GameCube | The Legend of Zelda: The Wind Waker

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               The Legend of Zelda: Wind Waker FAQ/Walkthrough
                          For the Nintendo Gamecube
                    Version 1.05 (Last Updated 4/23/2003)
                               By Devin Morgan

    This file is Copyright (c)2003-2006 Devin Morgan. All rights reserved.

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Table of Contents

1. What's New
2. Introduction
3. Story
4. Controls
5. World Map
6. Walkthrough
7. Enemies
8. Bosses
9. Items
10. Heart Pieces
11. Songs
12. Great Fairies
13. Treasure Charts
14. Special Charts
15. Trading Sequence
16. Figurines
17. Island Sights
18. Tingle Tuner Guide
19. Shops
20. Secrets/Tips and Tricks
21. Credits
22. Copyright Notice
23. Contact Information

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-=-=-=-=-=-=-=-=-=-=
-=  1. What's New -=
-=-=-=-=-=-=-=-=-=-=

Version 1.05 (4/23/03): After a bit of a break, I have added the last of the 
information I plan on putting into this FAQ. It is now complete in its final 
form, but if there's something to be corrected still, feel free to let me 
know!

Version 1.0 (4/7/03): Okay, the walkthrough and all existing appendices are 
fully complete. However, I'm not completely finished with this file, as there 
is more I intend to add with another update.

Version 0.9 (4/5/03): The walkthrough now covers up to the entrance of 
Ganon's Tower. I have yet to cover that area, as I wish to add some more 
information to other sections of the guide before releasing the fully 
complete walkthrough. Stay tuned!

Version 0.6 (3/31/03): The walkthrough now covers up to the start of the Wind 
Temple, and the side sections have much more included within them as well. 
Stay tuned for lots more updates to come.

Version 0.4 (3/30/03): Quite a bit more has been added with this update. The 
walkthrough covers until just after you save Aryll, and lots of information 
has been added in the supplementary sections as well. More to come soon!

Version 0.2 (3/28/03): The first version of this FAQ. I'm quite aware there 
is much missing from this file, so don't email me with anything that's not 
yet covered; I'll get to it soon!

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-=-=-=-=-=-=-=-=-=-=-=
-=  2. Introduction -=
-=-=-=-=-=-=-=-=-=-=-=

Though there was much speculation, and great controversy in regards to this 
game's "look", Wind Waker is finally out in America, and I for one think it's 
awesome! It's been a few years since the last Zelda installment on the N64, 
and this highly anticipated title delivers and then some. Things are quite 
different this time, with the theme being placed on the wind, and traveling 
on the seas for much of the game. Nonetheless, all the Zelda elements are in, 
and they sparkle very well within this great adventure. Lucky for me, I 
preordered mine, so hopefully you preordered yours as well, or picked it up 
off the shelf (if you were REALLY lucky). But if you haven't gotten ahold of 
The Wind Waker yet, do so immediately!

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-=-=-=-=-=-=-=-=
-=  3. Story  -=
-=-=-=-=-=-=-=-=

Long ago, there existed a kingdom where a golden power lay hidden. One day, a 
man of great evil found this power and took it for himself, and with it at 
his command, he spread darkness across the kingdom. But then... just as all 
hope had 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 the 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...

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-=-=-=-=-=-=-=-=-=
-=  4. Controls -=
-=-=-=-=-=-=-=-=-=

Control Stick: Move Link, move cursor on menu screens

Control Pad: View map

A: Perform A-button action (open a door, swim, talk, throw/grab, etc.)

B: Use the sword (hold B then release for a spinning attack)

X, Y, Z: Use items assigned to those buttons

R: Perform R-button action, defend when in battle, grab/pull blocks (while
   using Control Stick)

L: Target the enemy

C Stick: Change camera angles/view modes

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-=-=-=-=-=-=-=-=-=-=
-=  5. World Map  -=
-=-=-=-=-=-=-=-=-=-=

 __ __ __ __ __ __ __
|A1|A2|A3|A4|A5|A6|A7|
|__|__|__|__|__|__|__|
|B1|B2|B3|B4|B5|B6|B7|
|__|__|__|__|__|__|__|
|C1|C2|C3|C4|C5|C6|C7|
|__|__|__|__|__|__|__|
|D1|D2|D3|D4|D5|D6|D7|
|__|__|__|__|__|__|__|
|E1|E2|E3|E4|E5|E6|E7|
|__|__|__|__|__|__|__|
|F1|F2|F3|F4|F5|F6|F7|
|__|__|__|__|__|__|__|
|G1|G2|G3|G4|G5|G6|G7|
|__|__|__|__|__|__|__|

A1: Forsaken Fortress
A2: Star Island
A3: Northern Fairy Island
A4: Gate Isle
A5: Crescent Moon Island
A6: Seven-Star Isles
A7: Overlook Island

B1: Four-Eye Reef
B2: Mother & Child Isles
B3: Spectacle Island
B4: Windfall Island
B5: Pawprint Isle
B6: Dragon Roost Island
B7: Flight Control Platform

C1: Western Fairy Island
C2: Rock Spire Isle
C3: Tingle Island
C4: Northern Triangle Isle
C5: Eastern Fairy Island
C6: Fire Mountain
C7: Star Belt Archipelago

D1: Three-Eye Reef
D2: Greatfish Isle
D3: Cyclops Reef
D4: Six-Eye Reef
D5: Tower of the Gods
D6: Eastern Triangle Island
D7: Thorned Fairy Island

E1: Needle Rock Isle
E2: Islet of Steel
E3: Stone Watcher Island
E4: Southern Triangle Island
E5: Private Oasis
E6: Bomb Island
E7: Bird's Peak Rock

F1: Diamond Steppe Island
F2: Five-Eye Reef
F3: Shark Island
F4: Southern Fairy Island
F5: Ice Ring Isle
F6: Forest Haven
F7: Cliff Plateau Isles

G1: Horseshoe Island
G2: Outset Island
G3: Headstone Island
G4: Two-Eye Reef
G5: Angular Isles
G6: Boating Course
G7: Five-Star Isles

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-=-=-=-=-=-=-=-=-=-=-=
-=  6. Walkthrough  -=
-=-=-=-=-=-=-=-=-=-=-=

Introduction
------------

Okay, this new adventure opens with an introduction to the storyline (mostly 
legend as many know from past games). After sitting through this, the game 
opens and turns to Outset Island.


Outset Island
-------------

This place is important, as it is the home of Link and his family. Link's 
younger sister, Aryll, will be running around outside. She will then come and 
wake you (Link) up, high atop a lookout point. She has come to remind Link of 
his birthday, and to meet Grandma at her house. When you have control, head 
down the ladder to the dock below. Head across the bridge onto the land, then 
onto another bridge. Talk to the fisherman, then jump across the ledges to 
get a quick 15 rupees. Get back to the bridge and continue onward to where 
Grandma's house is (it's the big one at the end).

Inside the house, climb the ladder and you will meet Grandma. She will give 
you the Hero's Clothes, and mention the swordsman Orca. For now, you are 
asked to go find Aryll. Leave the house and head back to the high lookout 
where Aryll is. She will give you her Telescope as a gift, so equip it to the 
X, Y, or Z button right away! Use it and look towards Grandma's house, 
particularly the mailbox outside. You will see the bird postman; look upward 
and you will find a giant bird holding a girl captive. A ship will shoot 
cannonballs up at it, hitting the bird, which drops the girl into the forest 
above the village.

Aryll mentions that you would need something to defend yourself with in order 
to save the girl. Take this hint and head to the area by Grandma's house. 
Instead of entering her house, go by the large house to the left. Enter the 
house via the regular entrance. Here, you will meet Orca, the swordsman. 
Train with him so you get accustomed to sword fighting, then he will give you 
the Hero's Sword.

Leave the house and head back across the bridges to the other half of the 
island. Head up the path along the cliff side, until you come to a line of 
trees blocking the path. Cut them down and continue onward. Cross the 
suspension bridge carefully, jumping over the gap in the middle. At the end, 
enter the cave, which leads into the Forest of Fairies.


Forest of Fairies
-----------------

Here, make your way through the straightforward areas of this forest. Cut 
down the grass to collect rupees along the way. When you come to the first 
enemy, a Bokoblin, defeat it with your sword. Further along, kill the next 
two. After that, the girl in the tree will wake up and fall to the ground 
below. You will find her, though her friend is calling for her (the name is 
Tetra). After they leave, Link will automatically follow them out of the 
forest.


Outset Island
-------------

Back atop the summit, Aryll has come to greet Link on a job well done. 
However, things turn bad when the giant bird returns and swipes her away! 
Tetra, you, and the other guy will go down the mountain and be standing by a 
pirate ship on the beach. At first, they refuse to help you, but the mailman 
butts in and explains the situation with the kidnapping. They agree to take 
you, only if you can get a good shield for protection. Go see Grandma, and 
she will give you the Hero's Shield. Now, leave the house and talk to Tetra 
to get going.


Pirate Ship
-----------

After saying goodbye to Outset Island, Link and the pirates set off for the 
Forsaken Fortress, where that giant bird's nest is located. When you can 
move, go down and enter the room below the deck. Head all the way downstairs 
and you will meet Niko. He will demonstrate a test for you, then makes you do 
it. Step on the switch to make 5 platforms come up. Jump from platform to 
platform, grabbing onto the ropes and swinging/jumping to the next platform. 
By accomplishing this, you get to open the chest containing a Spoils Bag.

Following this, Tetra will call to you saying that they've arrived at the 
fortress. Go back upstairs above deck, where you will find it is nighttime. 
Tetra will be hanging out in the crow's nest above, so climb the pole and go 
talk to her. After seeing the large, dangerous fortress, their plan to get 
you inside goes into effect, by means of catapult! You'll get into the 
fortress alright, but your sword will fall and land away from you. You will 
also find that Tetra has given you the Pirate's Charm to keep in contact 
while you're there.


Forsaken Fortress
-----------------

From where you start, head up the steps to the first area where the yellow 
spotlights are. Collect the rupees there without being seen, then grab the 
barrel along the side. Move along with the barrel above you, stopping in your 
tracks when a spotlight comes by. Head all the way up the steps to the top 
area. Now that it's safe to lose the barrel, take it off and head forward to 
a hall. Head right and through that door into the next room.

In this room, swing across via the rope, open the chest to get the Map. Drop 
down to the first floor below, then step on a switch surrounded by barrels to 
open the cell door. Enter there and open the chest to get a Piece of Heart! 
Now, go down the hall to the right and purposely get caught by the guards, so 
they put you in jail. In the jail, get onto the bookcase and throw the pot 
away to reveal a hole to crawl through. Go through to freedom, then run to 
the next room.

From this empty chest, jump across with the rope and enter the room to the 
left. Outside, head left and talk to Tetra (press A). Then, climb up the 
ladder. Throw the pot with 2 sticks in it, then take a stick and defeat the 
enemy with it, sending the first set of spotlights straight upward. Next, go 
north (up on the map) and drop to the lower ledge. Go straight and up the 
ladder ahead, then repeat the process there to clear the second set of 
spotlights.

Now, climb back down the ladder and follow the path down to the lower level. 
This time, head left along the corridor and enter that room. Go forward and 
open the chest to get the Compass. Jump across by swinging on the rope, then 
enter the next room. Out there again, go ahead and to the left. Follow the 
path to a ladder; climb it to reach the final set of spotlights. Defeat the 
enemy like the others, and the threat of being captured by the lights is 
eliminated!

From here, head back down the ladder and path to the hallway. This time, 
enter the room you haven't entered before. Jump across with the rope and 
enter the following chamber. Go forward to the end, then head left. You'll 
see a crate on the ledge; push it off to the area below. Drop down and push 
the crate under the ladder, for easy access to this area in case you get lost 
again. After that, climb back up and enter the next room.

You will find that this next room is heavily guarded by those Bokoblins, and 
they will throw you in jail if they spot you. Grab the barrel to the left and 
use it to hide yourself when needed by staying still. Make your way to the 
steps at the other end of the room. When you get there, enter that room atop 
the steps. Outside, head up the stairs and take cover in the barrel at the 
top.

Once you get up the hill to the left of the enemy, you'll be safe. Continue 
until you reach a gap. At that point, get against the wall and hold A to 
sidle against it. Go along the narrow path to the other side, then continue 
and do it again at the next gap. Head up the steps and you will find the 
Hero's Sword again! However, spikes will emerge and you will engage in 
battle. Defeat the guard and go through the giant doors into the tower. It 
may seem to be a happy reunion with Aryll here, but not for long. The giant 
bird will return and take Link away! He will show Link to an evil man on a 
ledge before throwing you off into the waters below!

Though all may seem lost here, too, a boat comes to your rescue outside the 
fortress. It's a talking boat nonetheless, named the King of Red Lions. It 
will explain the situation with that evil man to you, then mentions that it 
needs a sail in order to get anywhere. The boat has taken you to Windfall 
Island, where you can buy one, so after the scene is over, go around the 
corner and enter the island.


