The Legend of Zelda: The Wind Waker ----------------------------------- Copyright 2004-2006 Brian McPhee Author: Brian McPhee E-mail: Kirby0215@aol.com Most Recent Update: February 26, 2006 Originally Created: September 26, 2004 Version: 1.0 ----------------------------------------------------------------------------- -------------------------------Table of Contents----------------------------- ----------------------------------------------------------------------------- Section 1* Introduction* Navigation* Plot* Walkthrough Layout* Section 2* Outset Island* Forsaken Fortress* Dragon Roost Cavern* Forbidden Woods* Tower of the Gods* Return to Forsaken Fortress* Earth Temple* Wind Temple* Ganon’s Tower* Section 3* Second Quest* Figurines* Rupee Hunting* Pieces of Heart* Sea Chart* Charts* Spoils* Saplings* Tingle Tuner* Upgrades* Section 4* Zelda Timeline* FAQ* Section 5* Credits and Legal Information* ----------------------------------------------------------------------------- _______________________________________________________________________ / \ / \ ||-------------------------------Section 1*--------------------------------|| \ / \_______________________________________________________________________/ ============================================================================= ================================Introduction*================================ ============================================================================= I’m Kirby021591, and I approved this walkthrough. Joy to the world! I wrote another walkthrough! Now, when you cry your tears of joy don’t aim at the computer screen. Good work. Yes, another guide for another Zelda game. I know what you’re thinking. Really, I don’t, but just in case any of you are thinking “What’s the deal with all the Zelda games”, I have an answer. You see, I only write quality walkthroughs. Some games would take me fifteen minutes to write a walkthrough for, but Zelda games are truly baffling at times. I like to think that no one ever reads the introduction. No one ever reads the first few sections, either. I could practically skip them and go straight to the last dungeons. That’s because walkthroughs are meant to help people when they are stumped. This is not the hardest Zelda game out there, but it has its moments. So let the walking through begin! It has become customary for me to write my review in the introduction. Yeah, I probably riled you up above. No, though, there’s more stuff separating you from the guide. Well, I’ll be straightforward. This game rocks! At first I had my doubts. When I heard about the storyline and how it clashed with the other Zelda games tremendously I refused to play the game. But when you realize that this is in the future of the other Zelda games you see that it really makes the storyline more elaborate. It doesn’t contradict a thing said in other games. Then there was the graphics bit. Graphics do not matter as long as you can see what’s happening on the screen. The graphics were sort of cartoonish (It’s cell shaded), but now you can see Link’s face and how he reacts to stimuli. This game also has a boatload of secrets, semi-pun intended. The Great Sea has flooded Hyrule so that everything is an island, and it is for this reason that Link gets his own talking boat. Yes, a talking boat. The game play also sticks to the classic Ocarina of Time style while adding new items. I’d score it as a ten out of ten. It has good music, a good plot, and good graphics. I think the graphics are supposed to reflect Link’s maturity. In Ocarina of Time where Link was an adult, the graphics were sort of spooky at times. In this game, everything looks animated. Good job, Nintendo! By the way, if you see this guide on any website other than GameFaqs.com, please tell me. With your help I can stop plagiarism. It is a violation of copyright and is illegal. ============================================================================= =================================Navigation*================================= ============================================================================= It must have taken you half an hour trying to find this section. I know it did for me. That is why I always make a little navigation section. Notice I have the asterisks (*) after the name of every section. That is part of the grand plan. Press CTRL + F to activate a search of the document. This is Apple + F if you have a Mac. Enter in the name of the section (Be sure to include the asterisk) and click “Find”. It will take you to the first place that that text was used, namely the Table of Contents. Click “Find” again and it will take you to the next place it was used, the actual section. The reason I put the asterisks on was to distinguish the names of sections from time I might use their names in context, like I said navigation above. Helpful, no? ============================================================================= ====================================Plot*==================================== ============================================================================= Note that I did not write this. This comes purely from the game manual. I don’t need Nintendo suing me. I thought that the game provided a good summary of the plot, and I copied it here. I repeat: I do not take credit for it. +----------------------+ | Game’s Summary | +----------------------+ Long ago, there existed a kingdom where a golden power lay hidden. One day, a man of great evil found this power and took for himself, and with it at his command, he spread darkness across the kingdom. But then, just as all hope has died, a young boy clothed in green appeared as if from nowhere Wielding a blade that repelled evil, he sealed the dark one away and gave the land light. This boy, who traveled through time to save the land, was known as the Hero of Time. The boy’s tale was passed down through generations until it became legend. And then a day came when a fell wind began to blow across the kingdom, and the great evil once again crept forth from the depths of earth. The people believed that the Hero of Time would again come to save them. But the hero did not appear… What became of that kingdom? None remain who know. The memory of the kingdom vanished, but its legend survived on the wind’s breath. On a certain island it became customary to garb young boys in green when they come of age. Clothed in the green of fields, they aspire to find heroic blades and cast evil down. The elders wish only for the youths to know courage like the hero of legend… The cinema that plays when you start your file shows this as well. The one in the cinema, however, is longer and has pictures. Here’s my little summary that I wrote. +-----------------------+ | My Plot Summary | +-----------------------+ In Hyrule there exists a golden power called the Triforce. The Triforce has three separate parts, each created by the goddesses Din, Nayru, and Farore. The parts are wisdom, courage, and power. The Triforce remained as the essence of the gods when they departed the earth. The land that concealed the golden power became known as the Sacred Realm. It was destined that a man of the desert called Ganondorf would obtain the golden power. Princess Zelda had sensed this man’s evil intentions. She entrusted a young boy named Link with the Ocarina of Time, a mystical instrument passed down in the Royal Line for many generations. With it, he opened the gates to the Sacred Realm in the Temple of Time. As he pulled the Master Sword from its pedestal, Ganondorf entered into the forbidden world of the Triforce. The Triforce acts as a balance of virtue. When a person touches it, they receive the piece of the Triforce that represents their most valued virtue, power, wisdom, or courage. If one touches it with a heart that is in balance with the three parts of the Triforce, they are granted ultimate power, the True Force. Ganondorf’s heart was not in balance, and so he received the Triforce piece of Power. For seven years he searched for Link and Zelda, who received the other parts of the Triforce when it separated. As an adult, Link destroyed five evil guardians in their temples, the source of the people’s suffering. Link took the prizes of these dungeons, medallions and wondrous devices, and would one day meet with Ganondorf. After an epic battle, Zelda and Link sealed away the great evil one. Ganondorf’s black heart still beat. With the Triforce of Power still in his grasp, he would one day escape the tainted Sacred Realm in which he was imprisoned. The Hero of Time was dead after the centuries that had passed. Ganondorf was ready to begin a new era of darkness for a new world. Ganondorf escaped the Sacred Realm. But, the legend of the Wind Waker, the legend of the new hero, the Hero of Winds, begins on Outset Island, a small southern island. It is customary there that boys should dress as the fabled Hero of Time when they come of age. It was on such a day that calamity struck – a gigantic bird kidnapped a young islander. Her brother, still dressed as the Hero of Time, leaves in pursuit of his sister on the ship of a band of pirates. Why does this bird only seek out young girls with pointed ears? And who is the master of this terrible beast? The legend continues... ============================================================================= =============================Walkthrough Layout*============================= ============================================================================= In this guide I do lots of side quests in the various sections that can be done at differing times. So, I decided to make this useful section for knowing where I have you get what. In other words, I list the titles of the sub – sections under the titles of the sections they’re located in so you know where to look if you have a question. --------------------------------Outset Island-------------------------------- The Telescope and Hero’s Clothes Hero’s Sword Pig Hunting The Bait Bag Saving Tetra Hero’s Shield Spoils Bag ------------------------------Forsaken Fortress------------------------------ Forsaken Fortress -----------------------------Dragon Roost Cavern----------------------------- Windfall Island The Tingle Tuner, Tingle’s Chart, and the Picto Box The Killer Bees The Assistant The Great Sea Dragon Roost Island The King and the Prince Empty Bottle Dragon Roost Cavern -------------------------------Forbidden Woods------------------------------- Wind’s Requiem The Great Sea The Second Bottle Forest Haven The Deku Leaf The Deluxe Picto Box and a Treasure Chart Forbidden Woods ------------------------------Tower of the Gods------------------------------ The Great Sea The Bombs Nayru’s Pearl The Great Fairy The Second Great Fairy The Triangle Islands Tower of the Gods -----------------------Return to the Forsaken Fortress----------------------- Hyrule and the Blade of Evil’s Bane Ballad of Gales Tingle Tower Big Octo The Great Fairy and a Treasure Chart Forsaken Fortress --------------------------------Earth Temple--------------------------------- Return to Hyrule The Queen of Fairies Song of Passing A Piece of Heart, two Treasure Charts, and the IN-credible Chart Empty Bottle Auction Piece of Heart Magic Armor Complete Sea Chart The Final Bottle, a Treasure Chart, and a Piece of Heart The Great Fairy The Great Fairy The Great Fairy Piece of Heart, the Cabana Deed, and the Hero’s Charm Power Bracelets Earth God’s Lyric New Sage of Earth Earth Temple ---------------------------------Wind Temple--------------------------------- The Iron Boots and a Treasure Chart Wind God’s Aria The New Sage of Wind and the Korok Markings Wind Temple --------------------------------Ganon’s Tower-------------------------------- Triforce Chart # 1 Triforce Chart # 5 and a Piece of Heart The Ghost Ship Chart The Ghost Ship and Triforce Chart # 4 The Savage Labyrinth, a Piece of Heart, and Triforce Chart # 6 Triforce Chart # 8 A Silver Rupee Triforce Chart # 7 Link’s Cabana, a Treasure Chart, and Triforce Chart # 2 A Treasure Chart and Triforce Chart # 3 Tingle’s Interpretations The Triforce of Courage Orca’s Secret Technique and a Piece of Heart Second Thoughts Dispelling the Barrier in Hyrule Ganon’s Tower There you have it – all the sub-sections in there occurring order. I hope this helps anyone lost for where to look for the specific side quest or dungeon they are using the guide for. ----------------------------------------------------------------------------- _______________________________________________________________________ / \ / \ ||-------------------------------Section 2*--------------------------------|| \ / \_______________________________________________________________________/ ============================================================================= ===============================Outset Island*================================ ============================================================================= +----------------------------------------+ | The Telescope and Hero’s Clothes | +----------------------------------------+ That girl is your sister. Somehow you passed out on the lookout and were woken by your sister, Aryll. It is a very special day. Your birthday! Aryll has come to tell you that Grandma wants you at the house. Don’t worry; it gets better. Climb down the ladder and head to the right. You want to reach the house near the ridge (Very end of the island). Enter it and climb the ladder. It’s your grandma. She gives you Hero’s Clothes, the traditional clothes the hero of legend wore. They’re actually Kokiri clothes, but let’s not get carried away. Go back outside and return to Aryll’s Lookout. Talk to her and you get the Telescope as a birthday present. Now you have to use it for the progression of the storyline. Look down at the houses, specifically the mailbox. You’ll see the postman. Then Aryll tells you to look up. It’s some sort of huge bird being chased by a pirate ship. The bird is holding a girl in its talons. She drops when a cannonball hits the bird, called the Helmaroc King. She fell into the forest, where evil lurks. No one can go there. But you must save whoever just fell. +--------------------+ | Hero’s Sword | +--------------------+ Drop down and go to the bridge. To practice the automatic jumps the game makes leap across the stone platform for rupees. Yellow rupees are worth ten and blue are worth five. The rupee is the official currency. Now jump into the water to practice swimming. See the little gauge? When that runs out you will drown. Make sure to get out of the water before that happens. On the next section of the island right by Grandma’s house is the home of Orca, the swordsman. When you approach it a man named Sturgeon, Orca’s older brother, will talk to you. Climb the ladder up the house and enter. After a little cinema with Sturgeon, you can read his notes. They may be remotely helpful to you if you read them. Really, it was just for meeting people. Now exit this second floor and descend the ladder. This time take the main door. The man with the long white hair and menacing harpoon is Orca. He is the only islander who still practices swordplay. Talk