of light. Have
Link move the mirror statue near it. Now, stand on the pedestal it shines on and remove the statue nearby.
Pull out that mirror statue. Now, have Medli stand on the pedestal and shine her light in a southeasternly
direction, onto the small pedestal with the harp marking. Stand Link on that and burn down the markings to get
another Mirror Statue. Pull that out and you'll get the "chime". Also, shine light on the translucent
chest for 50 Rupees. Now, go to the southwest corner of the room and pull that mirror statue. Get on the
pedestal and shine light on both the statue and the chest. Open the chest for a Joy Pendant. Now, pull
on the mirror statue that was behind the big statue. Put Medli on the pedestal and have her shine her harp on the
harp pedestal. Put Link on it and have him take down the four markings on the northwest wall, and one on the
west wall. Pull out the last mirror statue and you'll get a "chime" again. Head through the west door you
just uncovered. Coffin Room B2: Shine light on the coffins to release Stalfoses. You can fight them one at a
time, or all at once if you're feeling daring. Take them all out and take the TREASURE CHART that appears. Big
Mirror Room B2: Have Medli stand on one of the pedestals near the statue and shine light on it, then have Link do the
same on the other one. Once it opens, proceed through (you don't need Medli). Big Key Room: First, take out
the Blue Bubbles hidden nearby so they don't curse you (use the Deku Leaf to put them out). Now, take out the Darknut
and you can take the BIG KEY. Head all the way back to... Boss Door Room: You don't need Medli, so just leave
her. Climb up to top of stairs and use the Deku Leaf to float over to the Boss Door. *** JALHALLA *** - This
big puffy bad guy is composed of several Poes. He can try to blow you into the spikes or fling fire on you from
his lantern. To beat him, stand in one of the beams of light and shine on his lard butt. He'll become
corporeal, after which you can pick him up and toss him into one of the big spike barriers along the wall. He'll
split into his many myriad Poe underlings. Take them all out as fast as you can. If you have the Hurricane
Spin, here's the time for it to shine. After a short while, they'll reform into Jalhalla. Repeat. As
you deplete his Poe supply, there will be fewer lights to use for your Mirror Shield and they'll disappear at random.
Once you defeat all the Poes, his mask will get a little worried and run off into a beam of light.
Take the Heart
Container and step into the light. Medli will assume her position as the Sage of Earth and power up the Master Sword.
===================================== 4H.
Fury of the Gales (Wind Temple) = =====================================
Hope you have double magic for this part.
If you don't, get it now (check the Upgrades section).
Now, for the next Sage, head north from Windfall Island
to Gale Isle. Hop off at the shore and put on the Iron Boots. Trudge up to the statue shooting out wind
and bash it with the Hammer. Enter.
Note the marks on the stone. Play those marks on the Wind Waker (hold
the Control Stick to the right for 6/4 time). You've now learned the WIND GOD'S ARIA. Fado, the ghost
of a Kokiri sage, will tell you to find the sage that plays the same instrument as him. A leaf cello/violin?
That would be Makar, the Korok from Forest Haven. Head back there.
NOTE: Although it would seem like you
can do these in either order, you have to do the Earth Temple first. The new Wind Sage cannot be found until then.
At
the Forest Haven, you should see notes coming out of a waterfall. Attach the Grappling Hook to the branch above
and swing towards that waterfall. Let go and you'll fly through it and find Makar. Play the Wind God's Aria
for him and he'll remember. It's time to sail to the Wind Temple.
Head back to Gale Isle. Enter and
play the Wind God's Aria for Makar.
*** LEVEL 5 *** The Wind Temple -
Controlling Makar - If you pick up Makar
and throw him, he'll glide for a distance, just like Medli. If you take control of Makar, he can fly by using the
A Button repeatedly. If you find a patch of dirt, have Makar press A on it to plant a seed, which will cause a tree
to sprout.