Windfall Island
---------------

Here, head across the field to the northeast, then under the arch into the 
town itself. Follow the path to the top area of town, and towards the Picto 
Box Shop (there's a picture of it over the door). Enter the school to the 
left of it. Talk to the woman, and offer to help her find the 4 children. 
Outside of the school, talk to the 4 children until they surround you. Talk 
again and accept their competition in the form of hide-and-seek. There's one 
behind the Picto Box shop; check behind the stone by the dancing guy to find 
one. At the south of the island, by the Bomb Shop, shimmy along the wall 
behind it to find another one on the ledge. In the northeast area of the 
field, roll into the tree by the old man to knock a third one out. Finally, 
take the path to the left of the school onto a ledge. Check behind the bushes 
to find the last one.

After all 4 have been found and chased after, you will win. They will give 
you a Piece of Heart as thanks. Go into the school and talk to Mrs. Marie 
again, and she will reward you with 50 rupees. Now, head to the jail, which 
is below and behind the Picto Box Shop. There, you will find Tingle inside 
the cell. Release him by stepping on a switch behind some pots. He will thank 
you by giving up the Tingle Tuner, as well as Tingle's Chart. After he 
leaves, enter the cell and pull the crate away from the wall to reveal a 
secret passage. Enter it.

Inside the passage, go straight and take the right turn. Take the first left 
ahead, then go straight to the end. Turn right, then left, then go all the 
way straight again. Turn left at the end, then take the first right. Turn 
right again, go all the way straight, and head into a room at the end. Open 
the chest to find the Picto Box! Now, go back out the same way you came, then 
exit the jail.

Back outside, head to the northmost area of the village. Go right past the 
building with steps leading into it, and look behind the boxes to find a guy 
in a hooded jacket. Talk to him over the counter and buy "that" for 80 
rupees. This turns out to be the sail you need for the boat! Now that you 
have what you need, and then some, head back south to the King of Red Lions. 
Board the boat by pressing A, then equip the sail to an item button and set 
sail!


Great Sea
---------

Out on the seas, which will act as the "overworld" throughout the course of 
this game, you will be doing much travelling here. For now, just follow the 
wind direction (the yellow area behind you) and head eastward. Collect rupees 
on the way if you wish, and you'll eventually reach this tall island in the 
distance.


Dragon Roost Island
-------------------

Once you dock here, the King of Red Lions will give you the Wind Waker baton, 
and teach you how to play with it. After you've gotten that down pact, head 
forward and to the left. Use the Bomb Flower to destroy the large boulder in 
your way. Continue onward and use another Bomb Flower to clear the boulder to 
the right. Head along the path, then grab the Bomb Flower at the end. Go up 
the gray path and throw it at the boulder to clear it. Climb onto that 
plateau and sidle along the wall ahead.

Grab the 5 rupees at the other side, then drop to the ledge below. Use the 
Bomb Flower to clear a boulder ahead. Continue through the cave until you 
meet the postman, who will fly ahead to let everyone know you're here. Go up 
the path and into the cave to enter the village area. Inside, you will talk 
to the Rito tribe chief to learn about Valoo the dragon, and their coming of 
age rituals. Choose to help his son, Komali, and they will agree to help you. 
You're also asked to find Medli and retrieve an item Komali should be given. 
After the chief is done, another Rito will give you the Delivery Bag.

Now, head up the path around the perimeter of the room. Enter the first room 
you come across, and talk to Medli inside. She will give you Father's Letter, 
which you will put in the Delivery Bag for safe keeping. Go downstairs and 
head through the doorway that does NOT lead outside. Go down the hall and 
enter the room at the end; that is Komali's room. Go in and give him Father's 
Letter, and he will make you a deal. He will listen to anything you have to 
say, if you can get through Dragon Roost and meet Valoo.

Leave Komali's room and take the long hall leading outside. There, go along 
the ramp and drop down to meet Medli again. Choose to help her reach the 
upper ledge by throwing her. Pick her up and stand on the upper ledge behind 
you. Wait until the wind is blowing towards the ledge ahead, then throw her 
at it. After she gets there safely, she will give you a Bottle as thanks. 
Now, head back and climb up the wall, then head back inside. Go left and out 
through the regular exit.

Back outside, head all the way down the mountain again to where you started. 
This time, go through the path that travels through a cave. You'll find a 
platform with one stone slab, and another broken one next to it; that's the 
wind god's shrine. Go up to the left one and pull out the Wind Waker. You 
will learn the Wind's Requiem here. Following this achievement, Zephos, the 
god of wind, will appear. He warns of his brother, Cyclos, who may be sending 
cyclones down on you when you're at at sea, so be careful. After Zephos 
leaves, head back up the mountain and inside the main center. Head right and 
along the path leading outside from there.

Back here, go down and fill the Bottle with some water. Go back up and throw 
the water on the red plants to grow a Bomb Flower. Throw the Bomb Flower at 
the boulder covering the spring, then the spring will flood the area. Swim 
across and climb onto the ledge over there. Toss a Bomb Flower into the first 
green pot that the statue is holding. That'll cause the statue to fall, 
acting as a stepping stone for you crossing the lava. Repeat this on the next 
statue, then jump across to the other side. Then, go straight ahead into the 
Dragon Roost Cavern, which is the first actual dungeon of the game!


Dragon Roost Cavern
-------------------

Starting off, go forward to find a few blocks preventing you from continuing. 
Pull out the first gray one, then pull the second one to the left, then enter 
the second room. Defeat the enemies in there, and pick up the stick one of 
them drops. Pick it up and carry it by the torch to light it up. Light the 2 
unlit torches across the room to make a chest appear; open the chest to get a 
Small Key. Unlock the door and continue onward. Go ahead and cut through the 
wooden planks blocking your path, then enter that area.

Follow the path to the left, jumping across the first gap you encounter. At 
the second one, drop to the platform below. Pull the block from the wall, and 
climb onto it, then jump onto the other wooden ledge and continue. Towards 
the end of the drawbridge, use the Bomb Flower to clear the boulder ahead. Go 
through the door into the next room. Here, you will see many pots filled with 
water. The trick here is to throw them into the lava, creating a platform for 
you to stand on. Do so to reach the left ledge, where you'll get a Map. Then, 
get to the other ledge and head into the following room.

In this room, defeat the sword-wielding enemy that busts through the back 
room wall. After you kill it, take its sword and use it to cut through the 
other wooden wall, as your sword isn't strong enough to do it. Climb onto the 
upper ledge ahead and kill the Red ChuChus, then cut through that wooden wall 
as well. Open the chest to find a Small Key. Go back down and head down the 
southwest path (see your map for help), into that room. Pick up a rock nearby 
and throw it at the Bomb Flowers on the wall. This will activate them, 
destroying the boulder in your way. Continue up the path to the locked door. 
This time, unlock it, then enter that room.

Here, head left and defeat the Red ChuChus you see. Cut through the weak 
wooden wall and defeat the stick-wielding enemy. After you kill it, take the 
stick and ignite it via the nearby torch. Burn down the other wooden doorway 
and step on the switch to unbar the doorway. Go through and you will be 
outside again. Go across the bridge and defeat the enemy, then climb up the 
ladder. Watch out for the fire shooting from the wall on the way up. At the 
top, defeat the bird, then sidle along the narrow path when the fire isn't 
shooting. Go around the corner, then jump to the upper ledge. Don't climb 
onto it though, instead hang from it and move to the left. Once at the other 
side, climb up and get onto the next platform above. Use the Bomb Flower to 
clear the boulder ahead, revealing a door. Go through the door, back inside.

Here again, go forward to see many blocks stacked in wall formation ahead of 
you. Pull each column outward, then climb up them all and head into the next 
room. Pull the block out of the left wall, and climb onto the platform above. 
Break the pot with the sticks inside, and use one stick to make a torch. Open 
the chest to get a Compass, then throw the torch across the pit to the wooden 
wall, burning it down. Get onto that ledge and open the chest to find a Small 
Key. Use it to enter the next chamber.

In the following outdoors area, go up the gap-filled path to the top. Kill 
the bird in the nest and take the Small Key it was guarding. Unlock the door 
nearby and go inside once more. Get a stick by destroying the pots, then 
light it with the torch and continue along the path. In the next large area, 
light the unlit torch, then defeat all the bats. Make sure you burn down the 
wooden doorway as well. Open the chest to get a Joy Pendant, then light 
another stick to make a torch. Go down the other path and light the 2 unlit 
torches to open the door, and head into that room.

In here, use a Bomb Flower to uncover the warp pot to the side. Cross the 
drawbridge and enter the next room. Defeat the sword enemy in here, then 
climb the ladder and go around the path to find sticks in a pot. Take one and 
drop to the lower area, then light it up and light the final torch to reveal 
a chest. Open it and you will find a Treasure Chart. Now, destroy every 
single pot in the room (including the one on the ledge below the second 
level). Defeat the 2 enemies hiding in the pots, then climb the ladder and 
enter the now-opened room.

Use a water pot to make a platform leading to the center area. Get there and 
defeat the fire centipede. Then, get back to the first platform, and recreate 
a platform to reach the center area. Grab a second water pot and take it to 
that center platform, and throw it where the geyser comes out. Jump onto that 
platform and the geyser will shoot you up a floor. Jump onto the wooden ledge 
when you get to the top. Follow the path to a doorway leading into the next 
room. There, use the Bomb Flower to clear the boulders, uncovering a warp 
pot, as well as another doorway. Go through the door to end up outside yet 
again.

Upon going outside, you will see a scene with Valoo the dragon, atop the 
volcano. Run up the steps that fall out after you step on them, and enter the 
arena. Defeat all the enemies you are put against, and Medli will be freed. 
She will tell you what's bothering Valoo, and give you the Grappling Hook to 
help you out. Go up the steps and Medli will help you with where to use the 
hook. Use it on the ledge she stands on, and get across to the other ledge. 
Continue onward and use it again to get across a second pit. Break through 
the wooden wall and drop to the area below, by the door you came from before.

This time, use the Grappling Hook to get from platform to platform on the 
side. At the end, enter the new room. Head across the drawbridge, defeating 
the 2 enemies you encounter. After you beat them, a chest will appear on a 
ledge below. Go back across the bridge, cutting apart the wires holding it 
up. When that's done, go across and the bridge will break, sending you onto a 
narrow platform below. Open the chest to get a Joy Pendant, then enter the 
room across the way.

In this room, go right and into the giant cage. Do a spinning sword attack to 
cut all 3 ropes at once, causing the bottom to fall onto the fire geyser when 
it stops. After it falls, jump onto the next ledge and follow the path into 
the next area. Jump across a couple platforms and head up a ladder to the top 
platform. There, look at the ceiling in the center area to find a pole you 
can grapple onto. Use the Grappling Hook to hang from it, triggering a switch 
that opens the door on the platform you're on. Jump backward onto it and 
enter that room.

Here, grapple onto the pole above. When you're in mid-swing, hold R to stop 
swinging. Turn to the right and use Up and Down on the Control Stick to swing 
again. Get onto that right ledge and jump/grapple your way into the next 
room. In this next room, go forward and fight the centipede. Do not kill it; 
hit it until it rolls into ball form, then place it onto the switch. With 
pressure being on the switch, open the chest to get the Big Key!

Now, it is time to backtrack a bit. Make your way back to the large room with 
a Bomb Flower and a warp pot in the corner. From that point, use the 
Grappling Hook to get across the lava pit in the center area. Open the chests 
on the side to get a Knight's Crest (Spoils Bag) and 10 rupees. Open the boss 
door atop the steps and enter its chamber. Go forward and the giant boss, 
Gohma, will emerge. Visit the Bosses section for help defeating it. After you 
win, grab the Heart Container and step into the wind swirl to exit the cave.


Dragon Roost Island
-------------------

Back outside, you will watch a scene with Valoo becoming free once again, 
since the evil is gone. You will be returned to the bottom of the island, by 
the shore. Prince Komali and Medli will meet you there, and you will be given 
Din's Pearl, the first of several gems for you to collect! After they leave, 
you will have control, so play the Wind's Requiem and switch the wind 
direction to southward. Board your ship and set sail.


Great Sea
---------

As soon as you get far enough from the island, a fish will emerge and speak 
to you about sea charts. It'll give you a chart of Dragon Roost Island, for 
reference if you wish to return. It'll also explain how you should drop bait 
when you see other fish like him in the water, so you can get charts for 
other islands as well. After he's gone, just head southward as your map 
shows. When you get to where you need to, approach the green islands and you 
will enter the Forest Haven.


Forest Haven
------------

Here, start by jumping up the platforms and killing the Boko Babas on the 
way. Go up the path and use the Grappling Hook to cross the waterfall ahead, 
landing on the piece of ground. Jump across the platforms you can, using the 
Grappling Hook to get to the calm basin. Enter the cave there to reach the 
inside forest area. In here, follow the path up the river until you come to a 
giant face carved into the tree. Many jelly ChuChus will come out of it, 
sticking to the face. Roll into the tree base to knock them out, then kill 
them all.