to him and he’ll offer his services (a.k.a. teach you how to use a sword). Accept his help and he’ll train you. To perform the horizontal slice, just press B. After you’ve done it enough you must perform the vertical slice. Hold L to L Target him and press B. Continue to learn the thrust. L Target him while tilting the control stick up and press B. When you’re done you get to practice the famous Spin Attack. It deserves capitals. There are two ways to do this. Either rotate the control stick once and press B, or the easier hold B and release. After two hits you practice the parry attack. L Target Orca and press A when it looks all squiggly. After two of those attacks you learn the jump attack. This is the best attack in the game. L Target Orca and press A. Now you get the Hero’s Sword. It is the only item, besides the shield, that you always have out. +-------------------+ | Pig Hunting | +-------------------+ This is a really stupid side quest, I know, but it must be done to get certain items in the future. Near Orca’s house is a man crouching in the grass. Talk to him and he’ll tell you about his troubles. He’s capturing wild pigs. This is an important skill to learn. Press R to crouch near the pig. When it is in range stop crouching and pick it up with A. When you have him, follow the path to a fence off area with a woman standing inside. Throw the black pig in and talk to her. You get twenty rupees. There are still more pigs on the island, however. To the right of Orca’s house is another pink pig. Use the same crouching strategy to capture it and give it to the woman. Talk to her for an additional twenty rupees. Now return to the region of Outset Island Aryll’s Lookout is on. Near the house is another pig, this one with black spots. Take it to the woman and you’ll get another twenty rupees. Near the pen are a group of trees. Cut them down and you’ll find a yellow rupee. Now you should have at least eighty-five rupees if you’ve been using my guide. As long as we’re collecting rupees, Dustin McCormick has this tip to provide (and it’s most profitable): “When you are first going to Link’s grandma’s house, crawl under the porch and go to the back part. You will find a hole in it and inside is a chest with an orange rupee; it’s worth 100 smackers.” +--------------------+ | The Bait Bag | +--------------------+ I know - another side quest! This one is important, though. In the sea you’ll see two foreign ships. One belongs to pirates, the other a merchant ship. The merchant ship, belonging to Beedle, is much smaller. Enter and talk to him. Buy the Bait Bag, the thing that looks like a pig’s head. You get a Member’s Card for the store. You should have exactly one point now. Now exit. +--------------------+ | Saving Tetra | +--------------------+ You should now have no less than sixty-five rupees stored, unless you bought bait from Beedle for some reason. The side quests are officially over. Here you’re only doing what has to be done. By the Watchtower, also called Aryll’s Lookout, is a path leading uphill to the Forest of Fairies. Blocking your way is a group of trees. Cut them down and follow the trail. At the top you must somehow cross the huge gap. I suggest you take the bridge. At the other end is a cave. Enter it. There she is! Hanging from a tree! Take the path to the right up and jump down to a new area. You’ll see your first enemy, a Bokoblin. He is easy prey. Kill him (use the sword!) and use the stump to jump to the next section of the forest. Use the log to climb up and then fall in. Two birds drop two Bokoblins in the arena. Kill them and Tetra will wake up. When she falls you’ll talk to her. A pirate, one of her crew, comes in at that same moment. They then abandon you. As you follow them Aryll greets you at the other end of the bridge. Then calamity strikes. The Helmaroc King swoops down and kidnaps her. Tough luck, Link. Link is the real name of the character. You then ask to accompany them on the ship to chase down the bird, but Tetra denies you. The postman then intervenes. This is getting weird. The Forsaken Fortress is the nesting place of the Helmaroc King. You must go there, next. +---------------------+ | Hero’s Shield | +---------------------+ Ah, but Tetra won’t hear of it. The Forsaken Fortress is dangerous. You’ll need a shield. Now it is time to get two things. First, go to the house near Aryll’s Lookout. Crawl under the bed and open the chest for twenty rupees. Now go to Grandma’s house. Talk to her and climb the ladder. The family shield is missing! Climb back down and report the loss to Grandma. She gives it to you. Thanks! Say your good-byes to Grandma and go back to Tetra. +------------------+ | Spoils Bag | +------------------+ Talk to her and she’ll let you on the ship. Notice that Tetra says you might get splinters. Could the Hero’s Shield be the Wooden Shield from old Zelda games? I guess we’ll never know. Go through the door on the mid section (I don’t really know any ship terminology). You’ll see a behemoth guarding Tetra’s room, and a stairway. Go down the stairs to meet Niko, the swabbie of the ship. The swabbie is the lowest rank in the pirate order. Since you’re new, Niko is no longer the swabbie. Niko will press a switch and platforms will rise. You must take a test – cross the gap to the treasure chest. First press the switch to lower the platforms and then the switch to raise them. You have ample time for this task. Jump to the first platform and then jump to the rope. Press A on it to jump to the next platform. Don’t jump too far or you’ll fall. If you do fall climb the ladder out of the pit. When you’ve finally crossed the gap open the chest. Within is the Spoils Bag. It is used to hold the spoils of enemies (what they drop). Now return to the main deck or whatever of the ship. Climb to the crow’s nest and Tetra will talk about the Forsaken Fortress. The island was once the home of an enemy group of pirates. You have to reach it. They have an idea you probably won’t like. They blast you there with a catapult. ============================================================================= =============================Forsaken Fortress*============================== ============================================================================= +-------------------------+ | Forsaken Fortress | +-------------------------+ When you get hit you drop your sword. This makes this one of the more frustrating dungeons. When you first move you’ll be spoken to by Tetra. How? Via the Pirate’s Charm, of course! Kind of creepy, really... Tetra can see everything you do. She can even talk to you. If you see a squiggly A in the upper-right corner, press A. Now climb the stairs and grab a barrel. Put it over your head and continue walking. See the searchlights? Don’t move while they’re on you. You could get caught. Actually, getting caught isn’t a bad idea. Get caught by the searchlights and you get thrown in jail. Get onto the table and jump to the pot on the bookcase. Break it and crawl through the hole. Take the path down to see a chest. Inside is the Dungeon Map. Drop down to 1F and note the many barrels piled together. Among them is a switch. Press it and a cell opens. Go inside and open the chest for a Piece of Heart. Get four of these for an extra heart container. Now enter the hallway in this room. The big pig thing is a Moblin. Get caught by him. Escape like last time and go to where you got the Dungeon Map. Use the rope to jump to the other side of the gap. Go through the door. You are now outside. Run across the hall and go through the other door. Open the treasure chest for the Compass. Now return outside. To the side of one of them is a path. Follow it up to a ladder. At the top is a searchlight being operated by a Bokoblin. To defeat it L Target it and put your shield up. When it strikes you the club it is carrying will be knocked out of its hands. Pick it up and swing it at him until it dies. The searchlight is no longer operating. For beating it you may get a Joy Pendant. Put it in your Spoils Bag. There are two more searchlights we should disarm. Go back to where you got the Dungeon Map. Go through the door in this room and you’ll be back outside. Take your first left and climb the ladder. Defeat the Bokoblin like you did the other. One more left. Go to the room where you got the Compass. Swing over to the door and you’ll be outside once again. Through one of the doors is a path. Take it up to a ladder. At the top is the final Bokoblin. You know the drill. Kill it and return to where you got the Compass. Go through the door and you’ll be outside. Go through the next door to be inside. Swing across the gap and go through the next two doors. This is the final stretch. You must avoid a Moblin. Fortunate for you, you took the Compass route. Had you gone the Dungeon Map route you would have had two Moblins to avoid. Grab a barrel and maneuver past the Moblins being very careful not to get caught. At the end is a stairway. Go through the large door atop it. The next parts are easy. All you have to do is climb the tower. Soon you’ll see a barrel. Put it on and get past the last Moblin. Run to the top and you’ll see a narrow path across a gap. It is so narrow you can’t walk on it. You must sidle across. Go up to the wall and press A. Repeat this a second time to get past the next gap. At the top is the Hero’s Sword. A Bokoblin with a shield awakens to fight you. Defeat it like you would normally and the door opens. Notice that you can pick up its sword. Neat, huh? Too bad you can’t take it with you. Go through the door. It’s Aryll and a bunch of other girls! Wait, what’s that rumbling? The Helmaroc King! I would’ve never guessed this would happen! He picked you up and is flying you out. At the command of some strange man, the bird tosses Link aside. ============================================================================= ============================Dragon Roost Cavern*============================= ============================================================================= +-----------------------+ | Windfall Island | +-----------------------+ Luckily, a talking boat saved you. He is called the King of Red Lions. Where are you, anyway? If you read the title of this sub-section you’ll know it is Windfall Island. The King of Red Lions tells you the name of that man. It is Ganon. You could advance onward, but you have no sail. The island is basically one big shop. It is a lot like Kakariko Village from other games. Remember when you went pig hunting on Outset Island way back when? Well, that money is paying off (I made a pun!). Travel around the island until you reach a man wearing a fur coat sort of thing, as if he was from a cold place. For a measly eighty rupees you can purchase “that”. It is the sail! That’s all you have to do, but you’re nowhere near done here. +-----------------------------------------------------------+ | The Tingle Tuner, Tingle’s Chart, and the Picto Box | +-----------------------------------------------------------+ From where you saw Zunari, the man who sold you the sail, go down. You’ll see a group of kids congregated in front of a school. These are the Killer Bees, a gang. Walk through the stone doorway and you’ll be on a wooden ramp. Take it down to a door. This is the Town Jail. Inside is a strange man named Tingle. He is a character from Majora’s Mask. Tingle claims he was mistakenly put in jail for stealing a Picto Box from Lenzo. He was framed! To open the cell, lift up a pot and step on the switch. For freeing Tingle you get the Tingle Tuner. This is all but useless to you if you don’t have a Game Boy Advance and GBA link cable. He then gives you Tingle’s Chart in case you would ever have the urge to talk to him again (that’ll be the day). Now enter the cell. Roll into the crate to break it and simultaneously reveal a passage. I will tell you what directions to take in this maze. First take a right, then a left, forward, a right, a left, forward, a left, a right, another right, and finally a right. In the chest is the Picto Box. It lets you take pictures of anything. To exit the tunnels quickly go to a wooden platform. A rat will pull a trigger that causes you to fall into the sea right by the King of Red Lions. +-----------------------+ | The Killer Bees | +-----------------------+ Remember the group of kids outside the school? Enter said school, specifically Mrs. Marie’s School of Joy. Talk to Mrs. Marie twice and say “We need to talk”. She’ll tell you about the Killer Bees. It is your job to tame those hooligans. Talk to the leader, Ivan, and take them on. They’ll play hide and seek. First we’ll get the minions. Go to where the Town Jail was and notice the dancing man named Tott. Behind the stone he’s dancing by is your first victim. Chase him down and he’ll surrender. For the next, go to the Bomb Shop (Not in it). To the side is a gap. Jump over it and then look around the side. Here’s # 2. Chase him down. Now it’s time to catch the leader, Ivan the terrible. Roll into the tree by the old man and the post box. He’ll jump out and run around. Now for the fourth and final Killer Bee... He is behind the bush near the stone doorway by Mrs. Marie’s School of Joy. Chase him and you’ve got them all. They decide to start going to school and they give you a Piece of Heart. If you talk to Mrs. Marie afterwards she’ll give a purple rupee, worth fifty. When you exit the Killer Bees thank you for apologizing and tell you that Mrs. Marie is in to Joy Pendants. +---------------------+ | The Assistant | +---------------------+ Enter the Pictograph Shop and talk to the owner, Lenzo. Enter the upper story of his house and he’ll talk to you. Go downstairs, let him follow, and take a picture of him. Show it to him and he’ll not like it. Talk to him again and he’ll ask you to become his research assistant. He’ll ask you to snap a pictograph of a man sending a letter of unrequited love. In other words, get a shot of a guy mailing something. The man who’s been sending the love letters to his non-reciprocating crush is the man in the red overalls. Go to the docks and stand by the big guy. Aim a photo at the post box and use a zoom of low four. Take pictures as he slides the mail in and take it to Lenzo. If Lenzo likes your picture you get a second task. After he takes the pictograph, most likely for blackmail purposes, talk to Lenzo once more for a new challenge. You must capture the instant of fear on the most cowardly individual’s face. Once again, blackmail purposes. Go to the café, right above Zunari’s shop, and you’ll find your guy. First break the cups on the table to get a clear view of his head. Then pick up a pot and smash it right by him. His moment of terror will last for a few seconds. Pull out the Picto Box and take a picture. I do not recommend zooming. Take the pictograph to Lenzo and see what he thinks. That one was really pretty easy. For the next task, just talk to Lenzo. You must capture the moment that another couple, secretly in love, take a brief, furtive glance at each other. This is the easiest one yet. Right outside the shop is a woman wearing a yellow dress. When the man who