Entry Room: Exit through the north door. First Wind Room 1F: Take control of Makar and have him plant
seeds on the patches of earth to make trees and a chest with 100 Rupees appear. Now, float over to the far
ledge and stand on the switch to remove the wind blast. Now, for Link. Put on the Iron Boots and cllmb up
on the spring. While on the spring, take off the boots and you'll get shot into the air. Pull out the
Deku Leaf and glide over to the other side. Carry Makar into the next room. Gate Room 1F: Take out the Armoses
and flap the rotating switch with the Deku Leaf. Have Makar plant seeds in both patches of dirt to open the door. Ledge
Room 1F: Have Makar fly up and plant seeds in all the patches. After he does so, he'll be captured by Floor Masters
(jerks). If you have Tingle, drop down to the lowest floor and use a Tingle Bomb in the center of the low
ground to get the WIND TINGLE STATUE. Leave by the east door. Central Gate Room: You'll see Makar behind a cage.
Poor little guy. There's nothing you can do for him right now, so head east and take out the Armos Knights
and Peahats, then go through the door. Gate Corridor 1F: Take out the two Peahats, then either drop down the hole in
the floor, or just use the Iron Boots on the other one to crash through. Flap the switch to raise the gate, then
head to the other side and flap it back down. Leap off the spring with the Boots and land on the upper ledge.
Flap the gate back up using the switch up here. Take the Joy Pendant in the chest nearby. Head out by
the south door. Updraft Room 1F: Use your Deku Leaf to coast over to the button on the ledge. Hit it and the
gate on the wall will fall. Cross over to it. Now, use the updrafts to make your way further south to a chest
with the DUNGEON MAP in it. Now, ride the updrafts to the west all the way, watching out for Peahats and Red
Wizzrobes, and you'll reach the far door. Central Gate Room: Use the Iron Boots to slam on the switch, which will open
up the gate to the basement. While you're up here, toss a Bomb on the Magic Pot to open it. Drop down
to the basement and exit by the south door. Spiky Room B1: Use the Iron Boots to drop down one of the cracked floors.
Push the spring block to the mark at the far end of the room, and the other block next to it. Spring up to
the upper floor and grab the Small Key. Don't leave just yet. Now, go back down to the lower floor through
each of the other four cracked floors. You'll face bad guys once you drop, such as Floor Masters, Armoses,
Red and Green ChuChus. Once all five holes have been made, a chest with a TREASURE CHART will appear. Central
Gate Room: Unlock the north door. Wizzrobe Room: You've got a nasty Wizzrobe battle here. This Wizzrobe can
summon enemies, in addition to the usual fireball attacks. Just take him out like any other Wizzrobe, slash or
arrow, and you'll receive the HOOKSHOT. Use it on the north wall and use the Hammer on the peg up here.
Exit the room. Central Gate Room: Use the Hookshot to start climbing out the pit. About halfway up, float over
to the other side with the Deku Leaf and get the COMPASS. Hookshot the rest of the way up, and over to where Makar
is stuck. Stand to the side of the statue, pull out your Hookshot, put on your Iron Boots, and use it on the
statue to pull it down and free Makar. Take the Joy Pendant in the chest, as well. Now, make Makar fall down
to the B1 and plant two seeds in the dirt patches, and the giant fan starts up. Float to the east door with
the Deku Leaf and have Makar float over, as well. Gate Corridor 1F: Do the same method as before to get to the other side,
then take Makar over. Play the Wind God's Aria for him and the stone will be busted. Head through the
door. Darknut Room 1F: Defeat all three Darknuts here to open the gate to the BIG KEY. Gate Corridor 1F: Flap the
switch and head back to... Central Gate Room: Cross to the west side using the Deku Leaf and Hookshot with Link, and
Makar's little propellor thing. Ledge Room 1F: First, take out the Yellow Wizzrobe in this area. Pillar Stairway: Take
out all the Blue Bubbles up here by using the Hookshot to drag them to you, and then slashing them. Next, have
Makar plant seeds on all the pillars and the top. Now, Hookshot up and take out the Floor Master up here. Central
Gate Room: Now, have both Makar and yourself step on the two switches and the fan will be exposed. Ride the fan
over to the chest on the left for a Joy Pendant, and ride to the door on the south. Enter the room. South Room
2F: Defeat the seven Armoses and take the Small Key here. Central Gate Room: Drop down to the bottom of the room and past
the fan. Unlock the door down here. Face Room B1: This is a tough fight room. Take out the two Stalfoses
and the Yellow Wizzrobe. After the messing, you need to pull down four stone faces off the wall. Use
the Hookshot to get up there using the targets, and use the Iron Boots to anchor yourself so you can pull the faces down.