After you clear the ChuChus away, talk to the Deku Tree. It'll speak in an 
ancient language before lifting you up and speaking in English. It'll 
introduce you to the Koroks - children of the forest. They have a little 
dilemma, however; Makar has fallen into the Forbidden Woods, and needs help 
getting out of there. The Deku Tree offers you an item to help, but you will 
need to climb to the top of the tree to retrieve it. Head left and jump into 
the flower bud. Aim so the next bud stem is directly in front of you, and you 
will be shot out. Go up a few buds, then land on a leafy ledge. Use the 
Grappling Hook on the pole above to reach the next bud, and continue to the 
top where you'll find the Deku Leaf!

From this vantage point, one of the Koroks will call to you to fly onto his 
ledge. Jump towards it and use the Deku Leaf in midair to start floating. 
When you land, continue through the cavern to reach the outside again. Go 
straight ahead to meet another Korok. This one will point out the location of 
the Forbidden Woods ahead, and that you need to fly with the wind to reach 
it. Use the Wind Waker and play the Wind's Requiem. Change the wind direction 
to the southwest, and fly to the small island to the southwest (see your map 
if you are confused). From there, change the wind so it blows to the 
northwest. Wait until the wind tunnel comes near, then jump and fly with the 
Deku Leaf into it. That way you will be pushed higher into the air. Then, 
just glide to the final island and into the Forbidden Woods.


Forbidden Woods
---------------

Starting off, head along the upper-right path, defeating Green ChuChus along 
the way. Open the chest to get a Map, then head to the other side of the 
room. Pick up a giant Boko Nut on the floor, and throw it at the north door 
to clear the vines. Enter the next room through that door. In there, use the 
buds and the Deku Leaf to get to the north end of the room. Make your way to 
the top level and onto the north platform. Use the Bomb Flower to clear the 
door, then go into that room.

In the next room, use your Deku Leaf to send a wind tunnel towards the 
propellers to your left, powering the platform to move towards you. Jump on 
and use the Deku Leaf to power the propellers, allowing you to get across the 
room. Enter the next room. Go across the room and defeat the Boko Babas, 
while avoiding the flying creatures. Use the bud to reach the upper ledges. 
Send a wind gust to the propellers, then ride the platform to the other side. 
Get the Boko Nut and bring it back across, then use it to break the vines 
covering the door, and then enter that room. Use the Deku Leaf to push the 
Boko Nut away from the center area, then use it to break the vines on the 
door. Enter that next room.

In here, go right and use the Grappling Hook to swing over the spiky vine. Go 
across the moving platforms when they come near, then onto the north 
platform. Take the Boko Nut and jump to the center area. Go around and jump 
to the west platform from there, and use the nut to break the vines on the 
door. Jump across the pit, using the spinning sword attack to cut the black 
creatures off you (they are harmless, by the way), then continue to the next 
area. Head to the southwest area through the field, then use a Bomb Flower to 
break the wooden wall. Open the chest inside to get a Compass.

Throw a Bomb Flower over the spiky walls onto the elevated platform to blast 
away that wooden wall as well. Then, go all around this room through the maze 
to that platform. In the small alcove, get a Small Key from the chest. Use 
the bud and the Deku Leaf to get back to the exit door, and leave this room. 
Continue through the next one, into the large room. Get to the north platform 
and unlock the door, then enter a new room. In that room, use the Deku Leaf 
to hit the propellers as you ride the platform across, then go into the next 
room.

In this next area, defeat the enemies and use the buds to reach the upper 
level. On the third tier, enter the room to the north. Here, you will fight a 
giant moth creature, ironically named Mothula. Defeat it by L-Targeting it 
and attacking with your sword when it flies low. After you kill it, open the 
northwest chest to receive the Boomerang. Now, to get out of here, face the 
exit and hold down the button you equipped the Boomerang to. Move the cursor 
over the 2 crystal switches above the door to target them, then throw the 
Boomerang to hit them both, allowing you out of this room.

Back in the previous area, those flying creatures will no longer be a threat 
to you; simply target them and throw the Boomerang to clip their wings fast! 
Get to the nearby door and target the 2 flowers on it, and use the Boomerang 
to clear the vines, then enter that room. Here, use the Boomerang to target 
and cut down all the vines hanging from the ceiling. After they're gone, fly 
across with the Deku Leaf. Open the chest to get a Joy Pendant, then go into 
the following area.

Here, you will see a giant flower in the center area, with blue vines hanging 
it from the ceiling. Use the Boomerang to target/cut them all, causing that 
platform to crash through the floor, allowing you access to the basement. 
Drop down after the platform to the basement level. When you land, enter the 
room to the left. In there, target everything and destroy them quickly with 
the Boomerang (it's an efficient, yet fun way of clearing a room, methinks). 
Jump across the platforms and head to the right side. Avoid the grappling 
vines and Green ChuChus and enter the next room.

Use the power of the Boomerang to cut down the red flower hanging from the 
ceiling, then jump onto it. Get onto the left platform and grab the Bomb 
Flower, then jump onto the flower and throw it at the wooden wall across the 
way. After that's cleared, enter the side room. Defeat the flying enemies 
here, and make your way to the back end of the room across the platforms. Use 
the buds in conjunction with the Deku Leaf to reach the upper level. Use the 
leaf once more to move the platform across with you on it. Take the Bomb 
Flower, then jump onto the platform and throw the Bomb Flower into the hole 
in the middle platform below. This will clear some vines covering a chest in 
there. Drop down there and open it to get a Treasure Chart (#15).

Crawl through the hole in the wall, then exit this room. Climb up the ladder 
and jump onto the red flower platform. Jump across to a chest containing 10 
rupees. Cut the red platform down, then drop onto it. Use the Deku Leaf's 
wind gusts to push yourself down the watery pathway. Defeat the Octoroks by 
knocking their spike balls back at them. At the end of the path, ignore the 
other creatures and enter the next room.

In this room, walk around the path encircling the middle area until you reach 
the top. Then, target all 5 of the crystal switches around the room with the 
Boomerang, and hit them all. Doing so will open a gate below, giving you 
access to that chest. Go down and open it to get the Big Key. When you step 
out, 2 giant Moblins will attack. Defeat them, then get to the top of the 
middle area again. This time, use the Grappling Hook to grab onto a pole high 
above. Swing onto the northeast platform, then enter that room.

Here again, drop down to the area below, and use the Boomerang to clear the 
way. Jump across the platforms and go east into the next room. Use the Deku 
Leaf to turn the propeller to the side, causing a wind tunnel to appear. Jump 
into the nearby bud, then use the Deku Leaf to fly up the current to the 
upper floor. Once there, use the Boomerang to clear the vines on the unopened 
door, then go in that room. Defeat the moth creatures and the enemies that 
stick to you, to open the doors and make a chest appear. Open the chest to 
get a Joy Pendant. Head up the hill into the following room.

In the final room before the boss, cut up all the nuts on the floor. If you 
find a Fairy, bottle it in case you are in trouble during the pending fight. 
When you're ready, open the boss door and be prepared to do battle. Go 
forward in the room, and a giant Boko Baba will grow into a massive bulb that 
hangs from the ceiling. This thing is called Kalle Demos; view the Bosses 
section ahead for help defeating this boss. After you win, grab the Heart 
Container and step into the wind swirl to exit.


Forest Haven
------------

When you return, you and Makar will be in front of the Great Deku Tree. As 
thanks, the giant tree will award you with Farore's Pearl, the second gem to 
be collected! Following this, the annual ceremony of the Koroks will begin. 
This will allow the Deku Tree to sprout new seeds, which the Koroks will take 
and spread around the Great Sea. When you have control again, make your way 
down and out of this forest. Outside, continue down to the King of Red Lions, 
and set sail.


Great Sea
---------

Out on the open seas again, head west and north, as per your sea chart, until 
you reach Greatfish Isle.


Greatfish Isle
--------------

When you arrive here, you will unfortunately find that the island has been 
torn apart. Quill, the postman, will arrive and explain what happened. He 
tells you that Jabun, the sea spirit, has been relocated to Outset Island, 
your home. For now, Quill suggests you head to Windfall Island, and then he 
leaves. So, it's time to set sail once more.


Great Sea
---------

From where you are now, head to the northeast (follow the map, you should 
have Windfall on there from your previous visit) until you reach the island.


windfall Island
---------------

When you arrive here, your ship will point out the pirate ship docked 
outside. Walk onshore and head to the southwest. Sidle along the wall behind 
the Bomb Shop, then climb up the vines and crawl into the building. Inside, 
you will witness a conversation between the pirates, who have tied up the 
Bomb Shop owner. After some conversation, they will mention a secret 
password; remember it!

When they leave, head out of the Bomb Shop and into the town itself. Go to 
the main area by the school and jail, then walk around the grassy path behind 
everything. Jump onto the pirate ship to the side, and try to enter the 
cabin. You will be asked for the password, so input it and you may enter.


Pirate Ship
-----------

Inside, head downstairs to meet Niko for a second time. He will give you a 
test once again, but this one is way more difficult than the first one. Make 
it to the end, and you'll be allowed to open the chest containing Bombs. You 
also start off with 30 of them, even better! Now, leave the ship.


Windfall Island
---------------

Jump from the nose of the ship onto the island again, or swim around to the 
southern plains area. Get to the postbox and check the mail; you should get a 
letter from Beedle, the owner of the shop ship that cruises around several 
islands. He alerts you that he now sells Bombs, and gives you Beedle's Chart 
so you know where to find his shops. Now, head to your ship and set sail.


Great Sea
---------

Out on the open seas once more, sail to the southwest, and get to Outset 
Island.


Outset Island
-------------

When you arrive here again, you should really visit your friends and your 
grandmother. After visiting everyone again, return to the King of Red Lions. 
It'll mention sailing behind the islands and blasting open the room where 
Jabun is hiding. Sail back there and you'll be sucked around a whirlpool. You 
will also see a blue wall alongside the cliff. Blast it from top to bottom 
with your cannon (equip Bombs and use them to shoot from the cannon) until it 
opens. Sail in and you will meet Jabun.

Inside, your ship will talk to Jabun, who speaks in the ancient language 
only. Upon completion of this talk, Jabun will give you Nayru's Pearl, which 
is the final gem you need to collect! After one final warning from Jabun, you 
will both exit the cave. Your ship will tell you that the curse making time 
stay in the night hours is broken. Also, you will now need to place the gems 
at 3 different locations, marked on your map. So, now it's time to set sail 
once more.


Great Sea
---------

There are 3 markings on your map, pointing to each of the Triangle Islands. 
Sail to each island and place the pearls on the designated statues. After you 
do so, the 3 statues will power up and trigger a giant castle to rise in the 
area between the 3 islands. When you're ready, go into the castle walls and 
enter the Tower of the Gods.


Tower of the Gods
-----------------

From the entrance (you will have your ship for much of this place), head 
forward and to the right. You'll notice that the water level rises and falls 
in this tower, too. Wait until the water level goes down, then enter the room 
to the right. When the water rises in here, get onto a ledge on the south end 
of the room, where there's an outline on the wall. Bomb it and open the chest 
inside to get a Map. Then, leave the room. On the boat, go north and onto the 
ledge there when the water rises. Pick up a statue across the room and place 
it on the light spot next to the door, and it will open. Enter that room.

In there, drop into the pit in the middle area when the water lowers again. 
Take a box and place it on the light circle on the ground, making a bridge 
appear above. Climb back out and wait for the water to rise and sink again. 
Cross the bridge and take the statue there back across, and exit the room 
with it in tow. To the right of the door, there is an indentation in the 
ground where you can drop the statue. Put it there and a gate will lower in 
the large chamber. Get onto the boat and head east and south onto dry land. 
Move the statues onto the light circles to open the door, and enter that 
room.

Head into the middle area here when the water level drops. Move the large 
boxes around so they make a straight bridge you can jump across from one side 
to the other. After you do that, get to the first ledge, light up a Boko 
Stick, and jump across the makeshift bridge. Light up the torches there to 
make a chest appear; open it to get a Small Key. Now, leave this room. Sail 
across to the west end of the large chamber, and blast the cracked walls with 
your cannon. When the water rises, go over the wall and up the steps, and 
into the next room. There, open the chest quickly to get the Compass. Ignore 
the fiery skull if you want, then leave the room.

Back here, get a Boko Stick and light it up, then when the water is low, go 
down the steps and light the torches to make a chest appear. When the water 
rises, open it to get a Joy Pendant. After the water goes down once more, 
open the locked door and enter that room. Defeat the electrical ChuChus in 
here to make a light staircase appear. Go up and take the statue there out of 
the room. Go up the steps outside and place the statue where it belongs to 
stop the waterfall from flowing. Go back to the ship and sail to the now-
clear area, and enter that room.

In this room, throw a bomb at the laser-shooting eye, timing the throw so it 
hits the spinning part. After that's done, avoid the rats and move the 2 
statues onto the light circles across the room. Step on the last circle to 
activate moving platforms. Jump back and forth between them while moving 
upward, then enter the door at the top. In the next room, continue into the 
east room, as it's the only open one right now. Go across the moving platform 
to the other side, and into the following chamber.