likes to take strolls walks by snap a picture of them looking at each other. You’ll have to take it pretty high up to avoid getting Killer Bees (They circle you incessantly) in the picture. If you take it from the stairs that lead to the Pictograph Shop, use a zoom of high five. Show it to Lenzo and he will reject or accept it. If he accepts it, you are not only his number- one pupil, but he has an award. You get a Joy Pendant. I know what you’re thinking - rip-off. But you are now Lenzo’s assistant, and that is important later on. +---------------------+ | The Great Sea | +---------------------+ Yes, now we’re moving on. Go to the King of Red Lions with the sail and talk to him. He gives you the Sea Chart, which is very useful. While on the King of Red Lions put up the sail to start moving. You can access your Sea Chart by pressing up on the control pad (Not the control stick). Use the compass at the bottom of the screen to head east toward Dragon Roost Island. Before you reach it, you’ll go to a different island. On it is a large stone. Ignore the island for now and sail westward. +---------------------------+ | Dragon Roost Island | +---------------------------+ Atop the volcano on the island lives Valoo, spirit of the skies. When you set on dry land the King of Red Lions gives you the Wind Waker. This legendary baton is used to create music. Really, though, Link is musically inclined. He can play the ocarina, the harp, the flute, and now he can conduct. Yes, he does play the harp. It is in Oracle of Ages. Now that you have the Wind Waker you can go to Beedle’s Shop if you haven’t gotten the Bait Bag yet. The sign warns you about the explosive fruit. These bomb flowers are all that are left of a mighty race, the Goron. Pick the bomb flowers up and drop them by stones. This will destroy the stones. Follow the path until you must sidle across. After the shimmy of the century you’ll reach a bomb flower. Blow up the rock and the blocks will fall. Fall down and pull out the bottom block. Climb the block back up. This is a nice little shortcut. You’ll meet the postman. Yes, he lives here along with his people. The Rito tribe lives on Dragon Roost Island. When the postman is done talking follow the path up to a cave. +-------------------------------+ | The King and the Prince | +-------------------------------+ As you enter the chieftain, leader of the Rito, are talking about why Valoo is so angry. We find out that postman’s name is Quill. After telling you all about his misfortune (Valoo is angry. No one can get his scales to enable themselves to grow wings. They are postmen so they need wings) the chieftain will direct you to his son, Prince Komali. After the chat is over a guard gives you the Delivery Bag. This lets you carry trade items. Now take the path up to a door. On the other side is Medli, who is holding something for Komali. Talk to her and she gives you Father’s Letter. Now drop down to the first floor and enter the door to a deeper part of the cavern. Through this door is Prince Komali. The thing the coward is holding is Din’s Pearl, the item the King of Red Lions wants you to get. Show him Father’s Letter and he’ll read it. After he dismisses what the chieftains has said he kicks you out. +--------------------+ | Empty Bottle | +--------------------+ Go back to the main part of floor one and look for a cave door leading outside after a narrow passage. Go to the bridge and drop down to Medli. Talk to her and after she rambles for a while she asks for help. Say “sure” to her request and pick her up. Stand on the rock near the bridge you fell down from and throw her when the atmospheric currents are heading towards the other bridge. For doing this she’ll give you an Empty Bottle. Take it out and fill it with water from the spring. Climb up the bridge and pour the water on a bomb flower. It will revive. Pick it up and throw it at the stone. When it explodes water bursts out and fills the pond. Swim across the pond and climb the bridge. Pick up a bomb flower and throw it into the statues’ jars. If done correctly they will fall over. Use them to cross into a cave. +---------------------------+ | Dragon Roost Cavern | +---------------------------+ Grab the left statue and pull it out. Then grab the middle statue and pull it to where the left statue was. There is now an opening into the dungeon. There are two Bokoblins to kill here. When you’ve succeeded grab their flaming sticks, maybe Deku Sticks, and light the other two torches. A chest containing a small key forms. A small key can open locked doors in a dungeon. Use it to open the locked door in this room. In the next room break the wooden gate. Follow the path to the left until you reach a gap. Pull the block below out and use it to get across. When the lava geyser isn’t fuming jump across to a bridge. Two Keese (Bats) will assault you. Use your sword to hit them. Now grab a bomb flower and throw it at the rock on the other side of the bridge. This uncovers a doorway. Go through and here you’ll see some water pots. Pick one up and throw it in the direction of the treasure chest. The water cools some lava into rock. Jump from it to the chest. Inside is the Dungeon Map. Use one of the pots by the chests on the lava (Or magma) to form another platform. Cross it to the other side. Climb the ladder and kill the Red ChuChu. Its spoils will be Red Chu Jelly. Now go through the door. Approach the wood gate and a Bokoblin wielding a sword will jump out. Kill it and break the other wood gate. Climb onto the ledge, kill the Red ChuChus and break the final gate. In the chest is a small key. Now go through the door in here. You’ll be back in the main room. Throw a pot or rock at the bomb flower on the wall to blow up the stone. Head forward and use the small key on the door. In the next room kill the Red ChuChus and approach the wood gate. A Bokoblin will jump out. Kill it and pick up the stick it was holding. Light it with the torch and light the wood gate with the fire. Press the switch and the door opens. Go through. Now you’re outside, but still in Dragoon Roost Cavern. At the other end of the bridge is a Bokoblin. Do not fight it on the bridge; you can cut the ropes that hold it up and fall. At the other end is a ladder. Climb it up, avoiding the lava, and kill the vulture, called a Kangaroc, at the top. Sidle across the ledge while the lava isn’t gushing. Walk around the stone and grab the rail. While you’re hanging move across to the other side. Use the platform to reach an alcove with a bomb flower. Throw it at the stone. Go through the door you just uncovered. Inside is a stack of blocks. Pull one out from each column and climb on top of them. In here the Pirate’s Charm will shake. They warn you of the rats that steal rupees. Pull the block out and climb up to a treasure chest containing the Compass. In one of the pots is a pair of sticks. Ignite one with the torch by the chest and throw it at the wood gate. Use the ladder to reach the chest containing a small key. Go through the door and you’ll be outside again. Run up the stairs and you’ll see a Kangaroc. Kill it and take the key it was storing in its nest. Use it on the door. In this room go through a hall and you’ll find a bunch of Keese. Kill them off and open the chest for a Joy Pendant. Go back the first section of the room and pick up a stick. Light it and go to the wooden gate at the other end and burn it down. Make sure to light the torch as well. Light the other two torches in here and the door will unlock. Go through. Notice the cauldron with a stone on top of it. Throw a bomb flower at the stone and the cauldron will be uncovered. Step in and you’ll warp to the first room. Step in the cauldron in that room to warp back. That is a useful shortcut. Open the door at the other end and it will lock behind you. The first Bokoblin is in plain site. The second is in the cluster of pots to the left. Roll into the wall to make a pot fall down containing the third. Kill it and the doors will unlock. Take a stick from one of the Bokoblins and light the torch. A chest containing a Treasure Chart will form. Get it and climb the ladder. Go through the door and you’ll see an enemy creature. To kill it throw a pot of water at it. Attack its huddled body while it’s black to kill it. Now grab a pot of water and get onto the platform. Throw the water where the lava spouts up and ride the platform up. Use the wooden trail to reach a door. Welcome to 3F. Get a bomb flower and throw it at the boulder. The third cauldron is revealed. Get in to activate it and return to this room. Use the bomb flower to blow up the other boulder. Go through the door to be outside. Run up the collapsing stairs and go through the gate. This is kind of like the mini-boss, but I do not deem it worthy of the title. After defeating two of the Bokoblins the mini-boss appears. Mini-Boss: Moblin A Moblin gets dropped in. This one you actually fight. It is not that tough, really. L Target it and jump attack it when it has just attacked. It is vulnerable then. If you can get your hands on its weapon when it’s drops you’ve got it made. When it dies grab the spoils, maybe getting a Skeleton Necklace, and talk to Medli. Apparently, a monster in the cavern is using Valoo’s tail as a punching bag. You must defeat that monster to save the Rito. She then gives you a device the Rito used before they evolved wings so that you can do so. She gives you the Grappling Hook. Score! Stand on the ledge and grapple across the gap using the target. Swing across just like you did with Niko way back before the Forsaken Fortress to reach a wooden gate. Break it and jump down. Use the Grappling Hook on the target to the left. Continue across to reach a door. Assault the two Bokoblins and when they die a chest appears. Destroy the bridge. To do this spin attack each of the rope supports. Drop down and get the chest, which contains a Joy Pendant. Now go through the door on the ground level. Jump onto the platform and use a spin attack on the ropes to cut off the platform. Again you’ve created a shortcut for yourself. Jump through the doorway to a new room. Use the wooden platforms to reach a ladder. Climb it and then grapple to the target. The target lowers, opening a door. Go through it. Grapple to the first target and press R to stop the swing. Reposition yourself so that you’re aimed to go through the correct opening and swing. Cross the wooden platforms and grapple to the door. On the other side is a very easy puzzle. There is a chest, and yet if you press the switch to lower the fires and you move off the switch, the fire start back up. Attack the eye of the fire creatures that I can’t remember the names of right now and they will turn black. Pick one up and drop it on the switch. Open the chest for the Big Key. Now you can open the boss’s door. Now look on the map. On 3F the boss lurks. But on 1F lurks a final chest with a good prize. You won’t want to have to come back here and get it. Go back to the main room and use the platform that rises with the lava (You cut earlier) to rise back up to 2F. Go through the door and you’ll be in an old room. Get a pot of water and throw it onto the spot that the lava boils up on. Go through the door to be outside. Grapple up the targets and enter the first door to be back on 3F in the room before the boss. If you want the treasure chest, which contains a Treasure Chart that I recommend you get, do the following. Jump into the cauldron to be back in the first room. Go through the door and head forward. Take a left and go through the door. Use the Grappling Hook on the target to make it to the chest. Inside is a Treasure Chart. Now return to the first room and use the cauldron to make it to 3F. Use the Grappling Hook to swing over the lava and get either treasure chest. One contains a Knight’s Crest, a spoil, and the other a yellow rupee. Up the stairs use the Big Key to open the door. Before you do smash a pot and use your empty bottle to take the fairy. It will revive you when you die. +-------------+ | Gohma | +-------------+ This may need a bit of explaining. The boss is Gohma, but it is not a spider. Yes, we all loved “Parasitic Armored Arachnid, Gohma” from Ocarina of Time, and maybe less Gohma’s from other games, but they were all spiders. Since Gohma laid eggs it could have offspring, and over the centuries it could have mutated into this creature. This is all beside the point, however. The fact is that this is a pretty tough boss for your first. It is tough in the respect that it took me a short time to figure out how to beat it. After that it was cake. To trigger the fight walk forward. Its main attack is lunging down at you. Run around until this happens. Then it will be stuck for a brief period of time. Take that time to use the Grappling Hook to grapple to Valoo’s tail. When you jump off Valoo’s platform (The one he sits on) falls through. This cracks Gohma’s exoskeleton a bit. Continue this until it breaks. Specifically, it takes three tries. Now the second phase begins. L Target the eye and grapple it. This will stun the beast. Slash the eye when it falls down and when it recoils repeat the process. When it dies it will leave a Heart Container behind. Get it to increase the number of hearts you have by one. The lava will cool off and a wind portal will form. This takes the place of the classic blue portal. The wind will take you to the base of the mountain. The great dragon Valoo, spirit of the skies is calm now. Medli and Komali will give you Din’s Pearl. Then Valoo speaks to you in a strange tongue. I think that this is old Hylian. You see, English changed over the centuries, so why not Hylian? Valoo is stuck in the past. ============================================================================= ==============================Forbidden Woods*=============================== ============================================================================= +----------------------+ | Wind’s Requiem | +----------------------+ Go through the tunnel to the Wind Shrine that Medli mentioned. There are two stoned, although one is broken. You must learn the song. Play it to learn Wind’s Requiem. This is one of the most useful songs in the game. When you play it a god descends from the heavens. It is Zephos, god of winds. He explains that with that song you can change the direction the wind blows. He also tells you about his brother Cyclos. He asks you to deal with his brother. That will happen a little later, though. +---------------------+ | The Great Sea | +---------------------+ There are a few islands between you and your next destination, as well as a very good side quest. Return to the King of Red Lions and he will mark the next destination on your Sea Chart. Play Wind’s Requiem and change the direction of the wind to south. Now sail. You’ll probably sea a fish modifying your Sea Chart. You need every piece of the Sea Chart to complete the map. Thanks! Go back to Beedle on Dragon Roost and buy as much bait as you can. As you sail release bait near the fish to attract them and have them mark your Sea Chart. You should get the follow islands in descending order: