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                                  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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