In here, cross the room via the light steps, and press R to call the statue 
down. It'll now follow you, so carefully walk around the path to the other 
end. When you reach the end of the path, lift up the statue and jump the gap, 
then go into the previous room. Make your way back to the large 4-way room. 
In there, the statue will hop up to where it belongs. A stone slab will rise 
in the middle area; go to it and play the song on it with your Wind Waker. 
You will now have learned the Command Melody. The slab will vanish and the 
west room will open, so head into there.

Here, use the Deku Leaf to send away the fiery skulls (Red Bubbles). Use the 
Grappling Hook to cross the large pit, then go into the room at the other 
side. Use the Grappling Hook to cross another gap, and call the statue down 
from its perch. Walk to the light circle and stand on it yourself, then use 
the Command Melody to control the statue yourself. Hop it across the light 
bridge that is formed, then press R to return control to Link. Cross the gap 
with the Grappling Hook, and carry the statue into the previous room. Place 
it on the light circle to open another door. Grapple yourself over to that 
ledge and enter the new room.

Inside this chamber, you will be put against the Darknut. Defeat him by using 
L-Targetting. When he tries to swing his sword at you, jump to the side and 
slice him in the back. After you cut off the armor, continue the attack until 
his sword is dropped. Then, just continuously target and attack until it's 
over. Open the chest that appears to receive the Hero's Bow. Now you have the 
ability to shoot arrows! Now, head back out of this room. Back in the 
previous room, shoot an arrow at the eye on the wall to make 2 platforms move 
back and forth. Go across to the left side and take the statue across the 
platforms to the other end, then go into the large 4-way room. The statue 
will reach its resting place, thus opening the last door. Enter the north 
room.

In there, go forward and jump onto the hanging platforms. Jump to the right 
and enter that room. There are 2 eye switches you can hit here. Shoot the one 
on the vertically moving platform, then the one above the door you came in 
through. That will make a chest appear on a high ledge. Ride the vertical 
platform upward and jump onto the ledge next to it. Open the chest to get a 
Small Key. Fly back to the door with the Deku Leaf, and leave the room. Go 
into the water and climb the ladder onto the dry ledge.

From here, pick up 2 statues on the ledge and throw them onto the left 
platform, weighing it down. Stand on it and time a bomb throw so it explodes 
when it hits the left wall. Go into that side room. Stand on the spiral 
circle and play the Wind's Requiem to make a large chest appear. This will 
also activate the Armos Knights around the room. Open the chest quickly to 
get a Treasure Chart, then run out before the Armos hurt you.

Back in the previous room, climb up the ladder to the first ledge again. 
Throw 2 statues onto the right platform this time, then jump across the other 
one to the upper ledge. Unlock the door and go into that room. Get onto the 
high block and use the Deku Leaf to fly over the light beams blocking the 
path. At the other side, call the statue to come down. Use the Command Melody 
to take control of the statue. Walk it through the beams and onto the light 
circle to shut off the beams. Return control to Link, then take the statue 
and exit this room.

Here, put down the statue for now, and use arrows to kill the Wizzrobe across 
the way. Then, jump across to that ledge and take 3 statues, and throw them 
all onto one of the sinking platforms to weigh it down. Get back to the other 
ledge and take the statue. Jump across the platforms and go into the 4-way 
room again. In there, this last statue will take its proper place. This will 
activate all the statues, causing a column of light to appear in the middle 
area. Go into it to reach the upper level.

Up there, start by destroying the beam statues by using Bombs. Then, pick up 
the 2 Armos states and place them on 2 of the light circles on the floor by 
the beams. Stand on the third one to clear the beams, then go and open the 
chest to receive the Big Key. Now that you have this key, defeat the Armos 
Knights by hitting them from behind, and running when they start spinning to 
avoid the explosions. After that, go into the north room. Out here, go up the 
steps along the outside of the tower. Defeat all the beam statues with Bombs, 
and the birds with your Sword. At the top, break the pots to get bombs, 
arrows, 10 rupees, and a fairy. When you're ready, enter the boss room. Here, 
you will face Gohdan; read the Bosses section for help defeating it.

Upon winning, take the Heart Container and step into the light column. You 
will end up atop the tower outside. There, climb the ladder and use the 
Grappling Hook to ring the bell in the tower. Upon doing so, you will be back 
on your ship, sailing into a ring of light. You will sink all the way under 
the water, to the remnants of Hyrule Castle, which is all in black and white.


Hyrule Castle
-------------

When you dock and the ship leaves you off, enter the castle itself. You will 
find that everything is frozen, including all the guards and statues here. Go 
down into the room, and you will find an insignia of the Triforce in the 
floor. However, this puzzle is way more difficult than it may seem at first. 
There are 3 triangle-shaped blocks around the room. You must push them around 
so each fits in the proper formation atop the Triforce symbol. Once you do 
this, the blocks will sink and the Triforce will glow, causing a statue to 
move, revealing steps into the basement. Go downstairs.

Head down the steps to the side, then up the steps leading to the back. 
Approach the Master Sword and take it from its pedestal. Upon taking it, 
however, all of the castle will reanimate, meaning you have to fight and kill 
all the enemies to escape. Start by leaving the basement, where the statue 
will slide back into place. You will now be left to fight many Darknuts and 
Moblin guards here. Defeat everything, then go up the steps and exit the 
castle (a barrier will block your exit until you get everything, so you are 
aware). Board your ship and go into the ring of light to leave.


Great Sea
---------

Back in the non-illusion world, it's time to revisit Forsaken Fortress and 
save Aryll, now that you have the Master Sword. So, sail to the northwest 
corner of the grid towards the fortress. When you're outside, sail around 
until you find the wooden door. Blast it with your cannon to open it, then 
sail into the fortress compound.


Forsaken Fortress
-----------------

In here for a second round, start by going up the steps to the main area. 
Avoid the spotlights and head towards the wooden entrance of the tower. When 
you approach it, Phantom Ganon will appear. He'll shoot an energy ball at 
you; simply smack it back with the Master Sword until it hits him. At that 
point, run in and slice the phantom with your sword. Repeat this until he 
leaves. A couple doors will open, and a chest will appear. Open the chest to 
get the Skull Hammer.

Now, head into the open door in front of you. In this room, avoid the rats 
that throw Bombs at you. Use your new hammer to pound down the stakes to the 
left, then head down the hall. Defeat the Moblin guards this time around, and 
go through the door at the far end. Defeat some more Bomb-throwing rats, and 
the Floor Master (dark hand that comes out of the floor). Continue down the 
next hall and kill a Moblin, then enter the room at the end. Avoid the laser 
being shot at you, and climb up the bunk beds to the top. Use the Deku Leaf 
to cross the gap onto the other ledge. Defeat the guard, then pound down the 
stakes and enter that room.

From here, go straight down the hall into the following chamber. Go around 
the perimeter of the room, defeating some Moblin guards. At the back end, go 
up the steps and through the door to be outside again. Run up all the steps 
and follow the path around the tower. Sidle along the narrow walkways when 
you have to, being careful not to be spotted by the spotlights. You won't be 
jailed this time if you are spotted; they will just shoot cannons in your 
directions, so watch out. If you want to be really safe, go knock out all the 
spotlights like you did early in the game (you don't have to).

When you make it to the very top, you will find a switch. Pound it with the 
Skull Hammer to open the final door. Enter that room. You will find Aryll and 
the other prisoners here, but you cannot free them. Tetra and her pirates 
will appear and open the door for you, then take the other girls away. Tetra 
will notice your Master Sword, and become shocked that you have it. Anyway, 
they will take Aryll to safety, leaving you to face off against the giant 
bird. Run up the paths spiraling the tower as quickly as you can, while the 
bird destroys the paths behind you. Once you reach the end, it'll block your 
progress, so smash its beak with the Skull Hammer to knock the bird out.

Continue to the top of the tower, and the bird will reemerge. The open tower 
will close, and battle will commence. Visit the Bosses section for help 
defeating the giant bird known as the Helmarog King. After you win, take the 
Heart Container and continue up the path. Enter the cabin of Ganondorf. After 
some conversation and storyline plots being revealed, you and Tetra will be 
whisked away by the Ritos. and Valoo will put an end to Ganondorf's cabin. 
Valoo will fly you and the King of Red Lions to the entrance of Hyrule 
Castle.


Hyrule Castle
-------------

Upon your arrival, a voice will call to you through the Pirate's Charm, 
beckoning you and Tetra to proceed. Enter the castle and head to the 
basement; the path leading downstairs is alredy opened. Here, you will learn 
much about the fate of the legendary Hyrule, Tetra, and the Master Sword 
itself. You will then be instructed to return above the water and go to the 
place where the Master Sword can regain its power. You'll then exit the 
basement. Run up the stairs and outside of the castle. Board the boat and 
sail into the light ring to return to the surface.


Great Sea
---------

Back here, your boat will tell about the Triforce of Courage, and how it was 
split into 8 shards. They are all scattered beneath the sea, for you to find. 
That isn't necessary to progress right now, so I'm not going to be collecting 
them at this time. However, there are several new items and upgrades to be 
collected now. First would be the cyclone god, Cyclos. He resides in one of 
the giant cyclones that appear above the sea. If you spot him, shoot him with 
3 arrows to end the cyclones. He will teach you the Ballad of Gales, which 
allows you to warp to certain islands.

Next on the agenda should be warping to Mother & Child Isles with the new 
melody you learned. Here, you will meet a special Great Fairy, who will give 
you the ability to shoot Fire Arrows and Ice Arrows! After this, you may want 
to visit Windfall Island and learn the Song of Passing from the man that 
dances on the cliff behind the Bomb Shop. You may also want to start seeking 
out and visiting the Great Fairies throughout the world. That way you can 
carry more rupees, arrows, bombs, and have an extended magic meter, too. 
Also, collecting Treasure/Special Charts and Heart Pieces wouldn't be such a 
bad idea, either.

Whenever you are ready to progress in the game, head to Fire Mountain; it's 
just south of Dragon Roost Island.


Fire Mountain
-------------

When you arrive here, get somewhat close to the base of the volcano. Shoot an 
Ice Arrow at the lava on the top to freeze/shatter it, opening a hole to fall 
into. You now have 5 minutes to get in, get the Power Bracelets, then get 
out. As soon as you get control again, swim to the base of the mountain and 
start jumping up the ledges along the sides. When you make it to the top, 
drop into the hole. Inside, jump across several platforms to the last area. 
Defeat the 2 centipedes to make a chest appear; take the Power Bracelets 
inside. Now, use the new accessory to lift the head-shaped rock nearby. Go 
through that passage and into the light column to exit.


Great Sea
---------

Now that you have the Power Bracelets, you can progress further towards the 
Earth Temple, which lies ahead. So, sail to the southern area of the grid, to 
the island just east of Outset, known as Headstone Island.


Headstone Island
----------------

Here on this island, lift the giant stone head out of the way, then enter the 
cave. Inside, approach the wall and take out the Wind Waker to play. Play the 
song on the wall and you will learn the Earth God's Lyric. Upon learning it, 
the ghost of a Zora sage, Laruto, will appear. She will tell you to seek out 
another harp player to open the temple for you. The only person that comes to 
mind would be Medli of Dragon Roost Island, so exit this cave and board your 
boat again. Use the Ballad of Gales to warp there quickly.


Dragon Roost Island
-------------------

When you arrive here, head up the ledges and paths into the mountain. Use the 
Grappling Hook to cross the path, then continue into the village itself. Go 
up the hill to the upper level, and enter the second doorway to the left, 
bringing you outside again. There, head right and use the Grappling Hook to 
cross the large gap. Continue up the ledge and then up a ladder. Go forward 
and you will meet Medli again. After she's done talking, take out the Wind 
Waker and play the Earth God's Lyric for her. She will be visited by the sage 
Laruto, and will gain knowledge of the situation. At this point, you will 
have to take Medli to Headstone Island again. You'll already be on your boat, 
so warp to Outset Island and sail east to Headstone.


Headstone Island
----------------

Back at this island, your boat will give you advice on what to do inside the 
temple. Heed those directions, then enter the cave. Play the Earth God's 
Lyric in front of the marked up wall, and Medli will assist in playing on her 
harp. Doing so will open the way to the Earth Temple, which you will both 
enter right away.


Earth Temple
------------

In this temple, you have to complete it while working co-op with Medli, since 
she has to make it through as well. Start off this comradery by picking her 
up and flying across the gap, then entering the second room. In here, defeat 
all the enemies, then carry Medli up the left stairs. Jump towards the first 
switch platform with her carrying you, then have Link stand on the first 
switch. Drop Medli and control her with the Command Melody. Fly her to the 
other switch and step on it to open the door below. Fly Medli to the ground, 
then give control to Link again. Carry Medli into the next room.

In the next room, defeat the regular ChuChus first. Take control of Medli and 
stand her in the circle of light, then reflect light at the Dark ChuChus to 
freeze them. Revert control to Link and throw the statues to kill them. Now, 
have Medli reflect light on the transparent chest to make it fully appear. 
Open it to get a Map. Now, continue to the following room with her. In here, 
go to the right light circle and control Medli. Have her shine light into the 
smoke, revealing a switch. Return to Link and pound that switch with the 
Skull Hammer to open a door. Go south into that room.