Some faces have Bokobilns in them. Once the Bokoblins are down, a chest with a TREASURE CHART will appear.
To leave this room, float over to the highest point and Iron Boot the switch. Leave by the east door. Wind Wall
Room B1: Defeat the three Bokoblins and the two Armos Knights. Take Makar and have him float over the wind wall
and have him plant a seed in the patch. Now, use the Hookshot to attach to the tree and defeat the Floor Master
and Peahats. Leave by the door. Boss Door Room: There are three blocks here, and you need them to prevent yourself
for getting sliced. Put your Iron Boots on so you can stand against the wind. Push the first block so that
it blocks the first blade, then likewise for the second. The third block will be dropped into a little ditch
before it can get to the third blade, so go back and get the second block, and pull/push it over the third block and
in front of the third blade. Now you're across. To get Makar across, have him fly up as high as he can,
over the wind gusts, and all the way to the end in the center, and he'll drop right onto the threshold and not get blown
back. Take him to the stone and play the Wind God's Aria and you'll be able to access the last Magic Pot and
enter the Boss Door. *MOLGERA* - This is a very cool boss. When the sand turns dark around you, MOVE, because
he's gonna pop up right there. His tongue will stick out, so Hookshot it. When you drag it to you, slash
the tongue repeatedly. When he pulls back, he'll spit out some young. You can slash them, or tug on
them with the Hookshot to stun them, and then slash them. Continue hooking and slashing the tongue. Eventually,
it'll start leaping out of the sand to attack you. Keep on with the tongue-lashing and he'll give in.
Take
the Heart Container and step into the light on the Triforce mark. Makar will power up the Master Sword to its true
power.
============================================= 4I. Shards of Courage (The Triforce Pieces) = =============================================
Now
that your sword is maxed out, it's time to find the eight pieces of the Triforce of Courage. You should have the
IN-credible Chart by now from a postbox (if not, visit one and it should be there), which points out the locations
of all the Triforce Charts in the game. Finding the charts is all well and good, but then you need to bring them
to Tingle so he can decipher them (for a rather hefty fee). Once that's done, just go to the marked place on
the chart and pull up the piece, just like you would any treasure.
Triforce Chart #1 -
Take a trip to the Islet
of Steel (E2). Note the several Cannon Ship patrolling the area. Use the Bomb Cannon to bust them all up and
enter the Islet. The Chart is just inside. Play the Wind Requiem on the wind spot.
Take the chart to
Tingle. The location of the piece is on Greatfish Isle (B4).
Triforce Chart #2 -
If you haven't already,
give 21 Joy Pendants to Miss Marie on Windfall Island and you'll get the Cabana Deed. Go to the Private Oasis (E5)
and enter the building. Use the Grappling Hook on the structure in the ceiling of the cabana to open a
mini-dungeon.
Inside this mini-dungeon, make your way around the walls to the right and drop down the hole
(or climb down the ladder). There's a small crawling maze here. If you want to head straight for the next
area, enter the left hole, turn right, and follow the path all the way to the end, and turn right. However,
you can take some side paths to get Rupees. Once you reach the second ladder, climb up. There are two hammer
pegs here. Pound the right one to open a gate back to the exit. Pound the left one to continue on. Drop
down this hole. The left crawl-hole leads to 100 Rupees, and the right hole leads on to another ladder. Climb
up. Pound the hammer peg up here to open another gate leading back to the exit. Drop down the hole with no
ladder. Defeat the two ReDeads. Behind the pots is another crawl-hole. Crawl to the end and climb
out the ladder. You'll find the wind and Triforce platforms here. Play the Wind's Requiem to reveal the chart.
Now, pound the hammer peg, and you can leave without doing any crawling.
Take the chart to Tingle. The location
of this piece is Gale Isle (A4).
Triforce Chart #3 -
Sail to Bird's Peak Rock (E7). On this island, shoot
down as many Kargarocs as you can with the Bow, then use a Hyoi Pear (which you can buy from Beedle the Shop Ship
guy). Once you use it, you'll attract a seagull. Use it to fly around and hit all six switches on the nests
on the pointy rocks, which will open the cave nearby. Play the Wind's Requiem on the wind platform.
Take
the chart to Tingle. The location of this piece is Stone Watcher Island (E3).