Fire Mountain, Eastern Triangle Island, and Bomb Island. +-------------------------+ | The Second Bottle | +-------------------------+ From where you got the info about Bomb Island look around to see a pirate structure clawing at the sky. In that direction is a submarine. Get onto t and enter. Inside are three Bokoblins. When you kill all three of them a chest containing an empty bottle appears. Man, they’re just throwing items at you. Now exit the submarine and go back to the King of Red Lions. Resume heading south. +--------------------+ | Forest Haven | +--------------------+ The fourth addition to your Sea Chart after Dragon Roost is Forest Haven, the site of the second pearl. Get your Sea Chart marked and then climb the platforms. At the top you’ll encounter a Boko Baba. Its spoil will be a Boko Baba Seed. Kill them as you progress and eventually grapple on the target. When you land you’ll see an Octorok. Hold your shield up to deflect its attack back at it. Hop across to a platform with a Boko Baba and from there, jump to the next platform. Defeat the second Octorok and grapple again to a pool of water. Enter the cave. +---------------------+ | The Deku Leaf | +---------------------+ Remember the empty bottle you got? You should now have two. One of them must be empty. Climb the waterfalls and you’ll see little balls of light. Bottle one of them, called Forest Fireflies. Now go to the lily pad. That tree is covered with ChuChus. Roll into it and kill them all. You’ll also get Green Chu Jelly. When all are dead the Deku Tree talks to you in old Hylian. He saw your clothes, those of the Kokiri, and talked in old Hylian. He was so small in Ocarina of Time. Suddenly tons of little wood creatures fall down. They are Koroks. The Kokiri evolved into this form when it became a seafaring people. Unfortunately, as Linder points out, Makar is not present, and so the ceremony that precedes the giving of Farore’s Pearl cannot happen. To reach the Forbidden Woods where Makar is hostage you need to fly through the air. The solution is gliding with the Deku Leaf. Go to the Baba Bud near one of the Koroks when they’re done talking. Jump into it and it will shoot you up into the air. Use them to reach a leaf. Here you must grapple to the next Baba Bud. Take the rest to the Deku Leaf. It can fan wind or you can use it to glide through the air. It takes magic, though. You got the Magic Meter as well. Now you could enter the Forbidden Woods right now, but I have a short side quest that you should do first. +-------------------------------------------------+ | The Deluxe Picto Box and a Treasure Chart | +-------------------------------------------------+ Make sure that before you leave you have a Forest Firefly bottled up. Sail all the way back to Windfall Island. On the way there you should get Pawprint Island on your Sea Chart. It is right between Dragon Roost and Windfall Island. Go to the Pictograph Shop. Show Lenzo the Forest Firefly and he will complete his life’s work, the Deluxe Picto Box! It takes pictures in color. Now, assuming it is nighttime, go to the man sitting on the stairs who looks down in the dumps. Take a picture of the full moon and show it to him (During the day) after you take his challenge. You’ll be rewarded with a Treasure Chart. Now return to Forest Haven. Note that after you beat Forbidden Woods it is a good time to start collecting figurines. Read that section when you are ready. +-----------------------+ | Forbidden Woods | +-----------------------+ From where you got the Deku Leaf look around for a ledge in Forest Haven with grass arranged in an arrow. Glide to it and go through the door. Stock up on magic and then glide to the island to the left. Then glide into the updraft and let it carry you all the way up. Make your descent to the entrance of the Forbidden Woods. Make sure to avoid the Peahats. Once inside the Forbidden Woods head right and get the Dungeon Map guarded by Green ChuChus. Then head to the left. You’ll find a wooden ball. Slash it and pick it up. Go up to the door and throw the ball. If done successfully the door will become accessible. In the next room you’ll see a Baba Bud. Use it in combination with the Deku Leaf for gliding to reach the next. Notice that Baba Buds slightly refill your magic. Take these up to a door on 2F by a bomb and some Green ChuChus. Kill the ChuChus and throw the bomb at the plant creature on the door. In the next room you’ll notice some leaves attached to wooden bases. Use the Deku Leaf on the ground to create a gust to make the closer one move. This brings the platform toward you. Jump on and gust the other fan. Now go through the door. Notice the Peahats. Grapple them for a Golden Feather, a new spoil. Right now the only way to defeat Peahats is to use the Deku Leaf. Gust them and slash their bodies when they fall. Now use the ledges to the upper right to go up. Kill the Boko Babas and its remains will become a Baba Bud. Use it and the next Baba Bud to reach a leaf fan. Gust it to the bring the platform toward you and ride it across the gap. Break the wood gate and take the ball. Gust your way back to the door and toss the ball at the plant creature. Go through the door. If you approach the ball vines will come up and prevent you from passing. When the vines are down use the Deku Leaf to knock the ball away. Throw it at the plant and go through the door. To the right is a target you can grapple on. Take it to a moving platform. Get on and cross the gap. Grab the ball and jump to the big dangling platform and then to the door covered by the plant creature. Toss your wood ball at it and go through the door. Move forward and look down into a pit. There are many tiny black spiked balls there. Jump in and open the chest quickly. It has a yellow rupee in it. Let the spiked enemies jump on you and then use a spin attack to knock them off. Now climb out of the pit and go through the door. Take the path that is available (The vines will make a maze) and you’ll see a bomb flower. Bomb the wooden gate near it and open the chest within for the Compass. Now take the right path to a Baba Bud. Use it to get to the pots. One has a Joy Pendant, one has a trio of hearts in it, and one has magic in it. Now use the Baba Bud to reach the bomb flower. With it run all the way to the vines near the second, unbroken wood gate and throw it at the said gate. If it breaks, maneuver around the room to that opening. It bears a treasure chest. Open it for a small key. Use the Baba Bud to exit the room. Go back all the way to the main room (The one with the big dangling platform). Use the small key on the locked door in here. Now return to the previous room. You know, just wasting the key. Now go over to the door through which you came. Jump on the moving platform that goes up and take it up. Then take the next. See the pile of leaves? Use the Deku Leaf to blow them away and reveal a cauldron. Jump in to activate it and return to the main room. Remember the door you unlocked just recently? Return to it and take the wood ball on it the platform. Jump down to 1F in the room and throw the ball at the plant creatures. Now go through the door. Two enemies called Mothulas will confront you. Slash them with your sword and spin attack the black spikes to rid yourself of them. Killing them will get you a treasure chest, which contains a Joy Pendant. Now go through the door. This is the room before the boss. Since you don’t have the Big Key you don’t have to do anything but activate the cauldron. To do this break the pots and grab a Deku Stick. Light it and burn the cage on the cauldron. Now get into the cauldron and take it to the main room, 4F. Now the dungeon will unravel as soon as you get the prize. The first order of business is to go to the locked door in the main room (No longer locked because you opened it). In this room, which is on 3F, has some Peahats. Don’t waste magic on them because it is nearly impossible to kill them in this room. Just use your sword. Anyway, when you’re good and ready send a gust at the leaf fan to the right. This brings the platform closer. Don’t jump on yet. On the first platform send a gust at the leaf fan to the left. Jump onto the platform before the gust hits and ride it to the door. Go through the door. First kill the Mothula, Peahats, and Boko Babas. Then use a Baba Bud to launch yourself to 4F. Go through the door. Mini-Boss: Mothula This is a flying Mothula, much more devastating, but still pretty easy. Slash your sword at it when it approaches you and be sure to dodge its rocket attacks. For an easy hit use the Deku Leaf to send a blast of wind at it. It will descend, ready for the slashing. Eventually it will lose its wings and become a regular Mothula. Defeat it like normal and when it dies go to the treasure chest. Inside is the dungeon prize, the Boomerang! This item rocks! It can kill most enemies in this dungeon easily, including those plant creatures. To exit the room aim the Boomerang at the crystal switches above the door. Make sure to target both. In the room preceding Mothula (The one with all the Peahats) kill the Peahats. To do this with little or no difficulty, use the Boomerang in combination with L Targeting. From the door, look up. Grapple to the target and climb up onto the target. Then grapple to the next target and drop to the platform below. Step onto the moving platform and ride it and the other up to a treasure chest containing a Joy Pendant. Now drop down and Boomerang the plant creatures on the door. Go through the door. If you want the treasure chest do the following. First, Boomerang all the vines to get them out of your way. Then use the Deku Leaf to glide over to it. It contains a Joy Pendant. When you have it drop down and go into the main room. Take the platforms in this room up to 4F. With the Boomerang target the vines supporting the large dangling flower. When all five are targeted let fly the Boomerang. This will cause the flower to fall and open up B1 (Basement 1). Drop into B1 and go through the door. First target the Peahat and then a few of the spikes. Go through the door to the right. In this room, jump on the flower to reach the treasure chest, which contains a yellow rupee. Then jump onto the flower and target the supports to make it fall. Kill the Octorok and jump to the bomb. Throw it at the wood gate and go through the door. In this new room decimate all the enemies with your Boomerang. Make your way around the room, all the while defeating the baddies, until you create a Baba Bud. Get in and glide over to the ledge. Use the Deku Leaf’s wind to move the platform toward you. Get on and move to the opposite ledge, on which sits a bomb flower. Pick it up, jump onto the platform, and throw it into the hole you see below. This kills the plant creature. Jump to that platform and crawl through the opening to open the chest, which is a Treasure Chart. Return to the previous room. The flower must be dropped again. Boomerang it and hop on. Kill the Octorok by deflecting its fire with your shield and pull out the Deku Leaf. Use its gusts of wind to steer the flower/raft. Kill the last two Octoroks and get onto dry land. Go through the door. In this room is the elusive Big Key. Follow the trail to the top of the structure and from here Boomerang all the crystal switches. However, you must do this in a certain order because some stay lit longer. Look up and notice the ledge overhead. Look below it to the left to see a crystal switch. When targeting the switches start with that one and rotate clockwise. This opens the cage. Open the chest for the Big Key. Doing this triggers a fight with not one, but two Moblins. You got to do what you’ve got to do. A really easy way to beat these is to get on top of the structure. Then leap down, performing a jump attack. This will cause at least one of the Moblins to lose his spear. Pick it up and swing it madly at them. It takes an estimated two hits with the spear to beat them. Now get on top of the structure and grapple (Use the target) to reach a door. Go through it, obviously. After some backtracking you’ll be in the first room. Use the cauldron to reach the boss room if you’d like, or read the next optional paragraph to get the remaining treasure. If you chose the boss room you can skip this section. This is only for the remaining treasure chests, which contain some valuables. First, the room on 3F that connects to the main room contains a red rupee in its chest, which can be accessed by gliding to it. From that room go down two rooms to be on 2F. This is near the very start of the dungeon. Use Baba Buds to reach the alcove the chest is in (3F) and use the Boomerang to kill the plant creature. Inside the chest is a Treasure Chart. Now, in the same room, drop down to B1 and get the chest. To reach it you must kill the plant creature with the Boomerang. Inside the chest is a Knight’s Crest, a spoil. Now go the first room and use the cauldron to warp to the boss room. Get fairies in your bottles and open the door. +-------------------+ | Kalle Demos | +-------------------+ That must be Latin for something. At first it looks like you’ve rescued the lost Korok Makar, but I guess not. The boss of the dungeon eats him. To trigger the fight you must walk up to Makar. Kalle Demos’s main offense will be with its runners. They will burrow underground and come up at you, waving wildly. Run around to avoid the thrashing and while they are attacking your former position get out the trusty Boomerang. Aim at the vines supporting the mid-air Kalle Demos and when all are down it will be too. The petals lower and the vulnerable part is revealed – what looks like a Boko Baba. Slash it over and over and soon the petals will rise and Kalle Demos will spit you out. Continue the process until you’ve won. Take the Heart Container and step into the wind portal with Makar. Link gets lots of sweet deals in these dungeons. Not only does he get a new item but his health increases. Anyway, the Great Deku Tree and the Koroks thank you for your courage. With Makar back the ceremony can go on. The Koroks leave the Great Deku Tree to go on each island and plant new trees to spread the forests. Best of all, though, you get Farore’s Pearl. You know what’s funny? I left Forest Haven to go to Windfall Island for the Deluxe Picto Box. The whole time they said the ceremony must go on before the day ends, but more than a day passed. Oh well, it is only a video game. ============================================================================= =============================Tower of the Gods*============================== ============================================================================= +---------------------+ | The Great Sea | +---------------------+ Easiest pearl yet. Let’s review here. You should have all the following things before you do this section (At least. You could have more). First, you should have the Telescope, Sail, Wind Waker, Grappling Hook, Spoils Bag, Boomerang, Deku Leaf, Tingle Tuner, Deluxe Picto Box, Bait Bag, two Empty Bottles, and a Delivery Bag. As for pearls, you should have Din’s Pearl and Farore’s Pearl. As far as