Here, defeat the 2 Red Bubbles by sending wind gusts at them with the Deku 
Leaf, then cutting the skulls apart with the sword. Climb the ladder and pull 
the block on the ledge until it stops moving, revealing a hole in the wall. 
Go down and get Medli to stand in the light, and reflect it on the 
transparent chest. Open it to get a Small Key. Now, go back to the previous 
area. Head north and unlock the door, then enter that room. In there, burn 
down the curtain with a Fire Arrow, then defeat the regular ChuChus. Take 
control of Medli and freeze both the Dark ChuChus, then switch to Link. Place 
both on the switches to make some steps appear. Quickly run up them and push 
the block off the ledge to open the door. Control Medli and have her fly up 
there, then carry her into the next room.

In this room, defeat the Floor Master, then push the first block into its 
slot to open the ceiling, letting light into the room. Control Medli and have 
her shine light on the swirl symbols on the lower portions of both walls to 
reveal a block, and a warp pot. Pull the block out, then push it along the 
track until it stops, opening a door above. Have Medli reflect light on the 
statue atop the last block, then push the block to make a chest appear. Climb 
up to the upper ledge and open it to get a Compass, then have Medli fly up 
there. Carry her into the next room.

In the following chamber, go up the steps and put down Medli, then defeat the 
Moblins. Control Medli and have her fly to a high ledge by the light, and 
shine light on the Poes below to defeat them. After they're gone, some stairs 
will be lowered; carry Medli into the next room that is open. Drop into the 
pit and walk past all 5 coffins to open them. Defeat the ReDeads (zombies) 
and take the Small Key, then climb back up the ladder and take Medli back a 
room. Enter the other room now, since you can do so. There, you will be alone 
to fight 3 Stalfos wielding maces. Attack the body with L-Targeting until it 
falls apart, then attack the head until it dies. Repeat this for all the 
Stalfos. Open the chest atop the stairs to get the Mirror Shield.

Now that you have this temple's treasure, the ceiling will open, letting some 
light in. Go down into the light and reflect it at the moon symbol above the 
door until it becomes a sun, then leave the room. Kill all the enemies here, 
this time using your Mirror Shield to kill the Poes. After that, get Medli 
and continue down to the next room. Continue backtracking until you reach 
that room with the smoke. Once you get there, take control of Medli and have 
her reflect light at one of the moon symbols acting as eyes for the giant 
head in front of you. Have Link reflect into the other eye, making the giant 
head glow with sunlight, thus opening a new passage. Take Medli downstairs 
and into the new room.

Down in the basement now, head around the corner and put down Medli. Use Ice 
Arrows to defeat the 2 Blue Bubbles flying ahead. Carry Medli to the other 
end, and play the Earth God's Lyric to open the way ahead. In that new room, 
defeat the ReDeads by reflecting light onto them to stun, then slice them 
apart with the sword. Then, reflect some light at the 2 mirrors, which will 
cause 2 statues to crumble, unblocking a couple doors. Finally, reflect light 
onto the middle statue, crumbling it as well. Then, take Medli and enter the 
room to the west.

In here, go around and run across the smoke-filled room while avoiding the 
Floor Masters. At the other end, wait until the effects of the smoke wear 
off, then open the chest for a Small Key. This will also clear the room of 
smoke, lucky for you. Now, before you leave, kill all the Floor Masters to 
make another chest appear; open this one to get Treasure Chart #20. Then, 
leave the room with Medli in tow. This time, enter the east room. Get across 
the smoke field without being caught by a Floor Master. At the other side, 
pull the statue into place, then smash the switch with the Skull Hammer, 
causing light to reflect into another room. Go back around and get Medli, 
then exit the room.

From here, push the block in the middle area towards the back wall, then 
climb onto the upper ledge. Control Medli and fly her onto the same ledge. 
Revert control to Link, then carry Medli into the following room. In here, 
defeat the Red Bubbles and Poes. Then, stand in the light and reflect it onto 
the statues against the wall to crumble them. Collect the 10 rupees and magic 
decanter, then take control of Medli. Stand her in the light and reflect it 
to the right of the light source. Revert control to Link, then reflect that 
reflection to the statue against the back wall. After it crumbles, take Medli 
to the next chamber.

Here, head north with Medli, watching not to get crushed by the falling 
coffin covers, as well as the Keese. At the end, play the Earth God's Lyric 
to open the way forward. After the wall crumbles, enter the next room with 
Medli. In there, go down the steps to the round room. Take the downward path 
down some more steps, to a green wall. Climb down it into the room below. Fly 
with her to the lower section of steps, then carry her into the following 
room.

This next room is just one giant puzzle, so be ready to go back and forth 
several times to complete this. Start by controlling Medli and flying to the 
middle high area. Step on the switch to open the ceiling, shining light upon 
the area. Switch back to Link and drop down to the area below. Head to the 
right, push that mirror until it stops in its correct position, reflecting 
the light. Go back to Medli and stand on the pedestal where the light is 
reflecting towards, and reflect that to a statue in the middle area, clearing 
it. Have Medli reflect light to a round platform to the north, then switch 
back to Link. Climb onto that pedestal and reflect that light on the markings 
on the wall to clear it.

After the wall is cleared, pull that mirror out and to the left until it 
snaps into place. Also, if you haven't already, pull out the mirror that was 
behind the statue Medli crumbled a moment ago. Then, get to the southeast 
area of the room and pull that mirror into its proper spot as well. Now, take 
control of Medli and fly to the pedestal that the light beam passes over. 
Reflect that to a statue in the middle area, crumbling it. Revert control to 
Link, and pull out the newly exposed mirror. Go to where Medli is, and 
reflect the light at the lone mark on the wall to reveal a hidden passage. Go 
into that room.

In here, shine light on the coffins to open them. Defeat the Stalfos, then 
pull out the block and climb up to the upper ledge. Open the chest for 
Treasure Chart #12, then go back out of here. Back here, take control of 
Medli. Fly her to the pedestal where the light beam ends. Have her reflect 
the light to a round platform to the right and below, then get control of 
Link. Have him reflect that light to the 4 marks on the other wall, clearing 
the way for another mirror. Pull that one out as far as it can go, then take 
control of Medli once more.

With Medli, stand on one of the round platforms to the north with the light 
passing on it. Reflect that light to one of the moon symbols in the giant 
head to make it glow. Control Link and have him do the same for the other 
side. This will open the way to another room, as well as making the 2 chests 
in the room appear. Open them to get a Joy Pendant and 50 Rupees, then go 
into the new room to the north, with Medli of course. In here, defeat the 2 
Blue Bubbles and the Darknut to open the way to a chest. Open that to get the 
Big Key.

Now, leave this room with Medli in tow. In the mirror room, get to the 
ladder, then climb up as Link. Control Medli and fly her up to the higher 
ledge, then revert controls to Link. Take her into the next room. In the 
round room again, climb the vines with Link, then as Medli, fly to the upper 
ledge. Take back control, then carry Medli to the doorway ahead. From there, 
with Medli carried overhead, fly across the pit to the west end. Open the 
boss door and continue into the final chamber. You will find many colored 
Poes in here, forming the boss known as Jalhalla. Visit the Bosses section of 
this guide for help defeating it.

Upon defeating Jalhalla, collect the Heart Container and step into the light 
in the middle of the Triforce insignia. Medli and Link will play the Earth 
God's Lyric once more, causing the Master Sword to regain its original power! 
However, all is not fixed, and you are told to go to the Wind Temple to fix 
the sword further. You will then exit the temple shortly afterward.


Great Sea
---------

From here, set sail towards Ice Ring Isle (2 islands to the east, then 1 
north). You could warp to the Forest Haven and sail west from there, if you 
wish to save time.


Ice Ring Isle
-------------

When you arrive here, take out a Fire Arrow and shoot it at the icy breath of 
the dragon head. This will thaw out the island for 5 minutes, giving you time 
to get inside and collect what you need. Do so, then climb onto the low level 
of the outer section. Get to the west side, then climb up a couple platforms 
and follow the path around. At the end of the path, jump onto an ice platform 
in the water. Jump onto the next one when it moves close enough, then onto 
the last one. Jump to the rocky ledge and go up the steps into the cave 
below.

Inside, defeat the Keese when they get close, then go straight. Cross the 
first bridge, then continue onward. Slide down the short path ahead. At the 
end, open the large chest to get the Iron Boots. Now, to get out of here, 
take the side path along the wall while wearing the Iron Boots so you don't 
fall. Walk into the room the wind is blowing from, and drop to the room 
below. In there, use Fire Arrows to melt all the ice blocks, then defeat the 
enemies that emerge to make a light column appear. Go into it to exit the 
cave.


Great Sea
---------

From this island, get onto your boat and sail to the far north. Head to the 
marked spot on your map; that is Gale Isle.


Gale Isle
---------

Upon docking here, put on the Iron Boots and walk against the wind gusts. 
When you make it to the wind statue, smash it apart with the Skull Hammer. 
Now the wind will no longer bother you when you return here. Anyway, enter 
the cave. You'll see some markings on the back wall; play the song on the 
Wind Waker to learn the Wind God's Aria. Upon completing this, a sage known 
as Fado will appear and speak to you. He will tell you to find another violin 
player and bring him here to open the Wind Temple. So, exit the cave and 
board your boat, then warp to the Forest Haven.


Forest Haven
------------

Here, instead of going up the path past the Boko Babas, head to the left. 
You'll see some music notes coming out of a waterfall. Face the falls and 
grapple onto the pole high above, then swing into the waterfall. Inside, go 
meet Makar again. Play the Wind God's Aria for him, and the sage Fado will 
reappear and play, too. This will cause Makar to reawaken as the sage of the 
Wind Temple. He then decides to accompany you to the Wind Temple. You'll be 
outside again after this, so warp to Windfall Island, then sail north to Gale 
Isle.


Gale Isle
---------

Back here, your boat will give you a warning before you go inside. After 
that, enter and play the Wind God's Aria once more at the wall. Since Makar 
is playing it, the temple will open up. So, go inside.


Wind Temple
-----------

Starting off, simply pick up Makar and enter the second room. In there, use 
the Command Melody to control Makar. Fly through the wind and step on a 
switch to stop the wind. If you want 100 Rupees, have Makar plant 2 trees in 
the soil on the ground, then open the chest with Link. Anyway, have Link jump 
on the spring switch with the Iron Boots, then take them off to be sprung in 
the air. At the highest point of that jump, use the Deku Leaf to get to the 
ledge where Makar is. Then, take him and enter the next area. Defeat the 
Armos, then use the Deku Leaf to turn the propeller, opening the door. Go 
forward with Link, then take control of Makar. Plant 2 trees to open the 
door, then with Link, take Makar to the next room.

In the next room, take control of Makar right away. Fly to each ledge, 
planting a tree on each. This will open the door. However, some Floor Masters 
will appear and swipe Makar, which means you have to rescue him elsewhere! 
So, enter the room to the east for now. You'll find Makar imprisoned in a 
jail to the side. To start the great rescue, head straight into the next room 
to the east. In here, go forward and drop to the area below. Defeat one Floor 
Master, then blow open the door via propeller. Defeat the second Floor 
Master, then blow wind to close the door. Use the spring switch to reach the 
upper ledge, then enter the next room around the corner.

In this room, fly into the updraft with the Deku Leaf, and land on the ledge 
in the corner. Push the switch, then fly onto the platform to the right. From 
there, fly all the way south and open the chest to get the Map. Now, fly back 
north to the updraft, then head west and into another one. Land on the 
platform in the gated wall ahead, then fly to the final ledge and enter the 
next chamber. There, stomp the switch with the Iron Boots to open the floor. 
Drop down to the basement level. When you land, enter the south room.

There, stand on a cracked tile and use the Iron Boots to fall through. Defeat 
the enemies below. Move the spring switch block onto the odd tile across the 
room, then put the other block right next to it. Use the spring switch to 
reach the upper level again. Open the chest to get a Small Key. Before you 
leave, stomp through another cracked tile, go down, come up, and do it again. 
Do this until all 5 cracked tiles have been fallen through. Open the chest 
that appears to get Treasure Chart #35. Anyway, exit this room, and enter the 
locked door across the way.

In here, you will be faced with a barrage of toughies to fight. Defeat the 
Darknuts, Wizzrobes, Moblins, and Keese that come at you. After they're all 
gone, open the chest to gain the Hookshot! Now, use the Hookshot to reach a 
ledge with a switch on it. Pound the switch with the Skull Hammer, then leave 
the room. Back here, use the Hookshot to make your way up the ledges going up 
alongside the room. At the highest one you can get onto, use the Deku Leaf to 
fly across to a chest. Open it to get the Compass. Use the spring switch to 
reach the next platform, then continue heading upstairs with the Hookshot.