Triforce Chart #4 -
One
of the few complicated charts to find. First, go to Diamond Steppe Island (F1) and use the Hookshot on the lowest
palm tree (from the boat). Hookshot from tree to tree up the island. Drop in the hole at the top. In
this area, enter the pot ahead of you. Use sticks to burn the tops of the pots in the next room. Enter
the pot that's on the wall opposite the pot you entered. In the third area, burn the covers with sticks, then look
for two pots close to each other and enter the one on the right. In the fourth area, look for two pots close
to each other and enter the one on the right. Take the GHOST SHIP CHART. Looking at this chart, you can see
where the Ghost Ship will appear on nights of a particular phase of the moon. You cannot enter the Ghost Ship
until you find this. Also, the Ghost Ship will appear on your Sea Chart when you open it at night.
Now, at
any night, open the chart and warp/sail to the spot where the ship is. Sail into it to enter it. Inside, you'll
find a Yellow Wizzrobe and some Poes, as well as (I believe) a Stalfos. Defeat them all and take the Triforce Chart.
Take
the chart to Tingle. The location for this piece is Outset Island (G2).
Triforce Chart #5 -
Sail to Needle
Rock Isle (E1). Just west of the island are two Cannon Ships, and one's colored gold. Blast that one and take
the treasure it leaves behind on the ocean floor.
Take the chart to Tingle. The location for this piece is
Cliff Plateau Isles (F7).
Triforce Chart #6 -
Sail to Outset Island. Climb up the eastern hill.
Point the wind west, then float over from the east hill over to the stone head on right side of the west hill to enter
the Savage Labyrinth. Now, THIS is a fight. In the Savage Labyrinth, you'll face a new set of enemies on each
of its floors. Nearly every minor enemy you've fought will represent here. Oh, and the enemies don't drop
anything after you've beat them, so you're only chance for "replenishment" is anything you bring in Bottles as well as
the tenth and twentieth floor, which will give you a few hearts and some arrows or bombs. The thirtieth and
fortieth floors only have Rupees (albeit a LOT).
Here's how the floors break down:
Floor 1: 10 or so Keeses Floor
2: 6 Miniblins Floor 3: 4 Bokoblins w/ Boko Sticks Floor 4: 6 Red ChuChus Floor 5: 4 Magtails Floor 6: 4 Keeses,
4 Miniblins Floor 7: 4 Fire Keeses, 2 Magtails Floor 8: 2 Fire Keeses, 4 Bokoblins w/ Burning Boko Sticks Floor 9:
2 Moblins Floor 10: An exit and some pots Floor 11: 6 Peahats Floor 12: 4 Green ChuChus Floor 13: 5 Boko Babas Floor
14: 4 Bokoblins w/ Burning Boko Sticks and shields Floor 15: 5 Mothulas Floor 16: 3 Peahats, 3 Boko Babas Floor 17:
4 Green ChuChus, 4 Bokoblins w/ swords (in the pots) Floor 18: 3 Mothulas, 2 Bokoblins w/ swords and shields Floor 19:
2 Mothulas (flying) Floor 20: An exit and some pots Floor 21: 3 Red Wizzrobes Floor 22: 4 Armoses Floor 23: 2
Armos Knights Floor 24: 6 Yellow ChuChus (in the pots) Floor 25: 4 Red Bubbles Floor 26: 2 Bokoblins w/ swords and
shields, 1 Darknut Floor 27: 3 Armoses, 1 Red Wizzrobe Floor 28: 2 Red Bubbles, 2 Armos Knights Floor 29: 2 Darknuts Floor
30: Exit, pots, and the TRIFORCE CHART #6 . At this point, you don't HAVE to continue, but you can use the Mirror
Shield under the beam of light to crumble the statue and continue on. Floor 31: 6 ReDeads (beam of light) Floor
32: 5 Blue Bubbles Floor 33: 6 Dark ChuChus (beam of light) Floor 34: 5 Poes (beam of light) Floor 35: 3 Mothulas
(flying) Floor 36: 3 ReDeads, 2 Moblins (beam of light) Floor 37: 5 Dark ChuChus (beam of light), 1 Mothula (flying)
Floor 38: 5 Poes w/ lanterns, 2 Moblins w/ lanterns Floor 39: 4 Blue Bubbles, 2 Stalfoses Floor 40: An exit and
some pots (just Rupees) Floor 41: 25 Miniblins Floor 42: 10 Red ChuChus, 10 Green ChuChus, 10 Yellow ChuChus, all in
a circle Floor 43: Hit the peg with the Hammer, 5 Red Wizzrobes Floor 44: Dark room, 15 Bokoblins w/ various weapons Floor
45: 4 ReDeads, 2 Stalfoses (no light beam) Floor 46: 3 Moblins, 2 Darknuts Floor 47: 2 Darknuts, 3 Red Wizzrobes, and
electric barriers on the walls Floor 48: 3 Stalfoses and lots of Bomb Flowers (use them) Floor 49: 4 Darknuts and flame-shooting
statues on the walls Floor 50: PIECE OF HEART
So, you survive thirty floors and you get the chart. Fifty gets
you the PoH. You can re-enter this area any time to reclaim the Piece of Heart at your leisure.