charts go you should have the following on your Sea Chart: Outset, Island, Forsaken Fortress, Windfall Island, Pawprint Island, Dragon Roost Island, Fire Mountain, Eastern Triangle Island, Bomb Island, and Forest Haven. You should have Treasure Charts 1, 11, 15, and 39. Each of those came from the two dungeons. You should also have Tingle’s Chart. You should have at least five hearts, possibly six if you played the mini-game on Dragon Roost. If you have all the things I’ve listed here it is time to get a new item. Note: You should now have your sixth heart. In other words, you should have gotten your fourth piece of heart. Before leaving Forest Haven read your mail in the post box (Post boxes will wiggle if you have mail). The letter is from Komali’s father. It contains a piece of heart. From Forest Haven sail one space south, four spaces west, and three spaces north. This will greatly expand you’re Sea Chart. You should now have the following on your Sea Chart: Forsaken Fortress, Outset Island, Windfall Island, Pawprint Island, Dragon Roost Island, Fire Mountain, Eastern Triangle Island, Bomb Island, Forest Haven, Boating Course, Angular Isles, Two – Eye Reef, Headstone Island, Five – Eye Reef, Islet of Steel, and Greatfish Isle. When on Greatfish Isle you’ll see that a terrible storm has overcome it and mangled it. A water spirit called Jabun (Maybe a distorted pronunciation of Jabu-Jabu or perhaps a descendant of Jabu-Jabu, a huge fish from Ocarina of Time and a few other games) once called this island home. However, Quill the postman calls to you to give you some good news. It turns out that Jabun is hiding on Outset Island. But you cannot reach his hideaway. An impenetrable stone slab blocks it. After telling you that the pirates were spotted on Windfall Island he departs. Then the King of Red Lions suggests that you go to Windfall Island. Guess where you’re going? Here is the path you should take to go to Windfall. Go two spaces north and one east. Feed the fish (Or fishes, because both are correct plural forms of the singular noun fish) by the islands to add Rock Spire Isle, Mother & Child Isles, and Spectacle Island. Once you reach Windfall Island get onto dry land. +-----------------+ | The Bombs | +-----------------+ When you go to the pirate ship and try to open the door on the deck you’ll be asked to enter a password. The riddle is “I can sail upon the water or be filled with it. I am a…” and then you must enter the password. Well, we know it doesn’t start with a vowel or it would be “I am an”. That doesn’t help too much. We need to hear the password because it is pirate terminology. In other words, we need to eavesdrop on the pirates. To find them go to the Bomb Shop. First, though, check your mail. Orca will have sent you a tip and twenty rupees. Anyway, go to the Bomb Shop. This is isolated from the main part of the town. It is to the left of the docks. You can’t open the door, but you can sneak in. Go to the side and jump over the pit. This is where one of the Killer Bees hid. Climb the vines on back of the shop and crawl through the crawlspace. Head forward and you’ll see the pirates stealing bombs. Tetra sees you, but she keeps it quiet. Also, Gonzo tells Mako the password, Schooner. Now go back to the ship and enter the password. When you enter, since no one is guarding it, take a peek at Tetra’s room. Look at the pictures. One is of the Triforce, another of that legendary hero, and another of a strange woman. Now go down the stairs. Niko, the resident swabbie of the ship, has another challenge for you. This time you must jump from the lantern ropes without the platforms. I’ve said how to do this before, but since you might just now be tuning in I’ll repeat. When you jump for the first rope, press R to stop swinging. Now you can change your position to jump to the next rope. If you play your cards right you’ll only have to jump four ropes. Easy, right? By the way, the lower you are on the rope the further you’ll jump. When you get to Niko he’ll be astonished that you did it so fast. He’ll be forced to give the Bombs that the pirates looted. The bombs have two uses. They can blow stuff up on land or be used as a cannon on your boat. Neat-o! Then the Pirate’s Charm activates. Tetra is giving you a head start. Time for the race to Jabun! +---------------------+ | Nayru’s Pearl | +---------------------+ No time to fill your Sea Chart (Actually, they give you all the time you want). Race back to Outset Island!!!!! (!!!) Night lasts forever until you reach Jabun. A few obstacles you might encounter are tornadoes, sea creatures, and sea monsters, although I doubt you’ll see a sea monster. When you finally reach Outset Island, sail to the back of it. Sure enough, there is a colossal stone slab there. Of course, the King of Red Lions insists that you go visit your family before you meet Jabun. Fine, we will! After all, delayed satisfaction can lead to mental stability in the future and will make it easier for one to deal with the emotional ups and downs of life (What? Why are you looking at me like that?). Actually, there are some good things you should get. If you visit Grandma, she will be asleep. Release a fairy by her and she will awaken. Since you have an empty bottle she will give you Elixir Soup, which is very useful. It replenishes all your health and magic and doubles your attack for a while. Also, when you arrive you’ll have another letter. Apparently, Beedle has new items – bombs. What a coincidence! More importantly, you get a chart. It is called Beedle’s Chart. Not only do you get all these things, but if you look at the pig you rescued, it is huge! That’s one tub o’ pig, there. They named him after you. So the pig’s name is your name. What an honor. Do not attack the pig or it will chase and kill you. It can swim. On the downside, however, monsters are roaming about the island. Now it’s time to see Jabun. Sail to the back of the island and you’ll face a sort of mini-boss. This is like a mini-boss, because you must destroy the stone slab before you get sucked into the whirlpool. There are three sectors of the slab you must destroy. Top, middle, and bottom must be destroyed in that order. When you do the whirlpool will stop and the King of Red Lions will enter the cave. Jabun only speaks old Hylian, so the King of Red Lions must translate. After the two have a little conversation Jabun tosses you Nayru’s Pearl. Man, that was the easiest pearl yet. Jabun then leaves the island, probably because he is jeopardizing the island’s safety. +-----------------------+ | The Great Fairy | +-----------------------+ Go back onto Outset Island and walk up the trail to the Forest of Fairies just like you did when you saved Tetra way back when. As you do weak creatures called Miniblins will attack you. A few swipes of the sword will do them in. When you reach the top you’ll see that the bridge is out. No matter! You can fly across. Get onto the large stone at the top and jump. Start gliding with the Deku Leaf across the gap to the forest. Make sure the wind is going west. When you reach the other side enter the forest. As you make your way through you’ll find that Mothulas have infested the once peaceful forest. Soon, though, you’ll see a huge white boulder. Bomb it and it will crumble. Drop into the hole. Welcome to the Great Fairy Fountain. This Great Fairy gives you a larger wallet. Now you can hold 1000 rupees. Now return to the King of Red Lions. +------------------------------+ | The Second Great Fairy | +------------------------------+ On your Sea Chart you should already have Eastern Triangle Island marked. The King of Red Lions has marked three places on your Sea Chart. The closest of the islands is one space north, two spaces west, and one space north. On the way you should get Shark Island and Southern Fairy Island on your Sea Chart. While on Southern Fairy Island check your mail. You should have a letter from Beedle advertising his special stock he sells only at Rock Spire Isle. When you have the green rupee enclosed in the letter kill the rare enemy here, the Blue ChuChu, for it’s spoil, Blue Chu Jelly. Now go to the wood gate blocking the seashell structure’s entrance and bomb it. Now drop in and talk to the Great Fairy. This one lets you carry more bombs, a maximum of 60. Now resume sailing to the first of the Triangle islands. +----------------------------+ | The Triangle Islands | +----------------------------+ The first of the islands that you should get on your Sea Chart is Southern Triangle Island. Walk up to the statue here and place on it Nayru’s Pearl. Now go north two spaces. On the way you should put Six – Eye Reef on the map. Two spaces north turns out to be Northern Triangle Island. On this island you place Din’s Pearl. Now go one space south and two spaces east. Notice that there is no island in the space west of Eastern Triangle Island. Place Farore’s Pearl in the arms of the ancient statue and age ld forces go to work. Suddenly a tower pierces the surface of the water. The statues burst open and form the divine triangle, Triforce. Prepare for the trial of the gods! +-------------------------+ | Tower of the Gods | +-------------------------+ This is the only dungeon in which the King of Red Lions may assist you. Get used to holding R, which is the cruise button on the boat. Notice that the water rises and lowers every so often. When it rises get onto the platform that is to the right of the waterfall. To open the door you must lift either statue and drop it on the switch. Go through the door and you’ll see an Electric ChuChu. This has no spoil of its own. To beat it Boomerang it, stunning it, and then slash it. Now look down into the pool of water. When it lowers jump in and set a crate on the switch. This creates a great bridge. As long as the water is lowered you may traverse it. At the other end is a statue. Pick it up and take it to the previous room. Set it on the altar in the shrine and the bridge will lower. Now get back on the King of Red Lions and cruise through the passage. When you reach land set both statues on the switches and go through the door. Here’s what I suggest doing in this room. Wait for the water to lower and push the crates into a straight line. Then go to the pot with Deku Sticks in it and light one. When the water rises jump across the crates to reach the torches. Light them and a chest containing a small key appears. Now exit this room. Get on the King of Red Lions and cruise back to the first room area. Get out your bombs and blow open the walls near the waterfall. Now you’ll have to get off of the King of Red Lions and swim over to the next platform. Go in the upper room (Not locked). Here you’ll meet your first Red Bubble. Just slash these before they light you on fire. Then get the Compass in the chest. Now return to the previous room. Grab a Deku Stick from the pot and wait for the water to lower. Light it on fire and run down. Light both the torches here and a chest containing a Joy Pendant forms. Now enter the locked door on the lower level. First kill the Electric ChuChus in here and then grab the statue. If you did kill the Electric ChuChus, a stairway of light forms. Take this statue to the shrine in the previous room. The shrine is in the upper level. Now the flow of the water in the waterfall has been diverted. Take the King of Red Lions to the door. No more King of Red Lions from here on out. In the next room you’ll see an ancient version of the Beamos. In Ocarina of Time a Beamos was an enemy with one eye that was stationary and shot lasers at you. This is basically the same thing, but it is a machine. This is what you must do. Carry the statues, which are called Armos statues, by the way, to the switches. When two of the Armos are on the switches, step on the third. This creates a sort of elevator for you to use. Take it up to 2F. Through this door is what I shall call the main room of the dungeon. You must collect three idols and place them on their altars. First take the only other door that is available. Use the platform to cross the pit and go through the door. Now this is a pretty unique dungeon element. Press R to call to the idol and it will follow you. Move very slowly or it will fall into a pit. Make your way over the maze and at the end jump over the pit while holding the idol. Take it to the previous room. Use the platform to return to the main room where you will set the idol down and he will go to his pedestal. Go to the block that rose and pull out the Wind Waker. The song that you learn is the Command Melody. Now go through the door that opened. First kill the Red Bubble(s). Then grapple across the pit. It is probable that a Red Bubble will attack you now. Defeat it and go through the door. Here sleeps the second idol. Grapple across the pit and call the idol next to you. Stand on the switch to make a rainbow bridge form. Play the Command Melody to take control of the idol and have it hop across the bridge. Press R to return to Link. Now grapple across the pit. Lift the idol and go through the door. Drop the idol on the switch and a barred door will open. Grapple to it and open it. Mini-Boss: Dark Nut When I first played this I was freaking out. The Dark Nut looked just like an Iron Knuckle from the other games and they were very strong. Of course, when I started playing it I found that this is a sorry substitute. First you must knock off its armor. To do this perform a parry attack (Wait for it to attack and press A when the A icon changes form) and you’ll be behind it. Attack the figure eight on its back and the armor will drop. Now it will charge you. It is much faster because it has no armor. Throw the Boomerang at it and it will be stunned. Get in a few good hits and it will drop its sword. A few hits of the sword and it will die. For winning you get a treasure chest and the Dark Nut’s spoil. Yes, I know, Dark Nut, ha-ha. The spoil will be a Knight’s Crest. Collect these because if you do Orca will teach you a secret sword technique (Orca being the one who gave you the Hero’s Sword). Inside the chest is the best item in the game. The Hero’s Bow! Usually you get the Bow in the first dungeon (Or first dungeon in a world like in Ocarina of Time), but this game broke the tradition. Now go to the previous room. See the large eye switch? Shoot it. Then shoot the Red Bubbles. This causes platforms that bridge the gap to form. Grapple over to the idol and lift it. Take it to the main room where it will go to its pedestal. Now go through the door that led to the first idol. Step on the platform in here and shoot the eye switch as you pass it. This causes a platform to appear. Also, make sure to kill the enemy, which is a Wizzrobe, that sends fire at you. Two arrows does the trick. Take the platform up to a new door. Do you see the statues? Don’t buy their disguise. Those are true Armos, enemies. Throw bombs into their mouths to kill them. Inside the chest that appears is a Joy Pendant. Now return to the main room. Go through the red flashing door. I remember this room well. Don’t waste arrows on the Keese; Boomerang them. Then go through the door on the lower