Once you reach the ledge with the statue head, put on the Iron Boots and 
Hookshot at the target on the head. This will pull down the statue, so you 
can open the chest in the room for a Joy Pendant. You'll also find Makar 
here, but leave him for now. Go back and drop to the ledge below the one 
you're on. Head to the end of that, and look upward. Hookshot onto that 
platform, and take control of Makar (Command Melody). Fly him to the ledge 
you're on, then take control and carry Makar to the next room.

In the room you enter, Makar will hint at using the Hookshot on the trees he 
plants to reach new areas. Defeat any enemies in here, then use the Hookshot 
to get to the top ledge. Once there, control Makar and get him to where you 
are, then enter the next room with him. In there, defeat the Blue Bubbles by 
shooting an Ice Arrow at it, then take control of Makar. Fly him to the 4 
ledges, planting a tree on each. Give control back to Link, then Hookshot up 
the platforms to the top. Grab Makar and head into the room ahead.

Here, control Makar and place him on one of the switches. Leave him there, 
and have yourself step on the other to open the grated door in front of you. 
Go to the edge and look down and to the left. Use the Deku Leaf to fly to 
that platform, then defeat the Armos on there by throwing Bombs into their 
mouths. Command Makar and fly him to your position, then regain control and 
carry Makar to the next room. In there, go forward and drop to the lower area 
with Makar in tow. Move the propeller to open the gate with the Deku Leaf, 
then defeat the 2 Floor Masters.

Carry Makar across to the other side of the room, then blow at the propeller 
to close the gate. Use the spring switch to reach the upper ledge, then 
command Makar and fly him to where you are. Go to the wall with the song 
inscription on it, and play the Wind God's Aria with Makar assisting. Then, 
enter the next room. In here, defeat the 3 Darknuts, then open the chest you 
gain access to, to receive the Big Key. Exit this room with Makar now. Get 
back across this room by making use of the propeller. Make your way to the 
following room, with Makar.

From this point, drop down onto the grated floor below, in the basement. When 
you land, take control of Makar. Have him plant 2 trees in the soil to the 
side, causing an updraft to start. When it begins, fly into it with the Deku 
Leaf open to float upward. When you reach the second floor, land on the south 
platform. Take control of Makar and have him do the same thing. When you're 
both up there, carry him to the next room. Defeat the Armos, then open the 
chest for a Small Key. Leave this room with Makar, and drop all the way to 
the basement again. When the updrift stops, drop below the blades and unlock 
the door, then enter that room.

In here, defeat the enemies you find in here. Before leaving, use the 
Hookshot and Iron Boots to pull statue heads from the walls, revealing more 
enemies to defeat. After you get them all, open the chest to get Treasure 
Chart #5. Now, climb to the top ledges with the Hookshot again. Use the Deku 
Leaf to reach the one with a switch on it; stomp that switch with the Iron 
Boots. Drop down and take Makar, then exit to the east.

In that room, defeat the enemies on this side of the area. After you clear 
them, take control of Makar and fly across the wind gusts to the other side. 
Plant a tree there, then revert control to Link. Use the Hookshot to cross 
the gap, then carry Makar onward to another room. You will be faced with a 
puzzler in this room, sort of like the one at the Earth Temple. Anyway, start 
by pulling the right block to the left 2 spaces, then forward. When the first 
Blade Trap is at the right side, push the block ahead so that trap gets stuck 
there. Put on the Iron Boots and wait for the second trap to move to the 
right side, then push the block so they're both stuck.

Next, push the center block all the way forward while wearing the Iron Boots 
to go against the wind. After that block drops into the gap, go back for the 
last block. Push it to the right, then forward so it goes over the one that 
dropped into the gap. On the other side, push it so the final trap can't get 
in the way. Now, go back to the room entrance and grab Makar, and walk across 
with the Iron Boots on. In the next room, play the Wind God's Aria by the 
wall to open it up. Continue ahead and open the boss door, then go forward 
alone. Here, you will face Molgera, so view the Bosses section for assistance 
winning.

Once it's over, grab the Heart Container and step into the light. Makar, as a 
sage, will restore the Master Sword to its full potential, giving you the 
power to fight evil once and for all! You will then be sent out of the 
temple.


Great Sea
---------

Outside, the King of Red Lions and the Fishman will be talking for a moment. 
When you arrive, you are alerted of the current situation. Your next mission 
is to collect the 8 Triforce shards. This now means you have use for that 
special "IN-credible" Chart that Tingle sent you early in the game. Let's 
start by going south and west, to the Islet of Steel.


Islet of Steel
--------------

When you approach this area, be careful as there are many ships around to 
attack you. Destroy the small ships, then shoot out the cannons on the large 
metal ship. After it opens, sail inside. Stand on the wind symbol and play 
the Wind's Requiem to make a chest appear. Open it to get Triforce Chart 1. 
Then, exit the island.

Your next destination is the Private Oasis, but before you go there, you must 
visit another place real quick. Go to Windfall Island and visit the school. 
Give Ms. Marie 20 Joy Pendants and she will give you the Cabana Deed, which 
allows you to enter the building at the oasis. Now, you can go there.


Private Oasis
-------------

After docking here, head up to the cabana entrance. Pull out the Cabana Deed 
and use it to be granted access inside. Use the Grappling Hook on a pole 
above you once inside to extinguish the fireplace; enter the passage there.

Upon landing, head straight ahead and to the right. Follow the path around 
until you come to a ladder. Go down it, then crawl into the passage to the 
right of the ladder. Turn right, then go all the way straight in there. At 
the end of the straight run, go right and up another ladder. Pound the 
switches with the Skull Hammer, then head around the wall behind the 
switches. Climb down into a passage below.

With your back to the ladder, go straight and into that crawl passage. Follow 
the trail to the end, then climb up to the first floor again. Go out and 
pound the nearby switch with the Skull Hammer again, then climb down another 
ladder. Defeat the ReDeads, then crawl through the passage to the end, then 
climb up the ladder at the end. Stand on the wind symbol and play the Wind's 
Requiem to reveal a chest; open to get Triforce Chart 2.

Now, pound the other switch to open the final gate. Then, just run all the 
way to the entrance and leave the sewers. Upstairs, exit the cabana and board 
your boat again. From here, head all the way west to Bird's Peak Rock.


Bird's Peak Rock
----------------

Here, stop and walk onto the smaller island of the group. Use the Grappling 
Hook above the door, then climb onto that ledge, and onto the top platform. 
Use arrows to shoot down as many of the enemy birds as you can. Then, use a 
Hyoi Pear and gain control of a seagull. Pass each of the 5 taller peaks, 
hitting a crystal switch atop each. Do this and the door on the island Link 
is on will open. Enter the room, play the Wind's Requiem, and open the chest 
to get Triforce Chart 3.

Exit the room, then board the ship and sail westward to Diamond Steppe Island 
(it would help if you warped there, as sailing will take a LONG time).


Diamond Steppe Island
---------------------

Here, use the Hookshot to get onto the island, first off. Then, Hookshot from 
tree to tree until you reach the top of the island. Once there, drop into the 
cave via the hole in the ground. Inside, jump into the first warp pot. In the 
second area, burn the lid off the pot to the right of the torch, then jump 
into it. Next, go across to the other end of the platform and burn off the 
lid from the left pot, then jump in. In the last area, open the chest to get 
the Ghost Ship Chart. Now, backtrack and exit this cave, then board your boat 
once more.

Outside, use the Song of Passing to change day to night (if it isn't night 
already). Then, open up the Ghost Ship Map. Look for the location of the ship 
on the map; it'll be flashing on there. Sail to the island the ship is near, 
and sail around that section to find the ship. When you find it, sail through 
it to enter. Defeat the Poes and Wizzrobes inside to make a ladder fall. 
Climb up it and open the chest for Triforce Chart 4. Now, sail to Needle Rock 
Isle.


Needle Rock Isle
----------------

When you approach this island, sail to the northwest of it. You will see 3 
ships; 2 are regular ones, and one is gold. Destroy the gold one, then use 
the Grappling Hook at the spot it sank to uncover Triforce Chart 5. From 
here, sail southeastward to Outset Island.


Outset Island
-------------

Here, climb onto the ledges to the side of Link's Grandma's house. Hookshot 
to the tree on the high platform above. Go to the statue head and lift it up, 
then throw it away and drop into that cave. Capture the 3 Fairies in the pot, 
then drop into the hole. You will be faced with many floors of monsters to do 
battle with. Every 10 floors or so, you will have a 'rest area' where you can 
break pots to get Rupees and hearts. After you've gone through 30 floors, 
you'll come to a spot with the wind/Triforce symbols. Play the Wind's Requiem 
on the wind symbol and open the chest to get Triforce Chart 6.

If you wish, you can reflect light on the statue and continue downward for a 
chance to win a Heart Piece. Otherwise you can exit. Choose what you will. 
Either way, when you leave there, head back to your boat, and sail northward 
to Stone Watcher Island.


Stone Watcher Island
--------------------

Here, get to the top of the island, where you will find a statue head. Lift 
it up and throw it away, then drop into the hole. Inside, head into the next 
room. There are several doors you can go through, each room containing 
various enemies. Go through each one, killing all the enemies. After you do 
so, the final door will open, so return to that central hub and defeat the 
Darknuts. Finally, go into the now open room. Play the Wind's Requiem on the 
wind symbol, and open the chest to get Triforce Chart 7.

Now, go back outside and warp to the Dragon Roost Island area. Then, sail to 
the northeast to Overlook Island.


Overlook Island
---------------

When you arrive here, pull up to the shortest island, then use the Hookshot 
to pull yourself to the tree there. Hookshot across to the main island, then 
fall into a cave there. Go forward into the following room down there. Here, 
you will see several doors. Enter each, and defeat the enemies in each room. 
After you do so, defeat Darknuts in the main room to open the last room. Go 
into that room, play the Wind's Requiem on the wind symbol, and open the 
chest to get Triforce Chart 8. Then, exit the cave.

Now that you have all 8 charts, it's time to go visit Tingle on his island.


Tingle Island
-------------

When you get here, climb the totem pole ladder and talk to Tingle. He will 
offer to decipher each Triforce Chart for 398 Rupees apiece (make sure you 
have LOTS of Rupees before visiting). After all 8 charts are deciphered, it 
is time to dredge the sea floor and collect the 8 Triforce shards. In the 
Treasure Charts section, I've listed where each shard is located, so you may 
want to check that out for further information.

Once you have collected all 8 shards, the Triforce of Courage will be 
reformed. From where you are, warp to the Tower of the Gods.


Tower of the Gods
-----------------

Here, simply sail through the outer walls of the tower. You will show the 
Triforce to the gods, thus creating a ring of light leading back to Hyrule. 
After some words, you will sail into the ring.


Hyrule Castle
-------------

Back in this world under the waves, get off the boat and enter the castle. Go 
forward and down the steps which were hidden under that statue, to reach the 
basement. Down there, head down the steps and meet Zelda. However, it appears 
to be too late, and Zelda disappears. Ganon will taunt you, then send 2 
Darknuts to attack. Defeat them both, then head back upstairs. Link will run 
towards the exit, which has an electrical barricade blocking the way out. Cut 
through it with the Master Sword, and continue onward.

Out there, go forward until you are stopped by an invisible barrier. At that 
point, swing the Master Sword and it'll all disappear. Keep going along the 
grassy path, defeating all the enemies you come across if you wish. At the 
end, use the Hookshot to cross a couple gaps, then enter a cave. Go ahead and 
through the large door to enter Ganon's Tower. Remember that if you're not 
ready for battling through here, you could go back through the castle and 
above the waves, and get some potions/fairies. So, whenever you're ready, 
enter the tower.


Ganon's Tower
-------------

Starting off, you will be in a central hub of sorts, with bridges leading to 
four different sections. Start by going to the center area, then along the 
southwest path (directly to the left of the start path) into the lava 
quarter.

In there, use the Grappling Hook and swing/jump to the small platform in the 
lava. From there, swing to the following platform. Grapple up to the last 
pole, but don't swing. Stop and climb to the top of it. When you are standing 
on it, use the Deku Leaf to fly across to the ledge below. Defeat the Red 
Bubbles and enter the next room. There, you will have to face Gohma 
revisited. The catch here is that the game only gives you items that you 
would have at that point in the game, so you can't use fancy stuff to kick 
ass. You do have all your magic/health that you entered the tower with, 
however. Defeat it like you did earlier, and you will be warped to the 
central hub again.

This time, enter the northwest wing, which is the forest chamber. Blow wind 
at the propeller with the Deku Leaf to move the platform closer. Jump aboard 
and blow wind behind you to get moving. At the stop, jump to the up-and-down 
moving ledge. When it's down, blow the propeller to move the next platform 
towards you. Ride the ledge you're on upward, then fly to the second 
platform. Use the Deku Leaf to blow wind so you can move. At the other end, 
fly onto the next set of moving ledges. Ride the left one to its peak, then 
fly to the end and enter that room. Fight the Kalle Demos battle a second 
time, then return to the central hub.