Take
the chart to Tingle. The location of this piece is at Southern Triangle Island (E4).
Triforce Chart #7 -
Sail
to Stone Watcher Island (E3). You need the Power Bracelet. Lift up the stone on this island and enter the
hole. Enter each of the four doors and defeat the enemies (Bokoblins, Wizzrobes, Armoses, Moblins). After
that's done, defeat the two Darknuts in the center room to open the barred door to the chart.
Take the chart
to Tingle. The location of this piece is the Seven-Star Isles (A6).
Triforce Chart #8 -
Sail to Overlook
Island (A7). You'll need the Hookshot. Use it from the boat to attach to the lowest tree (it helps if there are
waves in the sea), then continue using the Hookshot to climb up. Enter the hole. In this cave, enter each
of the four rooms and defeat the enemies: Armos Knights, Stalfoses, Bokoblins, and Yellow Wizzrobes. Then, defeat
the four Darknuts in the center room to open the barred door.
Take the chart to Tingle. The location of this
piece is Two-Eye Reef (G4).
Good job. You've assembled the Triforce of Courage. Now would be a good time
to complete any remaining sidequests you've been putting off. Head to the Tower of the Gods and you'll be transported
to Hyrule.
============================================ 4J. The Return of the Hero (Ganon's Tower) = ============================================
Head
to the basement of the castle and you'll find Zelda kidnapped. Defeat the two Mighty Darknuts that challenge you.
Head back to the main hall and leave by the main exit. Strike the magical barrier that separates the castle from
the rest of Hyrule. Make your way along the path and use the Hookshot to cross the broken bridge to Ganon's Tower.
Ganon's
Tower -
Enter and be awed. Cross over to the center of the room. Note the huge door ahead of you, and
how it has inscriptions of four beasts on it. You must defeat four beasts from your past once again. You can
take these in any order.
Southwest Path: Enter the southwest door. Don't worry about the water bottles.
Just use the Grappling Hook to swing across to the platforms in the lava. Once you reach the third hook, climb
up to the top and float over with the Deku Leaf. Pass through the door and your inventory will we reduced.
Defeat Gohma again.
Northwest Path: Enter the northwest door. Fan the switch with your Deku Leaf to get
the gondola over, then jump onto it. Float onto the moving vine, then fan the switch when the vine reaches its
lower position to get the second gondola over. Float over to it and move the gondola. Float over to
the lower moving vine, then jump to the upper one, then over to the ledge and enter the door. Defeat Kalle Demos
again.
Northeast Path: Enter the northeast door. You have a gauntlet of coffins before you. Two have
ReDeads and two have Red Bubbles. In the next gauntlet, there are four Dark ChuChus and two Poes. You need
to freeze one of the Dark ChuChus with light and drop him on the button to keep the stairs down on the other end.
Head up to the next gauntlet. There are six Dark ChuChus and a Stalfos at the end. Take out the Stalfos,
then use the light beam next to these stairs to freeze a Dark ChuChu. Carry him all the way back to the switch
at the beginning and drop him there, then run like mad back to the staircase to enter the door. Defeat Jalhalla
again. NOTE: An easier way to weigh down the switches is with the pots at the beginning of the area.