level. Shoot both eye switches and both Red Bubbles. Use the platforms to get to the treasure chests in this room. One contains a small key and the other can be reached by shooting the eye switch over the door. That one contains a Joy Pendant. Now return to the previous room. Stand on the weight to the left (Furthest from where you entered) and throw a bomb just as it is going to explode at the cracked wall. You should wait approximately seven seconds before throwing the bomb. This reveals a new door. Go through it. Play Wind’s Requiem on the symbol on the ground (Not the Triforce but the other) and a chest containing a Treasure Chart forms. Take it and run. Go to the previous room and grab an Armos statue. Place two of them on one of the weights of the scale and the other will rise. Use it to access the locked door (Which you go through). Stand on the block and use the Deku Leaf to glide over the lasers. Call down the idol and play the Command Melody. Have the idol hop onto the switch (It is impervious to lasers). Now have Link pick the idol up and go to the previous room. Beware the Wizzrobe; it appeared to protect the idol I guess. Set it down and cross to the Armos statues. Pick at least three up and throw them all on one of the weights. Pick up the idol and hop across the upper weight to the door. Go through and the door. Now all three idols are in place. They make a gate to the next floor, 3F. Before you step into the light, go back down to 1F (specifically the first room). From here enter the room where you got the Compass (Upper door after the bombed section). Shoot the eye switch and a chest containing a Treasure Chart is now accessible. Return to the first room and cruise over to a shrine with a door in it. In this room stand on the uppermost crate and bomb the wall (Use the Compass) that contains an alcove with the treasure chest in it. In the treasure chest is the Dungeon Map. Now that we have those things, return to 2F where you may step into the light to go to 3F. Pick up the two Armos statues and set them on the switches near the caged treasure chest. Step on the third switch and the lasers will lower. Inside the chest is the Big Key. Now you have all the treasure chests. Then the Armos come at you. To defeat them attack their backsides (The red blinking orb). When both are dead go through the door. First I suggest defeating the Kangaroc with the Boomerang. Then notice that the laser eye is blue. Get near it so that eye forms. Its laser can only move side to side. When the “eye” forms (When it starts shooting its laser) shoot it and it will shatter. Continue this, avoiding red laser eyes, until you reach the boss door. Bottle a fairy if you can and stock up on arrows and bombs. Enter the room. +--------------+ | Gohdan | +--------------+ This is an interesting boss to say the least. It is modeled after Bongo Bongo from Ocarina of Time. Note that this is a machine. The gods of Hyrule must have whipped it up. First shoot either hand twice. L Target the eyes to save yourself some time. Then Gohdan opens his eyes. Shoot the eyes of Gohdan until they close. While you do this he’ll be firing energy blasts at you. When both eyes are closed he opens his mouth. Throw a bomb into it and it will take damage. If you run out of arrows Gohdan will occasionally sneeze them out, making this a very easy battle. After only three bombs Gohdan will return to its position on the wall. It will also sneeze out its Heart Container. Step into the portal. That wasn’t a wind portal. You’ll be transported to the peak of the tower. Climb the ladder and grapple to the target. As you swing back and forth the bell will sound. A portal will open in the water. The King of Red Lions will sail into it. ============================================================================= ======================Return to the Forsaken Fortress*======================= ============================================================================= +-------------------------------------------+ | Hyrule and the Blade of Evil’s Bane | +-------------------------------------------+ You will somehow be able to breathe as you descend into the depths of the ocean. You land in the preserved land of Hyrule, an ancient kingdom frozen in time. It is the land described in the legends. As you walk into the castle of that forgotten land and time you will see the freeze frame of chaos. Monsters are invading the kingdom, forever locked in the dance of war. If you look at the paintings they seem oddly familiar. The servants of the princess look like someone you know. As you walk down notice the statue of the legendary hero. Also, the King of Red Lions will contact you with the Pirate’s Charm. He says that to reach the item you are looking for you must find a doorway in the shape of a herald. See the Triforce symbol? That is the crest of the royal family of Hyrule. Pull the triangular blocks around so they line up with the parts of the Triforce. When they do the Triforce lights up and the statue of the legendary hero moves aside to reveal a staircase. Walk down to find an ancient chamber older than the castle itself. Lift up the Master Sword, the blade of evil’s bane. It is the only sword that can conquer Ganon. When you do the flow of time in Hyrule will resume. Link should’ve kicked their butts when they were frozen in time. But now it will be easy with the Master Sword. It was wielded by the legendary hero time and again and was forged specifically to be unaffected by the tainted power of Ganon. Before you go upstairs, look at the mosaics. They show the six sages from the time of the legendary hero. They show Ruto, Rauru, Saria, Darunia, Impa, and Nabooru. There are two mosaics of the Triforce and one disturbing one. It shows an evil man, maybe Ganon, holding the Triforce. You can tell it is Ganon because of his trademark twin swords (He uses them in the final battle in Ocarina of Time). That’s not going to happen. Go upstairs and prepare for one of the most epic battles ever. Here’s what I suggest you do to make the battle easier. Run into one of the upper corners up the stairs and three Moblins will come at you. Defeat them all and take one of their spears. Then storms the hallways, attacking all the Moblins and Dark Nuts there are. If you get a hold of a Dark Nut’s sword you’ll be even better prepared because it is hard to wield the spear in such cramped hallways. Once you’ve cleared the hallways drop into the lower level and prepare for some real fighting. Only the Master Sword is effective here. If you get into melee with multiple fighters, that is good. They can hurt each other. If you need to, use your Hero’s Bow to pick off Moblins from above. Try to isolate them and pick them off one on one. They can easily be fled if you run to the hallways. When all the monsters are dead the barriers are broken. Exit the castle the way you came in and boat into the portal with the King of Red Lions. +-----------------------+ | Ballad of Gales | +-----------------------+ Way back on Dragon Roost Island when you learned Wind’s Requiem, you met Zephos, god of winds. Zephos’s brother, Cyclos, also had a monument on the island, but it was destroyed (We may ascertain that it was destroyed by humans because he “has an ill will toward humans”). So, Cyclos spends his days creating cyclones, which are atmospheric disturbances characterized by masses of air rapidly circulating clockwise in the southern hemisphere and the reverse in the northern. In simpler words, a tornado in water (Not exactly, but hey, it’s a video game). If you’ve ever gotten close to one of the cyclones you’ll know that Cyclos comes out and will transport you to a random location. Well not today. This time around you have the weapon that can pierce his defense. Your first order of business is to get the Tower of the Gods on your Sea Chart. Then go south a space. The island here is called Private Oasis. Get it on the Sea Chart (Preparing for the future. You’ll need to come back eventually) and prepare for a voyage. Go all the way to Mother & Child Isles (If you didn’t get it on your Sea Chart like I said it is two spaces west of Windfall Island. Sail straight into the cyclone that is always there. Shoot Cyclos three times with the Hero’s Bow and he will give in. The cyclone will fade and he will come down to you. He then teaches you the Ballad of Gales. This lets you control the cyclones and warp across the Great Sea. This makes sailing much easier. +--------------------+ | Tingle Tower | +--------------------+ Play the Ballad of Gales and you’ll find that the following islands are warp points: Outset Island, Southern Fairy Island, Forest Haven, Tower of the Gods, Greatfish Isle, an unexplored area, Mother & Child Isles, Windfall Island, and Dragon Roost Island. Warp to the unexplored area and you’ll find that the island is the home of Tingle, the thief who wanted to be a fairy you freed from the Windfall Town Jail. Specifically, it is called Tingle Island on the Sea Chart. Now you know what all the warp points are. The fish tells you what Tingle does for a living. He deciphers maps. If you talk to Tingle he will disclose some very valuable information to you. There is a fairy to the north of Tingle Island. +----------------+ | Big Octo | +----------------+ As you go north in the Tingle Island square you may encounter a sea monster. It is called Big Octo. There are huge octopuses, like krakens, that will destroy you. They are very easy to defeat, though, and usually yield good prizes. If you cannot find Big Octo keep sailing around that square until you do. I found it a little bit up of the mid level of the square (horizontally) and slightly to the left of the mid level of the square (vertically). To defeat the monster you must blind it. Do this by targeting its eyes with the Boomerang. The Big Octo leaves a ring of light where it died. Use the Grappling Hook on the boat to fish it out. The treasure for defeating this one is a piece of heart. +--------------------------------------------+ | The Great Fairy and a Treasure Chart | +--------------------------------------------+ Well, you’ve had quite a few adventures since the Tower of the Gods. There will be a few more after this one, too. From Tingle Island head north two spaces to be at Northern Fairy Island (Add it to your Sea Chart). When on the island just fall into the hole and step forward. This Great Fairy gives you another rupee upgrade. Now you can hold 5000. That’s a lot of money. Once you have the upgrade, sail around the space looking for a submarine. Inside it are a few Moblins. When all four are dead use the lanterns to swing to the alcove. Inside the chest is a Treasure Chart. Now you can exit the submarine. +-------------------------+ | Forsaken Fortress | +-------------------------+ It’s time for a dungeon. You thought that the Forsaken Fortress was tough before? Well newsflash, it’s back. Really, it isn’t that hard, but prepare for the final battle with Ganon using the Master Sword! No, you don’t fight Ganon, but it is time to kill that evil bird that kidnapped Aryll with the Master Sword! That time I was serious. Plus, this gives you another item. So warp to Tingle Island and sail to the Forsaken Fortress. First there is the small matter of getting into the Forsaken Fortress. Sail around it until you find the wooden gate. If you launch two bombs at it will break. Cruise in. Walk up the stairs to the main floor. The searchlights no longer affect you. Mini-Boss: Phantom Ganon It’s the battle of the century. In this corner is Link and in this corner is Phantom Ganon. You even have spotlights! This is such a wrestling match. Phantom Ganon is the incarnation of Ganondorf. He is pure evil. Phantom Ganon also shares some of the powers that Ganon has, but doesn’t use in this game. For instance, the energy ball attack. Phantom Ganon will launch energy balls at you. You must deflect them. There are two ways. The easiest is to slash your sword and they will ricochet back at him. The second is to use an empty bottle, which will have the same effect. Try using a spin attack for a stronger deflection. When you send Phantom Ganon’s orb back at him he’ll volley it back to you with his sword made of shadow. Eventually Phantom Ganon will slip up and get hit by his own energy blast, leaving you ample opportunity to strike him with the Master Sword. An intelligent fighter might try a different technique after getting pummeled by himself and company, but not Phantom Ganon. He repeats the process until he almost dies (He doesn’t die because you fight him again later on). Phantom Ganon has only one variation of his attack where he appears behind you and gives you a quick slash. Also, being closer to him when he slashes makes it harder for him to volley it back since he takes about a second to attack. After Phantom Ganon teleports out of there a chest forms. Inside it is the dungeon prize, the Skull Hammer! This item isn’t spectacular, but it gets the job done. Succeeding Phantom Ganon are a bunch of Miniblins. Evade them by going through the large wooden door. Remember, you have the Dungeon Map and the Compass from the last time you went here. Our goal is to once again reach the top and rescue Aryll, except without all the searchlights. And you don’t have to sneak around. Really, this is a much easier version of the first dungeon. The first enemies you see are rats carrying bombs. These are called Bombchus (They were items in a few earlier games. In Majora’s Mask they make the distinction by calling these Real Bombchus). To the left are a few stakes. Pound them down and you’ll be in a hall with three Moblins. Kill them for all the Skull Necklaces and go through the door. Notice that now that you have the Master Sword one series of horizontal slices can defeat a Moblin. Now follow the trail to a hallway. Along the way you’ll see a dark hand coming from the ground. This is a Floor Master. Avoid it or it will take you to the beginning of the dungeon. At the end of the hallway you’ll be in a room with many beds. On one is a chest with a yellow rupee inside. Make sure to avoid the laser fire of the statue. Climb the ladder to the left and you’ll be on 2F. Go through the door. Take the outside hall and head left. Climb the ladder and kill the Bokoblin. Now pull out the Telescope. First locate where you got the Skull Hammer. Near it is a ladder. Use the Deku Leaf to glide to that ladder (Make sure the wind is blowing the right way) and then face the ship pointing out of the water. To the left is a door. Take it and you’ll be on 2F in the desired room. Kill the Moblin and climb the stairs to a wooden door. Take it outside. Climb the stairs and follow the path up to some stakes. Pound them in and sidle across the wall. Next you’ll reach a much more perilous section. You must sidle across a wall as bombs are being fired at you. To avoid the hassle just glide across with the Deku Leaf (Make sure the wind is going in the right way) and climb the stairs. Now pound the switch to open the door. +---------------------+ | Helmaroc King | +---------------------+ You sneak into the cell to find the same three girls as before, including