Enter the northeast room, leading to the Earth Temple themed area. Here, run 
straight down the first hall while avoiding the falling coffin lids and 
ReDeads. In the second hall, try to use the light in the start area to 
reflect upon and defeat the Poes. Reflect light on a Dark ChuChu, then pick 
it up and put it on the switch to make steps appear farther ahead. Run ahead 
and go up those steps to the third hall. Run down that hall in a zig-zag 
pattern to avoid all the coffin lids, and getting them out now.

Run ahead to the end of the hall and defeat the Stalfos, then reflect light 
from there onto one of the Dark ChuChus. Carry it down the hall to the 
switch, then quickly run back and up the steps to the door. Enter and be 
faced with a Jalhalla battle again. Defeat it and you'll be back in the 
central hub once more.

From here, go to the southeast room. In the Wind Temple area, step on the 
spring switch and use it (Iron Boots) to launch yourself in the air. In the 
air, use the Deku leaf to fly ahead. Use the next spring switch, then fly 
between the air tunnels to avoid being sucked into the pit. When you land, 
defeat the enemies, then Hookshot to the top ledge and enter the room. Fight 
and defeat Molgera a second time around, and you'll be back in the central 
area. The middle path is now open, so go straight into the new chamber.

There, go up the hall, defeating the Miniblins you find. At the end, go into 
the next room. Enter the eastern door, and you will see several torches light 
up once you enter. Go forward and hear the warning, then jump in. You will 
meet Phantom Ganon here, and will be faced with some challenges. Attack the 
real phantom in each room, until the sword is dropped. Enter the door that 
the sword handle points towards, then complete the next part of the riddle. 
When you reach the very last correct room, open the chest to get the Light 
Arrow.

When you return to the previous room, you will be facing a wall with a 
picture of Ganon on it. Shoot it with a Light Arrow, and Phantom Ganon will 
come out to really fight you. This time around, shoot him with one Light 
Arrow and he's done for. Now, enter the room to the west (left of the Ganon 
wall). In here, you will see several switches on the walls. Pay attention to 
the order they are viewed. Target/hit them in the order they appeared with 
the Boomerang to open up a portal, leading outside. Leave the room, then go 
to the Ganon wall and slash it with Phantom Ganon's sword that was left 
behind to clear it. Enter that room. Go up the steps, defeating the Moblins 
and Darknuts, and breaking the pots to replenish yourself.

Once you reach the top, the final door will be opened. If you need more 
potions or whatever, leave now. Otherwise, when you're ready, go forth into 
Ganon's chamber. Inside, you will meet Princess Zelda, who is sleeping, and 
Ganondorf. After some words, he will grow into a giant puppet. Read the 
Bosses section for help defeating Puppet Ganon.

Upon defeating the giant puppet, the real Ganondorf will beckon you to 
continue to the top of the tower. When you're ready, climb the red rope and 
get onto the platform above it. Use the Grappling Hook to reach the pole 
hanging above that. Stop swinging and climb atop it, then walk along the 
catwalk to the middle area. Break the pots to fill up your magic and some 
health, then use the Grappling Hook to progress upward. At the top, go around 
to the middle area. Capture a Fairy that you find in one of the pots, then 
burn the lid from the warp pot (in case you die and want to return here from 
below quickly).

When you're ready for the end, Hookshot to the ledge in the wall, and go 
outside. You'll be on the roof of the tower, below the sea. After much 
dialogue between Ganondorf and the King of Hyrule, the final battle ensues. 
Visit the Bosses section once more for help with defeating Ganondorf. Once 
the battle is over, watch the ending and congratulations on completing the 
latest Zelda title!

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-=  7. Enemies  -=
-=-=-=-=-=-=-=-=-=

Armos: A small statue of a knight that comes to life when you are near. The
       only way to attack it is to slice the button behind it. When you do
       so, get out of the way, as it'll spin around and explode in defeat.

Armos Knight: A larger version of the original Armos statue. This one has
              spikes surrounding its base, and moves a bit quicker. When its
              mouth is open, throw a Bomb inside, then get out of the way
              before it explodes.

Boko Baba: The maneater plants, found mainly at the Forest Haven. If you get
           close, it'll snap at you, so be careful. Drops Boko Baba Seeds.

Bokoblin: The generic pirate-like enemies, found in Forsaken Fortress, among
          other areas. Simply attack them several times in a combo to kill
          them easily.

Bubble: Flying skulls with either a red or blue cloud surrounding them. Stop
        them by using either the Deku Leaf at the red one, or Ice Arrows at
        the blue one. When the cloud is gone, kill the lone skull before the
        cloud regenerates. Try not to let one touch you, as it'll render your
        items useless for a few moments.

ChuChu: Jelly-like creatures found all throughout the game. They come in
        several colors, too. For the blue and yellow (electrical) ones, stun
        them with the Boomerang, then attack with the sword. Drops Red,
        Green, or Blue Chu Jelly.

Darknut: Giant, fully-armored knights, complete with a large sword and
         shield. Their armor blocks all physical attacks, so L-Target them
         and wait until they swing at you, then roll behind them and attack
         from behind. After the armor falls off, they are vulnerable in all
         directions! Drops Knight's Crests.

Floor Master: Large, purplish hands that come out of the floor. You can tell
              where one is by the moving black hole along the floor. Be
              careful not to be captured, because it'll send you back a room
              if it does.

Gyorg: The sharks that swim, usually in groups, all throughout the Great Sea.
       They swim past you, then turn around and charge in your direction. Try
       not to stay still when you see them coming, as they'll keep hitting
       you directly.

Kargorok: Large, flying birds that perch on certain islands. When you're out
          at sea and find these, be careful, as they are quick to attack you.
          Shoot it down from a distance with arrows. Drops Gold Feathers.

Keese: Generic flying bats, as found in all previous Zelda games. They simply
       fly around, sometimes coming after you to attack. A quick swipe with
       your sword will be enough to kill it.

Magtail: This is the fiery centipede found in certain fiery lairs. When you
         attack it, it'll curl up into a ball, which you can pick up and
         place elsewhere (i.e. on a switch).

Miniblin: These things look like gremlins, and they are VERY annoying! One
          slice or so should kill it, but they're generally found in groups
          and can be a nuisance if you don't kill them quickly.

Moblin: A giant warthog-type creature that carries a spear. They act as
        guards in the Forsaken Fortress. Drops Skull Necklaces.

Morth: Small, black urchin-type creatures. They're usually found in large
       groups. When several cling to you, they make movement slow, so use the
       spinning sword attack to knock them all off. Luckily, they don't cause
       damage when attached to you.

Mothula: This is a flying moth, as the name implies. They are quick to charge
         at you, so be careful. Drops Golden Feathers.

Octorok: The generic octopus creatures from past adventures, is here as well.
         They emerge from watery areas to shoot spike balls at you. Bat the
         ball back with your sword, which will kill the Octorok on impact.

Peahat: This is a rather odd-looking creature, with a greenish body, and
        yellowish propellers on top. They cannot be damaged when they're
        flying around, so use the Boomerang to clip their wings, then kill
        the body separately.

Poe: Ghostly creatures that charge at you to attack, then disappear. Reflect
     light on them to make them fully visible, then attack with the sword.

Rat: These sneaky creatures have a habit of robbing innocent people. When you
     see them around, avoid them or else you'll lose a bit of rupees! Some of
     them throw Bombs at you, so be careful of them as well.

ReDead: This zombie-like creature can really get annoying, especially when
        you walk past one. You are frozen in place while it approaches, which
        can get annoying after a while. Reflect light on them to stun, then
        attack with the sword.

Seahat: This creature is exactly like the Peahat, only it's found floating
        around certain islands in the Great Sea. They move rather quickly, so
        if you see one coming, shoot it down with an arrow before it's too
        late.

Stalfos: Skeleton warrior with a spiked metal club. When you attack, be
         careful because it'll start swinging its club around, knocking you a
         good distance away. If you attack it enough, the body will fall
         apart; quickly target and kill the head before the body is rebuilt.

Wizzrobe: These wizards float around in a room, shooting 3 fireballs in your
          direction, then warping to another location. Attack from a distance
          with arrows when it's visible. Fire Arrows work best against them,
          killing in a single hit.

*****************************************************************************

-=-=-=-=-=-=-=-=
-=  8. Bosses -=
-=-=-=-=-=-=-=-=

Gohma
    Found: Dragon Roost Cavern
    Strategy: This giant-sized boss is really simple, and makes for a quick
              and easy battle, as long as you are prepared. Gohma will swipe
              at you with its claws, and shoot fire from its armored eye
              sometimes, so avoid those as best as you can. When you have
              room, look at the ceiling to find Valoo's tail hanging. Grapple
              onto it with the Grappling Hook, then swing/jump over Gohma.
              This will cause the ceiling to fall on Gohma, damaging its
              armor. Do this 3 times to destroy Gohma's armor totally,
              leaving him open for attacks. Get to the ground again and L-
              Target Gohma's eye, then when it comes by you, strike it many
              times with your sword. About 8 shots to the eye and the battle
              will be over.

Kalle Demos
    Found: Forbidden Woods
    Strategy: Like the first boss, this giant plant may seem fearsome, but is
              really rather simple if you know how to fight it. It hangs from
              the ceiling by many tentacles above, with larger tentacles
              below to attack you with. Target the ones holding the boss on
              the ceiling while moving to avoid being smacked by the lower
              ones (when you see a tentacle glowing, move away because it's
              about to hit you if you're too close). After you cut it from
              the ceiling, the Boko Baba in the center is vulnerable to
              attack, so run in and slice at it as much as you can before the
              bulb closes and spits you out. Repeat this process a few times
              and the boss should be defeated.

Gohdan
    Found: Tower of the Gods
    Strategy: This boss, comprised of a floating head and 2 hands, is the
              boss of this tower. You will notice that both hands have eyes
              in them. Target each eye and shoot 2 arrows into each to knock
              them out of commission temporarily. Then, aim at the head's
              eyes and shoot them with 2 arrows each. Be careful, as the eyes
              may close and the head will shoot a stream of rapid-fire energy
              balls to hurt you. After you get both eyes, the head will land
              on the ground. Throw a Bomb into the mouth and it'll explode
              inside, causing damage. Repeat this pattern of attacking some
              more, and the battle will be over soon. While fighting, be
              careful not to fall off the main platform, as the ground on the
              sides will electrocute you. Also, if you run out of arrows in
              the battle, don't fret; the boss will drop a 10-arrow pickup
              for you.

Helmarog King
    Found: Forsaken Fortress
    Strategy: At long last, you are given the chance to fight the kidnapper
              of your little sister! The giant bird will be flying around to
              start, then it'll land in the arena. Stand close to it, L-
              Targeting it. When it's about to peck at you with its beak,
              press A to jump out of the way, causing the beak to get stuck
              in the ground. Run up and smash it with the Skull Hammer to
              cause damage. The bird will then fly away and return for a
              second assault. Sometimes, it'll fly right across the arena,
              trying to push you into the spikes, so be careful. After you
              eventually destroy the helmet, repeat the same battle pattern,
              but use your Master Sword to attack instead until you win.

Jalhalla
    Found: Earth Temple
    Strategy: For this giant ghost, its obvious weakness would be light. So,
              stand in the light beam and reflect light at the boss's body.
              After being exposed to the light, Jalhalla will freeze in
              place. Pick it up and throw it at a spike column to make it
              split into smaller Poes again. Slice up as many of them as you
              can before they reform the giant one, then continue the fight.
              As soon as he reforms, Jalhalla will suck up the skulls in the
              area and spin around shooting flames, so be careful. Also, the
              boss may send out flames from its lantern to cause damage.
              Either way, use the same battle plan as before until there are
              no Poes left, then the boss is defeated.

Molgera
    Found: Wind Temple
    Strategy: For this sand worm, attack it by waiting until its mouth is
              wide open above the sand. L-Target its tongue and pull it out
              with the Hookshot. Quickly slice it a few times with the sword
              to cause damage. After it takes some damage, the boss will
              retreat and send out 3 smaller worms after you. Defeat them by
              using the Hookshot to get them close, then hit their heads a
              couple times with the sword. Repeat the same attack pattern on
              Molgera as before when its tongue is out again. Watch out
              because after the second attack or so, it'll rise out of the
              sand and try to crush you from above. Avoid that, and keep with
              the same strategy until you win.

Puppet Ganon
    Found: Ganon's Tower
    Strategy: For this giant stringed puppet, start by aiming the Boomerang
              at the many blue strings holding the giant upright. After you
              cut them all loose, aim for the one holding the tail. Keep
              moving to avoid being swiped at by the puppet's arms. Once the
              tail is cut down, shoot a Light Arrow at the blue ball on the
              end to cause damage. Do this 3 times to complete this part of
              the battle. For the next phase, Puppet Ganon looks like a giant
              spider hanging from the ceiling. It's best to have the camera
              zoomed all the way out so you can see the reflection of what's
              above you. Anyway, run around and wait until the spider's about
              to come down, then get where the blue ball tail is, and shoot
              it with a Light Arrow to cause damage. Defeat the Keese that
              come at you, and repeat this pattern 2 more times to beat it.
              For the last part, the puppet will slide around the room rather
              quickly as a snake. This time, the snake moves too quickly for
              you to hit the tail on just aimed shots. So, attack the head
              with your sword, then shoot the tail with a Light Arrow. Do
              this 3 times and the battle will be over.