Southeast
Path: Enter the southeast door. There's a Wizzrobe here that will make life annoying for you if you give him the
chance, so take him out with whatever you wish to use. Hop on the spring and spring off it using your Iron
Boots, and float past the spikes. Spring off the next spring, only this time, float around to the left or
the right of the two wind jets (you can try the middle if you're bold). After that, dispatch the two Bokoblins
and Hookshot up to the door and enter. Defeat Molgera again.
Now, the door to the next area will collapse.
Enter.
In this hallway, you have two choices, left and right. Head right and make note of the torches on
the walls above. Note the number of flames on each wall-hanging. Go back and take the left door now.
Use your Boomerang on the switches 1, 2, 3, 4, the same order that the torches were in. Doing that will create
a portal back to the Great Sea, the one that Ganon originally used. You can use this to return and get anything
you want.
But, what you have to do is drop down the hole in the room on the right. You'll fight Phantom
Ganon in this area again. Once you strike him once, he'll disappear, leaving his sword behind, which will fall to
the ground. The sword's hilt is pointing towards a door. Enter that door. Do the same thing several
more times. If the Phantom starts using giant purple balls against you, you have to hit all the parts it splits
into to avoid damage and send it back at him. At the end of this maze, you'll be granted the LIGHT ARROWS.
You'll
be transported back to the main room of this area, and Phantom Ganon will be here. Show him your new Light Arrows
and he'll be erased for good, leaving his sword behind. Use it on the wall on the north end and you'll be granted
access to the final stairway. Begin your climb. Take out the Moblin, then the Darknut, then the two Moblins,
then the two Mighty Darknuts, and the final door will open.
You will enter a watery room, and will find Zelda on
a bed, and Ganondorf next to her. He will spin a rather believable tale about what really happened to Hyrule.
He'll turn into (can you believe it) a giant blue pig monster.
*PUPPET GANON* - A giant blue pig monster, with
strings! For his first form, use the Boomerang to cut down the five blue strings supporting him. The hardest
one to get is the tail, which stinks because that's the one you want. Shoot his glowing blue tail with a Light Arrow
whenever you get an opening. Hit it with three and it'll be down.
*PUPPET GANON: SPIDER* - Now he's a spider
thing. You, again, have to hit him in the shining blue tail. This form's probably the easiest. The trick
is to pan the camera up as high as possible, which will allow you to see his reflection from the ceiling. When
he drops down, he'll release Keeses, but if you've been watching, you'd know to go over to where his tail is and to shoot
it with a Light Arrow. Three arrows beat this form.
*PUPPET GANON: SNAKE* - Form #3 is arguably the most difficult.
It'll slither around very fast and drop Morths, which you can use for powerups. Hitting it with the sword or
a Light Arrow in the face will stun it, but only very briefly. There are two good ways to stun it. One way
is to use a simple Spin Attack, which will freeze it for a good three seconds. Also, try blasting a Bomb in
its face. At that opening, fire a Light Arrow to the tail. Also, it's harder, but where the head goes, the
tail must follow, so just aim for the head and the tail will be in that same spot seconds later. It's tough, but
three Light Arrows will destroy the puppet.
Ganondorf will applaud your efforts and beckon you follow him to the roof.
Hop on the rope and climb up. Once you reach the top, find a grappling point and use your Grappling Hook.
Climb on top of it, then keep climbing using the Hook, stopping for pots if you need them. If you're afraid you'll
fall, bomb open the Magic Pot, which connects to the bottom, so you have a route back. Hookshot over to the
door and exit into the blue.
Ganondorf reflects on his homeland, then decides to remove your Triforce from you.
Some other stuff happens, which I won't spoil for you. Bottom line, Ganondorf wants a piece of you...
*GANONDORF*
- The King of Evil will draw his two swords and attack. He's by far the finest combatant in the game. Simple
strikes will just be blocked by his superior technique. The only way you'll get a decent shot on him is to Parry
one of his movements. Zelda says she'll cover you with the bow, so keep him busy so she can get a clean shot.
After a few of those, Ganondorf will get miffed and swat her to the ground. Keep your match up with him. Parry
his attacks then repeatedly slash him while he's stunned. Eventually, Zelda will get back up. Speak to her
and she'll get the idea of reflecting the Light Arrow off your shield. Put up your shield when she fires and Ganondorf
will take some serious damage and stum him greatly. Take advantage of this and press A and you'll score a Parry
attack that will put your enemy out of his misery.
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