Aryll. Link tries to open the cell and Tetra comes from nowhere. Link really needs to stuff about this stalking. So the two musclemen of the pirates open the door. Also, Tetra sees the Master Sword. Now you’ve got Aryll back. Link could leave right now if he wanted to, but he wants revenge. His is a rage that shall burn for the ages. It is time to spill the blood of the Helmaroc King. Really, I would’ve run. The bird wasn’t even there. The pirates promise to deliver Aryll back to Outset and the other two to Windfall. Suddenly the bird comes crashing in. You had your chance to avoid confrontation, Link. Really, though, that’s just cold-hearted. I never thought about it, but Link actually wanted to kill the Helmaroc King or he would’ve gone with the pirates. Oh well. Suddenly the room starts filling with water. Run up the path and ignore the Bokoblins. They are will drown at the hands of the monstrous Helmaroc King. At the top the bird will stop in front of you and stare at you. Get out the Skull Hammer and hit its head. The Helmaroc King falls into the water. Climb up and the real battle begins. The Helmaroc King emerges from its would-be watery grave and spreads its massive wings. It’s time to battle. When the king lands he’ll try to crush you with a pound of its beak. Dodge the attack and its beak will get stuck in the floor. L Target the fiend and use the Skull Hammer to smash its face. Ouch! The king will repeat it a few more times, eventually throwing new attacks into the mix. For instance, it may start flapping its wings to push you into the spikes that line the arena (Roll to stop this). It may try to swoop down and scratch you with its talons. It usually performs a sequence of attacks. I mean to say that it does two of one attack, two of another, and so on. This does not always hold true for the beak attack, because it can hurt the king. Soon the Helmaroc King will lose its mask (Hacked into pieces). Now it is vulnerable to attack. L Target its head and shoot arrows. It’s sad. I really liked the Helmaroc King. He was the coolest boss. All the flashlights shine on the bird as it dies and in a flurry of feathers it explodes. Get the Heart Container. Go up the trail that is now accessible and open the door to Ganon’s room in the tower. Notice that Ganon addresses Link as if he’s seen him long ago. Then Ganondorf turns around. You know, in Ocarina of Time Ganondorf looked weird because of his ears. Now he looks weird because he is. Ganondorf explains that when the Master Sword was removed he regained his power. Now he is stronger than he was before. Link decides to charge Ganondorf but to no avail. Not even the Master Sword can stand up to that invincible fiend! Ganondorf is about to kill Link when Tetra comes in and tries to save him. Now Ganondorf can kill two people. Yet, for some reason, Ganondorf’s hand lights up with the symbol of the Triforce when he nears Tetra. Then he calls Tetra Princess Zelda. When all hope seems lost the Rito fly in to save you and Valoo sets fire to the fortress. Valoo takes you to the Tower of the Gods. They fly off and the King of Red Lions sails into Hyrule. ============================================================================= ================================Earth Temple*================================ ============================================================================= +------------------------+ | Return to Hyrule | +------------------------+ When you wake up you and Tetra are in Hyrule. Someone contacts you with the Pirate’s Charm. Who could use the stone other than Tetra? Now Tetra follows you. If you need a pictograph of her get it now. Now enter the castle. Go down to where you got the Master Sword and a strange man is standing at the pedestal. The man speaks of Gossip Stones (From Ocarina of Time). He made the charm. He turns around revealing that he is the king, Daphnes Nohansen Hyrule. His voice is that of your boat. Hey, wait a minute. He is the King of Red Lions!!! Now we know what the mosaic of Ganon depicts. It shows the great flood so that the war for the Triforce would end. Nohansen than gives Tetra the remainder of the Triforce of Wisdom. The music here is slightly varied from the intro to A Link to the Past. When he does this Tetra is wearing a dress. She’s Princess Zelda. Well, we’re done today in Hyrule. Return to the Great Sea. Nohansen (That’s such a funny name) then tells you that the way to the next temples you must go to have entrances in Hyrule. Of course, that is sealed off. You must find entrances from the Great Sea. +----------------------------+ | The Queen of Fairies | +----------------------------+ When on the Great Sea you find out that you can’t go back to Hyrule without the Triforce of Courage, the third piece of the Triforce. It was separated into eight shards and hidden when the legendary hero left Hyrule. Great, more stuff to do. First, though, play the Ballad of Gales and warp to Mother & Child Isles. When you go you’ll be inside the impassable walls of the larger island. The little kid is the Queen of Fairies. I guess it is a new generation. She gives you new powers, the Fire and Ice Arrows! Now you can shoot fire or ice. That’s pretty hot! Or should I say cool (I made a funny!). Now we’re done here. It is time to go to an old island. +-----------------------+ | Song of Passing | +-----------------------+ Warp to Windfall Island and go to the gravestone the man named Tott dances by. Show Tott the Wind Waker and he is reminded of the song he is trying to recall. He shows you the moves and then you play it. The Song of Passing makes day to night. Pretty handy. +------------------------------------------------------------------------+ | A Piece of Heart, two Treasure Charts, and the IN-credible Chart | +------------------------------------------------------------------------+ These are easy; you have to do it. First enter the building near the Pictograph Shop. You can get a piece of heart here but that’s not what this is about. Go to the left to the top of the stairs and exit the door. Talk to the man and change the direction of the wind to north with Wind’s Requiem. Now fall down to the building’s base (Don’t go in). Follow a path around it to a ladder. Climb up and press the switch. The windmill will start working. Go up to it and jump to one of the carts. The windmill is really a Ferris wheel. From the cart, jump out onto the Pictography Shop balcony. Open the two chests here for a purple rupee, worth fifty, and a Treasure Chart. Now crawl through the opening and drop down. Take a pictograph of Lenzo with the lady and show it to the two gossiping woman by Zunari’s shop. They’ll reward you for setting them straight about Lenzo’s love life with a Treasure Chart. Now for the piece of heart the section title promised. It must be nighttime. Go back to the Ferris wheel and ride it so that you are level with the rotating tube thing. When you can, shoot a Fire Arrow through the metal to light the torch within. Now there’s a lighthouse. Not only that, a treasure chest appeared. Glide to the island and take its content, which is a piece of heart. Also, you’ll have two letters. You must pay 201 rupees to open one of them. When you do you get the IN-credible Chart. The second letter is from Aryll. She encloses twenty rupees in it. +--------------------+ | Empty Bottle | +--------------------+ As one of the fish hinted, there is a thief in the night at Windfall. You may have noticed that the former rich girl of the island, Mila, is working for Zunari. Also, Mila is dirt poor. And she sneaks out at night. Lets put three in three together here. Mila is a crook. But we must prove it. Play the Song of Passing or if it is night do not. Go talk to Mila (She will be standing by the tree between the potion shop and the rich man’s house) and she’ll tell you to go away. Run away from her up the stairs and she’ll start running. It begins. Now remember, you must do this very slowly or she’ll catch you following her. Just stay your distance and it doesn’t matter if you’re standing directly in her line of sight. She only sees you when you’re near her. But you need to be very careful when she climbs up the wooden trail. I got caught there. She’ll stop right near it. If you do get caught play the Song of Passing twice and start over. You can also go inside any building to start it over. Sometimes if you get too close but she doesn’t actually see you Link will imitate a cat and she’ll think nothing of it. When you finally catch her trying to pick the safe tell her that you’re “an ally of justice”. Say “sure” when she asks you to listen to her life story and say “that’s terrible” when she asks you what you think. Say “very well” when she asks if you understand her plight and “unfortunately, no” when she asks to be let go. Say “because I’m honest” when she asks why not. She gives you an empty bottle for bringing her to justice. If you want to mess with her, though, don’t do the dialogue correctly and say different stuff. Some of them are pretty funny. +---------------+ | Auction | +---------------+ If you go into the patrician’s house at night from the ground level (Red door with gold streaks on it) talk to Zunari inside. He hosts an auction every night. There are lots of good items here that you should buy. You should buy the Treasure Chart, for instance. If you bid a whole lot the other people will be breathless and unable to bid for a while. Remember, if someone else buys your item, it will still be available. They must return it or something. You should bid about twenty rupees over the current highest bid when Zunari says “Time is running out people”. Here are all the things you can get in the House of Wealth during the auction. Two Treasure Charts, a Joy Pendant, and a piece of heart. +----------------------+ | Piece of Heart | +----------------------+ You need to enter the House of Wealth at night on the second story. After the rich man talks trash about you, go talk to his daughter, Maggie. She misses a Moblin named Moe from the Forsaken Fortress (Sorry… I kind of, well, um, killed him). She’ll ask you to take a letter to the postbox to Moe. You got Maggie’s Letter! Now go mail it. If you talk to the wealthy man he’ll tell you that they sold all the Skull Necklaces Maggie got from Moe to get filthy rich. Also, a Rito postman will be at their house when you enter it. The postman leaves when the rich man rejects him. So, Moe has been writing back. The rich guy just doesn’t want his daughter to talk to him. Now go to the café. The postman is there to “cool his feathers”. Talk to him and he’ll ask you to deliver Moe’s letter. Come on! Moblins are idiots! They can neither write nor read. You got Moblin’s Letter. Now take the letter to Maggie. After totally misinterpreting the letter she gives you a piece of heart. Eat for dinner. Ha! I don’t know who’s smarter, Moe or Maggie. +-------------------+ | Magic Armor | +-------------------+ There are a few things we should do here. Remember the poor (As in money) old man that was begging? Well now he is rich. And the rich guy is now dirt poor (The pirates made him pay lots of money for his daughter back). Go to Zunari’s shop (The guy with the fur coat) and talk to him twice. He’ll ask you to be his assistant. He gives you a Town Flower. You must find other traveling merchants to trade with. They are not hard to find. They have huge backpacks. So get on the King of Red Lions and play Ballad of Gales to warp to Greatfish Island. Notice that it is called Greatfish Isle on the Sea Chart but when you select it, it says Greatfish Island. Anyway, sail into the wreckage and look for a strange man sporting a tremendous backpack. This man, who is a Goron, is a merchant. Show him the Town Flower and he’ll offer trading it for a Sea Flower. Agree and after forking over twenty rupees the oath will be fulfilled. I don’t know who would want the Sea Flower, but we can find a merchant. First, go to Zunari. Sure enough, the Sea Flower is at his stand. If you show the same merchant on Greatfish Isle the Sea Flower he’ll trade it for an Exotic Flower. The fee will be twenty five rupees. If you go to Windfall Island Zunari will have it in stock. When you talk to Zunari he’ll give you the prize, Magic Armor. It creates a barrier around you that prevents you from taking damage. It takes up magic, though. +--------------------------+ | Complete Sea Chart | +--------------------------+ Have you been filling out your Sea Chart like I’ve asked? If not things are only going to get more difficult for you as you must do tons of side quests on various islands. Before we just beat dungeons and got items on prominent islands, but no more. Really, though, you can see important islands on your Sea Chart, such as Dragon Roost, Greatfish, Forest Haven, and Outset Island. If it shows up on the Sea Chart you know that it’s important. Do you remember how to map islands? You must give the fish bait. Buy bait from Beedle. Now, since you bought the Bait Bag from Beedle and since there are forty-nine islands that need to be mapped, four of which are free, you’ll have a minimum of sixteen points with Beedle when done with the mapping. Go around to all the islands and get every single one on your Sea Chart. This will help in the future. +----------------------------------------------------------------+ | The Final Bottle, a Treasure Chart, and a Piece of Heart | +----------------------------------------------------------------+ We’ve made great strives toward completing the item screen. There are only three spaces left, and one is a bottle. Sure, there are upgrades to be gotten for a few items, but we can do that later. Having all four of the empty bottles means you can die and be revived four times if you have fairies, or use Elixir Soup eight times straight. Play Ballad of Gales to go to Greatfish Island. Sail north of there to Rock Spire Isle. If you ever looked at Beedle’s Chart you’d know this is his special store. Enter the ship and you’ll see three items for sale, each of which you should buy. There is a piece of heart, Treasure Chart, and an empty bottle. Now that we have all these wonderful items it is time for you to get upgrades. +-----------------------+ | The Great Fairy | +-----------------------+ Go to Western Fairy Island. If you didn’t complete the Sea Chart like you were supposed to that island is northwest of Greatfish Isle. When you arrive pound the switch in with the Skull Hammer to stop the flames. Fall into the pit and walk forward. The Great Fairy gives you a larger quiver. Now you can carry sixty arrows at a time. +-----------------------+ | The Great Fairy | +-----------------------+ I know! Three in a row! There are four upgrades easily attained before the Earth Temple and here is another. Go to Thorned Fairy Island (two spaces east of Tower of the Gods) and smack down all three of the switches (Right to left or they’ll pop up) to lower the vines. Fall into the pit and talk to the Great Fairy, young waker of the winds. She lets you hold more arrows. Yes, your quiver can now hold 99. Sadly, I think I could actually use all those. +-----------------------+ | The