Ganondorf
    Found: Ganon's Tower
    Strategy: For this final battle, there are a few phases of this as well.
              In the first one, Zelda will try to shoot Light Arrows at
              Ganondorf while he comes at you with 2 swords. Use L-Targeting
              and dodge his attacks as best as you can. When Zelda stuns him,
              run in and attack with the sword. After a couple rounds of
              this, Ganondorf will knock Zelda away, stopping the Light Arrow
              onslaught. So, avoid the sword attacks once more, and wait for
              a chance to attack. A good method of attack is to evade the
              first couple swipes with L-Targeting, then when he flips to hit
              with both swords, press A to roll around and slice from behind.
              Hit him a few times with the sword, then when he recovers,
              repeat the pattern. When Zelda awakens, that's when the
              attacking on your end will get really difficult. Zelda will
              shoot Light Arrows towards you, and you're supposed to reflect
              them off your shield so they hit Ganondorf. To do this, keep
              using L-Targeting on him, while holding up your shield with R.
              When Zelda starts to glow with the arrow, stay still so when
              the arrow is shot, it'll bounce off and stun Ganondorf. Now,
              you must QUICKLY get in and slash him with your sword to cause
              real damage. When this is done, you will cause the fatal blow
              and Ganondorf will be done for.

*****************************************************************************

-=-=-=-=-=-=-=-=
-=  9. Items  -=
-=-=-=-=-=-=-=-=

All-Purpose Bait: Drop this in the sea where you see a merman jumping out of
                  the water. He'll eat the bait and fill in that section of
                  the map for you, and give you some advice.

Bait Bag: Bought from Beedle's shop, you buy/store All-Purpose Bait inside.

Bomb: Throw this at enemies, place next to blocks and cracked walls, etc. It
      will explode after several seconds, so be careful not to hold it for
      too long!

Boomerang: Now, THIS was a greatly improved upon item! As always, you can
           throw this to hit enemies and switches from a distance. This time,
           you can target up to 5 different targets (as specified by the
           yellow starbursts), hitting them all in one throw. This leads to
           great fun while clearing away enemy masses, cutting many wires,
           and hitting several switches all at once!

Bottle: Store things inside of these, such as water, fairies, and bugs. There
        are 4 total:

    1: At Dragon Roost Island, help Medli reach the high ledge above the
       dried up spring. As thanks, she will give you your first Bottle.

    2: Buy a Bottle at one of Beedle's special shops for 500 Rupees.

    3: Off the coast of Bomb Island, you will spot a wooden submarine. Board
       it, and defeat the enemies inside. Open the chest that appears to get
       this Bottle.

    4: In Windfall Island, wait until the night, then go by the auction
       house. Talk to the poor girl standing there, then walk off; she'll run
       away. Go up the steps and hide behind the auction house. Zoom out the
       camera so you can see Zarumi's shop's safe from where you are. When
       the girl goes there, run up and talk to her. Pick the top answer every
       time to get the Bottle.

Deku Leaf: This large, green leaf has two functions. You can swing it
           normally, sending a wind gust ahead to hit enemies or propel
           spinning objects. Also, when in the air, you can glide across the
           air to reach far-off places (provided the wind direction is in
           your favor).

Delivery Bag: This allows you to carry letters given to you inside, to be
              dropped into one of the many postboxes throughout the world.

Deluxe Picto Box: This is exactly like the original Picto Box; only this one
                  takes pictures in full color.

Grappling Hook: Similar to the Hookshot of old days, this allows you to reach
                distant spots and cross pits, gaps, etc. Instead of pulling
                you somewhere, you shoot this at a pole target (the yellow
                starburst will show the correct target), then you can swing
                from that pole and jump to the area across the way. It's very
                useful for reaching many areas throughout the game. When used
                aboard your ship, it can act as a crane to pull treasure from
                under the sea in certain areas.

Hero's Bow: Allows you to shoot arrows. It can later be upgraded to shoot
            different types of arrows.

    Fire Arrow: Shoots Arrows with a fiery tip, melting and burning anything
                it hits.
    Ice Arrow: Freezes anything they hit, thaws fiery substances.

    Light Arrow: The sacred Arrows with the light to damage evil in the end.

Hero's Charm: Allows you to view the energy bars of enemies in battle.

Hero's Shield: Your first regular shield, used to defend yourself from
               attacks.

Hero's Sword: Your first sword. It is your primary weapon to use against
              enemies, albeit a bit weak early in the game.

Hookshot: This legendary item is basically a better version of the Grappling
          Hook. It can pull you directly to a selected target, plus it has a
          longer range.

Iron Boots: When wearing these, the wind gusts cannot push you away. However,
            you move slowly because of the bulky metal.

Magic Armor: Places a forcefield around you, protecting you from all damage.
             Be careful as this uses magic for as long as it's protecting
             you.

Master Sword: The second level sword you will get, later in the game. This is
              obviously more powerful than the Hero's Sword.

Picto Box: Use this to photograph various people, objects, etc., then store
           the pictures for later use.

Pirate's Charm: Given to you by Tetra before the first raid of the Forsaken
                Fortress, this allows Tetra and the pirates to communicate
                with you.

Power Bracelets: These golden armlets will allow you to lift heavy stones,
                 particularly those stone heads found on several islands.

Sail: This is essential to movement on your boat. Sail with the direction of
      the wind to move the quickest. If you go against the wind, you won't
      move at all.

Skull Hammer: Pound down stakes and certain switches with this giant hammer.

Spoils Bag: You have this right from the start of the game. Use it to carry
            various items and trinkets you pick up from battling certain
            enemies.

Telescope: Allows you to see distant objects by zooming in (use the C Stick
           to zoom in and out).

Tingle Tuner: If you have a GBA and the GBA/GC link cable, you could summon
              Tingle to your aid at various points in the game. He can find
              secret areas in dungeons, give you information on enemies (for
              a small fee), and so on.

Wind Waker: The magical baton that the game is named after, of course. You
            can learn many songs, which can be performed with this item, most
            of which controls the wind. To play a regular 3-note song, only
            use the C Stick. For a 4-note song, hold Left on the Control
            Stick while using the C Stick. And finally, for a 6-note song,
            hold Right on the Control Stick while playing with the C Stick.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=
-=  10. Heart Pieces  -=
-=-=-=-=-=-=-=-=-=-=-=-=

=============
Angular Isles
=============

1. Come here and make it to the top of the island, by pulling out and
   climbing upon blocks in the walls. Once at the top, open the chest for
   this heart piece.

2. (Treasure Chart #15) Move to the correct position as per the chart, and
   grapple this from under the sea to get the piece.


===========
Bomb Island
===========

3. Bomb the rock atop the island, then fall into the cave below. Hit the
   enemy until it curls up, then place it on the switch and run into the
   second room. Take the narrow left path and step on the first switch, then
   go up the other path. Attack the centipedes there until they curl up, then
   throw them into the fire rings on the sides of the area. This'll allow you
   to open the chest with the Heart Piece inside.

4. (Treasure Chart #20) Sail to the correct spot just off the shore of the
   island, and pull up the treasure containing this piece.


====================
Crescent Moon Island
====================

5. (Treasure Chart #11) Sail to the X as per the chart, and pull up the
   treasure from the sea with this inside.


=====================
Diamond Steppe Island
=====================

6. (Treasure Chart #23) Sail to the proper location by using the treasure
   chart, then pull the chest containing this Heart Piece out of the water.


===================
Dragon Roost Island
===================

7. When you're here, play the game where you have to toss the letters into
   the correct boxes. Play it and get over 25 in, then do it again to be
   given a Letter to Father. Mail it, then you'll get a response later on
   with a Piece of Heart enclosed.

8. When you have collected 20 Gold Feathers, talk to one of the guards inside
   on the upper floor. He will give you 100 Rupees, and you will be sent a
   Piece of Heart in the mail.


===============
Five-Star Isles
===============

9. Sail around to the south of the islands, and you will find a submarine.
   Enter it, and defeat all the enemies inside. Climb the opposite ladder and
   enter the room, then open a chest to get this Heart Piece.

10. (Treasure Chart #33) Come here after obtaining this chart, and pull up
    the treasure at the designated spot to get this Piece of Heart.


=======================
Flight Control Platform
=======================

11. Come here after getting the magic meter extended, and accept the
    challenge. Change the wind direction to the northwest, and you're ready
    to go. Make it to the very end and you'll win a Heart Piece. For making
    it there, drop from the start, then open the Deku Leaf and fly into the
    first updraft. Catch the next couple while staying as straight as you
    can, then continue to the end.


============
Forest Haven
============

12. (Treasure Chart #31) Come here with the chart, and pull the chest from
    the designated spot to receive this Piece of Heart.


=================
Forsaken Fortress
=================

13. From the treasure chest containing the Map, drop to the first floor below
    it. Open the cell by stepping on a nearby switch. Enter and open the
    chest to find this piece.


=========
Great Sea
=========

14. Check a postbox after you complete the Dragon Roost Cavern to receive a
    Piece of Heart from the Rito tribe chief.

15. After you beat the Forbidden Woods, the 8 Koroks scattered to different
    islands across the sea. Each of which is having trouble making their
    trees grow, so they need help. Talk to one of them, then go to the Forest
    Haven and scoop a bottle of Forest Water. It has a 20 minute lifespan, so
    be quick. The islands they're on are: Cliff Plateau Isles, Private Oasis,
    Eastern Fairy Island, Shark Island, Needle Rock Isle, Greatfish Isle,
    Mother & Child Isles (sail to this one, no warping), and Star Island.
    After you complete this, you'll get a Heart Piece.


==============
Greatfish Isle
==============

16. Sail to an island in the southeast area of this region (it has a spiral
    path going around it). Go up the path to the top, then change the wind
    direction so it blows to the northwest. Use the Deku Leaf to fly in that
    direction. Land on a ledge in front of a cave, and open the chest inside
    to find this Piece of Heart.

17. Complete the trading sequence (see that section of this file) to receive
    this Heart Piece from the merchant here.


================
Headstone Island
================

18. Use a Hyoi Pear to gain control of a seagull. Use it to fly to the top
    peak of the island, and fly through the Piece of Heart. When you regain
    control as Link, you will claim this prize.


================
Needle Rock Isle
================

19. Here, use a Hyoi Pear and bait a seagull to you. You will then have
    control of it. Fly to the top of the tall Needle Rock, and hit the switch
    to remove the fire surrounding the chest on the ground. Return control to
    Link, then open the chest to get the Heart Piece.


=============
Outset Island
=============

20. After you get the Power Bracelets, go up the path behind Orca's house.
    You will find a giant pig; lift it up and throw it off the cliff. Jump
    down and pick it up again, then walk across the bridge with it. Throw it
    onto the dark soil patches over there, then drop some bait on the soil. A
    Piece of Heart will be dug up over there.

21. On your return to Outset, go visit Orca and spar with him. If you can get
    in 500 hits before he hits you 3 times, you will get this Heart Piece as
    a nice reward.

22. Get onto the high ledge behind Grandma's house by using the Hookshot.
    Lift the statue head with the Power Bracelets and drop into the cave
    there. Make it through 50 floors of the 'Savage Chamber' to get the Piece
    of Heart.


=============
Pawprint Isle
=============

23. (Treasure Chart #30) Consult the chart and use the Grappling Hook at the
    right spot to pull up this treasure.

24. Crawl into the dome on the main island, and drop into the cave below.
    Head straight and into the next area. Bomb your way into the room
    directly ahead of you, and open the chest to get this heart piece.


===============
Rock Spire Isle
===============

25. (Treasure Chart #2) Sail to the proper spot and pull up this treasure
    from the waters there.

26. Visit Beedle's special shop in this area, and buy a Piece of Heart from
    him for 950 Rupees.

27. To the south of Rock Spire Isle, you will find 2 enemy ships floating
    around. Destroy them both and pull up the treasure dropped in their
    places. One of those treasures will be this Heart Piece.


================
Seven-Star Isles
================

28. Sail towards the flock of seagulls, and you will be faced with a 12-eye
    Big Octo. Defeat it, then use the Grappling Hook at the spot where the
    Octo was to get this Heart Piece.


============
Six-Eye Reef
============

29. To the southwest of this reef is a submarine, surrounded by a few rafts.
    Enter the submarine and defeat the 3 Moblins inside. When the ladder
    falls, climb up and open the chest to get this Piece of Heart.


=====================
Southern Fairy Island
=====================

30. (Treasure Chart #4) Sail to the spot as noted by the treasure chart, and
    grapple this treasure out of the water.


================
Spectacle Island
================

31. Get to the top of the island, and talk to the guy there. Pay 50 rupees
    and play his game of shooting the 5 barrels with a cannon in 10 shots or
    less. Win the game to get this Heart Piece.


===========
Star Island
===========

32. Blow up the gian