Great Fairy | +-----------------------+ Go to Eastern Fairy Island. If you didn’t mark it on your Sea Chart like you were supposed to it is southwest of Dragon Roost Island. When you get there bomb the rock blocking the seashell structure and fall in the pit. This Great Fairy gives you a larger bomb bag. Now you can carry ninety-nine. Who could ever use that much? +-------------------------------------------------------------+ | Piece of Heart, the Cabana Deed, and the Hero’s Charm | +-------------------------------------------------------------+ There must be some use for Joy Pendants. Knight’s Crests can be given to Orca so that he will teach you a sword technique, Chu Jelly and Boko Baba Seeds can be used to make potions, and Golden Feathers are for a different side quest. But really, in dungeons of late they’ve been throwing these at you. They do have one use. Go to Windfall Island and show one to Mrs. Marie (Schoolteacher). She is obsessed with jewelry and will want it right away, just as the Killer Bees told you long ago. She tells you that she’d really want twenty. Of course, for giving her one you get twenty rupees. Now you need twenty more (20 is her lucky number). You have plenty from killing Bokoblins and opening treasure chests in dungeons. You’ll only need a few more, if any. There is one location that is perfect for getting Joy Pendants. There is a submarine surrounded by pirate platforms in the southeastern – most screen (Five-Star Isles). Here’s what to do. Go there and steal Joy Pendants from all the Bokoblins on the platforms (Use the Grappling Hook to steal their spoils). Then enter the submarine and take those spoils. Keep going in and out until you have twenty. By the way, the treasure on one of the platforms is twenty rupees and the treasure in the submarine is a piece of heart. When you give Mrs. Marie the remaining Joy Pendants she awards you with the Cabana Deed. There’s more to it, right? Of course, I don’t list items you can get in the titles of sections and not tell you how. That would be cruel, and I’m not like that this week. No, Mrs. Marie really wants more. I’m not sure how much exactly, so let’s get lots. Go back to the submarine and repeat the process. When you have twenty, return to Windfall with the Ballad of Gales. Really, the submarine helps out your rupee count too (Green rupees can really accumulate when you repeat it a few times). For giving her 40 + Joy Pendants Mrs. Marie gives you her most precious piece of jewelry, the Hero’s Charm. It lets you see how much health (“Life force”) your enemies have left when you L Target them. Woo-hoo! Equip it now! Now I’d say that it’s high time we played a dungeon. But first, you must get a new item. +-----------------------+ | Power Bracelets | +-----------------------+ The legendary hero had these and you’ll have them too! But really, though, it must’ve taken a long time for him to hide all his stuff. Use the Ballad of Gales to warp to Dragon Roost Island and sail south to Fire Mountain. You cannot step on it or you will be burnt. Gee, what can cool off that volcano? Apparently an Ice Arrow can. Shoot it and the mountain freezes. Shoot it at the geyser. Now, you have five minutes, ample time, to get the treasure inside. Climb the platforms, ignore the Kangaroc, and fall into the hole. Kill all the enemies and a chest appears. Inside are the Power Bracelets. These let you lift those huge headstones you’ve been seeing lately. Try it out on the stone near the chest. Now exit Fire Mountain. +-------------------------+ | Earth God’s Lyric | +-------------------------+ Warp to Outset Island with Ballad of Gales and then sail to Headstone Island, one space east of Outset. When you arrive on Headstone Island lift the huge stone blocking a cave. Enter and you’ll see a song inscribed on a slab of stone. Learn it to add Earth God’s Lyric to your music collection. Then the Triforce symbol illuminates and the spirit of a sage appears. It is a Zora, an ancient Hylian (Of Hyrule) race. Her name is Laruto (Come on! La –Ruto, Fado/Mido. Really now. Even Jabun was an unoriginal name). You must find another to replace her as the sage because Laruto is dead. The sage plays the harp. Who could it be? +-----------------------------+ | The New Sage of Earth | +-----------------------------+ Play Ballad of Gales to go to Dragon Roost Island. Go to the upper level and exit the insides of the mountain via the second door. Grapple across the gap and climb the nearby ladder. There is Medli, playing a harp. Play for her the Earth God’s Lyric and a little cinema will play. Laruto passes the torch, so to speak, to Medli. There’s a new sage in town. +--------------------+ | Earth Temple | +--------------------+ Do you hear that? That’s the knell bell. It tolls for the Earth Temple. Really it does. The Earth Temple may be called the “Earth” Temple but it is all about the dead. As a result, I can introduce lots of new monsters to you. First play Earth God’s Lyric with Medli to bust down the door. Now enter the Earth Temple. In this, the first room of the temple, pick up Medli and glide across the gap. Open the door. You must hold Medli as you go through doors or she will not come with you. Now set Medli down and kill the Moblins in this room. Now pick up Medli and take her atop the stairs. Use her to fly to the switch on the pillar. Step on it and set Medli down. Play the Command Melody to take control of her and fly to the other switch. Have her step on it. Now pick up Medli and go through the door. In this next room you’ll see a new type of ChuChu. It is a dark ChuChu and turns to stone when you shine light on it. Then use the Skull Hammer to smash it. By the by, the harp reflects light. So, when they are all dead shine light on the elephant statues. Then shine light on the transparent treasure chest. You may have to play Command Melody to do this. Now, back as Link, open the chest for the Dungeon Map. Finally, bomb the cauldron. Now pick up Medli and go to the next room. This is kind of the main room of the dungeon. Now take control of Medli using the Command Melody and have her shine light onto the fog. When shining it on the correct part (A switch will be revealed) return to Link with R. Have Link pound the switch in with the Skull Hammer. Now pick up Medli and go through the door you just opened. As soon as you walk forward the two coffins come undone and two Red Bubbles assault you. Defeat them with the Hero’s Bow (You can also blow them out with the Deku Leaf and attack normally). Climb the ladder to your left. There’s a block. Pull it out and light will shine into the dungeon. If I were Ganon I would just make sure there were no cracks in the building. Take control of Medli with the Command Melody and shine light on the transparent chest. Then have Medli step on a switch. Return to Link at the current time, please. In the chest is a small key. Now go to the previous room. With Medli, go through the locked door. First kill all the ChuChus you can (You can’t kill the dark ChuChus right now). Shoot a fire arrow at the tattered curtain and light will shine into the room. Take control of Medli. Shine light on the dark ChuChus and switch to Link. Pick the statues up and drop them on the switches. Take Medli and climb the stairs. Push the block down to make a shortcut if you need to go through here again and then go through the door with Medli. First you must kill the Floor Master. To do this, L Target the ghastly hand and Boomerang it. Attack and Boomerang in that order until it dies. The Hero’s Charm lets you see how much life it has left. First push the block with no statue on it into the indentation. Let there be light! Then take over Medli. Shine light on the following objects: The elephant statue and all sun marks on the wall. When this is accomplished get in the cauldron to activate it and come back. Re-kill the Floor Master and push the block in to create a treasure chest. Then you pull the other block out to the indentation to open the barred door. Throw Medli up there and climb on top of the block to reach the chest. Open it for the Compass. At this point the King of Red Lions contacts you with the Pirate’s Charm. He tells you that you can see where Medli is in the temple with your Dungeon Map and Compass. That’ll come in handy. Pick up Medli and enter the next room. Set Medli down and run up the stairs. Kill the Moblins and notice the ghosts. These are called Poes. The only way for you to kill them now is to have them possess you. When they do this the controls become backwards. Stairs will form when all the enemies are dead. Play the Command Melody to take control of Medli and fly up to the light. Shine it on the elephants. Open the chest they guarded for a Joy Pendant, now useless to you. Now pick up Medli and go through the door up the stairs (The unlocked one, obviously). Drop into the pit. The tops of the coffins will lower and new monsters will come out. They are called Redeads. When they scream you freeze and slowly draw closer to you. They jump on you and suck the life right out of you. To kill them get a few good hits in. To stop the freezing just rapidly press any button. In this room not only will you get about a hundred rupees from killing the Redeads and from rupees in coffins, but there is a small key in the coffin. Now climb the ladder and go through the locked door with Medli. She cannot come. Mini-Boss: Stalfos These were skeletons wielding swords since the very first Zelda game. These have new weapons of choice, though. They have clubs. At first you fight only one. Attack it over and over until its bones come undone. Single out the head, Boomerang it to stop in its tracks, and beat the living daylights out of it. When that one dies two more come to take its place. Fortunately, when these three die it is the end. Their spoils are just random items. For your victory over the Stalfos you get the prize of the dungeon, the Mirror Shield. Now you too can reflect light like the pros. To exit the room shine light onto the moon symbol to make it into a sun symbol. Go through the door and the Moblins and Poes will be back. Finish them off and take control of Medli with the Command Melody. Have her fly up and shine light onto the ground. Switch back to Link and use his Mirror Shield to reflect her light onto the sun marks. The first reveals a hallway and the second opens an alcove containing some serious money. Now take Medli with you into the hall. Shine light onto the elephant statue for a blue rupee. Now go through the door with the Rito. You’re back in the main room. Before we leave 1F you should get the treasure chest remaining on it. Go to the door that was not locked (South on the map). Immediately kill all the Floor Masters. Then take control of Medli. Have her step on the switch and then go through the door (Leave Medli behind). Shine light onto both the walls and a chest becomes accessible. It contains a Joy Pendant (I always have you get every treasure chest). Now return to the main room (The one with all the fog) with Medli. Take control of Medli with the Command Melody and have her shine light into the sun’s eye with her harp. Then shine light into the other eye of the sun yourself. Pick Medli up and head down the stairs to B1. Head down the stairs and set Medli down. Those are Blue Bubbles. Kill them just like you could Red Bubbles – blast them with your Deku Leaf and shoot them. Now take Medli across the bridge and have her play Earth God’s Lyric with you. Go through the door. Set Medli down and run into the light. L Target either Redead and put your Mirror Shield up. Redeads are allergic to light and they will writhe in agony. Slash them from behind to put them out of their misery. Then shine light on all the elephant statues. To do this to the left statue use the mirror. Enter the door that you opened to the right. Set Medli down and descend the stairs. Here’s how to get by this room. If you use your Deku Leaf to blow away some fog you’ll see a Floor Master. Run by it and the others to a chest. Inside the chest is a small key. Now that the fog is gone the Floor Master are fair game. Defeat them all and a chest forms. Within is a Treasure Chart. Take Medli and leave the room. This time go through the door to the left. . Dash across the fog with Medli put down and you’ll reach a mirror. Pull it into the indentation in the ground. Now deploy the Skull Hammer on the switch. Light will shine into the next room using the mirror as a reflector. Return to the previous room. Throw Medli to the key door and then push the block against the wall. Climb up, pick up Medli, and go through the door. Kill the Red Bubble. Now that there is light you can kill Poes in a different manner. L Target them and press R to put up your shield. The light will make the Poes solid and susceptible to damage by blade. Once all monsters are vanquished lift Medli and set her down in the light at an angle. Use the light from her harp and your Mirror Shield to destroy the third elephant statue. The other two statues are insignificant. Go through the door the statue blocked. Make your way through the maze of coffins, killing the occasional Keese or Redead, to a chest containing a red rupee. Then go the other way and clear the coffins. In one is a Stalfos to destroy. Do so and take Medli to the stone slab. Play with her Earth God’s Lyric to destroy it. Welcome to the room before the boss. You can’t fight the boss just yet, but soon you will be able to. Take Medli through the door with you and down the stairs. At the end of the stairs is a cauldron. Bomb it and go in to activate it. Go through the cycle to be back in the room before the boss again. Now pick up Medli again and take the stairs down to a doorway. Through the door is the memorable maze room. First drop down by the ladder and pull the adjacent mirror into its indentation. Do this for the mirror opposite it (To the left) as well. Now we need light. Use the Command Melody to control Medli and fly on top of the black structure. Step on the switch that lies on top and return to Link. First light up the transparent chest. Within is a purple rupee, worth fifty (They’re making you filthy rich in this dungeon). Next light up the elephant statue. Pull out the mirror it blocked all the way to its very own indentation. Play Command Melody again and have Medli reflect light onto the chest you made appear earlier. Use the light from Medli’s harp and aim it at the sun marks. Grab the mirror that was concealed and pull it to its indentation. By the way, the pots that were behind the mirror have contain tons of rupees. One half of the puzzle is complete. Step on the platform bathed in light and reflect some of it onto the transparent chest. Within is a Joy Pendant. Now light and thereby destroy the elephant statue and the sun mark. Destroying the sun mark opens a hallway that you’re not interested in right now. Pull the mirror out into its indentation. Now play Command Melody once more. Have Medli shine light into the mirror that is not illuminated. Stand on the platform now in the light and destroy the sun marks that block a mirror. Pull the mirror into its i