The Legend of Zelda The Wind...

Guide written by Phil Hornshaw

The Legend of Zelda; The Wind Waker from GamesPress
The Legend of Zelda; The Wind Waker from GamesPress

Guide Note

This page is a full-text walkthrough of the 2003 adventure game The Legend of Zelda: The Wind Waker. This guide includes detailed solutions for every puzzle and boss fight in the game, as well as island-by-island instructions to locating all items, weapons and power-ups. Use the table of contents to locate a particular section.

Fast Facts

  1. Developer: Nintendo EAD
  2. Publisher: Nintendo
  3. Platform: Nintendo GameCube
  4. Mode: Single-player
  5. Genre: Adventure
  6. ESRB rating: E (Everyone)
  7. Release date: March 24, 2003
  8. Tenth Zelda game in the series

Game Background

It may not be extremely clear, but Wind Waker is a direct sequel to the Nintendo 64 Zelda franchise games, The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask. The events of Wind Waker take place more than 100 years after the events of Ocarina of Time.

Table of Contents

The Legend of Zelda: The Wind Waker Walkthrough

Related Pages on Mahalo

The Legend of Zelda: The Wind Waker | The Legend of Zelda | The Legend of Zelda: Ocarina of Time | The Legend of Zelda: Twilight Princess | The Legend of Zelda: Majora's Mask | The Legend of Zelda: Link's Awakening | The Legend of Zelda Four Swords Adventures | The Legend of Zelda: The Minish Cap | The Legend of Zelda: Oracle of Seasons | The Legend of Zelda: A Link to the Past | The Legend of Zelda: Phantom Hourglass | Zelda II The Adventure of Link | Link's Crossbow Training

Introduction

This is a detailed walkthrough for the 2002 Nintendo GameCube game The Legend of Zelda: The Wind Waker. In this guide, you will find information on how to find the three Pearls and eight Triforce Shards and defeat the ultimate evil, Ganon. You'll also find tips to collect every item, weapon, Treasure Chart and Piece of Heart.

Hero Training

Fighting and Getting Around

  • Moving and Looking
  1. Your role in The Wind Waker is to control Link on a quest to rescue his sister.
  2. Your basic movement controls are handled with the Analog Stick. Control the camera with the C Stick. You can move the camera in Freelook mode with the C Stick, or push it Up to take on a first-person vantage point and look around your environment. Press L to return the camera to its default position at Link's back.
  3. Hold L when near enemies or characters to lock onto them. Your movements will then be made in a circular direction around the locked-on target. If you hold L while not locked on, you'll stay facing the direction you were when you started holding L, but you'll strafe sideways, forward or backward.
  4. Holding L also gives you access to Link's several jumping dodge moves. Use the Analog Stick in conjunction with A to jump to either side, roll forward or flip backward.
  5. If you need to sneak up on something or crawl, hold R while moving. You can navigate tight areas while crawling, or sneak up on certain enemies and characters.
  6. To navigate a narrow cliff or path, hold A when facing a wall to flatten against it. You can then sidle slowly along a wall. When you come to a corner, you can continue to hold A as you reach the corner to check around the side.
  7. Press A while running to roll forward. Though it's referred to as the "Roll Attack," using it against enemies is completely ineffective. You can roll into walls, trees and other objects to knock things off or out of them.
  8. Ledges: When you come to ledges, you can step off the side slowly to catch the edge. Then use the Analog Stick to slide along the edge or climb back up. Press A to drop from the ledge.
  9. Climbing: You can climb up ledges that are no higher than Link's head by walking up to them. To climb certain surfaces, you may need to press A.
  10. Ladders: You can mount ladders and climb then simply by walking up to them. Then use the Analog Stick to climb up or down. Press A to drop from them.
  11. Jumping: To jump, simply run off a ledge and Link will leap in that direction. Press Forward on the Analog Stick as you land in order to roll as you fall to avoid taking damage from long drops.
  12. Ropes: Jump from a ledge to a rope to catch it. Push Forward and Back in rhythm to use the rope to swing. When you build some momentum, you can jump from the rope with A. If you need to adjust your position on the rope or climb it, hold R. This will stop the rope from moving. You can use the Analog Stick to turn the direction you're facing on the rope sideways, or you can push Forward or Back to climb up or down.
  • Attack and Defense
  1. The standard weapons in Wind Waker are Link's sword and shield. You'll find them early in the game and they'll be with you until the end. Ready these weapons by pressing A to draw them.
  2. Press B when you have the sword to swing it. The default sword attack is a vertical slice. Use B in conjunction with the Analog Stick to execute other attacks. Pushing the Analog Stick to either side changes the attack to a horizontal slice. Pushing Forward will cause Link to stab.
  3. Press B rapidly four times to execute a four-slice combo. This will cause Link to do various attacks depending on which brand of sword attack you use for the second strike. This includes a spin attack and a twist attack.
  4. Hold B for a few seconds and Link will draw the sword back behind him and hold it there. While you hold B, you'll move with baby steps and be unable to turn. You'll also be vulnerable to attack. Release B to execute a spin attack move that will damage enemies all around Link.
  5. You can earn another spinning sword attack, the Hurricane Strike, by gathering 10 Knight's Crest spoils and turning them in to Orca on Outset Island. The Hurricane Strike spends magic energy, but it sends Link into a massive spin that can be directed, but continues to move until he runs out of momentum. It is executed by holding and releasing B
  6. Pressing B draws both sword and shield from Link's back. When his sword and shield are put away, Link is vulnerable to attack. With sword and shield drawn, you can hold R to raise Link's shield to deflect attacks. Use the Analog Stick to aim the shield when reflecting things.
  7. Holding L with weapons drawn and holding R readies the shield and allows Link to move. The rules of lock on and strafing still apply, however. You can only aim your shield in one direction.
  8. Holding L with weapons drawn allows Link one additional attack. Push A while targeting to do a jumping sword strike.
  • Using Weapons and Items
  1. When you find other items, such as a Boomerang or Bow, you can use them by pressing Start. This will bring up your inventory screen. Move the cursor around the menu to the item you wish to use, and press either X, Y or Z. This assigns the weapon to the particular button you selected.
  2. Press Start to return to the game. Now you can press the button to which you assigned the weapon to use it.
  3. While holding L or locked on, you can also press a weapon button to use it on the character or enemy onto which you are locked. This allows you to use a weapon, such as a boomerang or a bomb, more accurately.
  4. Link also will have a great deal of items that are not weapons. These include items such as maps, bottles and a telescope.
  5. Different items have different uses. Many times through the game, a specific item is necessary to complete an important task. This walkthrough details any point at which a certain item is needed to advance the story.
  6. Often, the game also will provide information on how to use certain items. For example, equipping Link's telescope will bring up a circular view that you can zoom in and out to see distant things and places. The game provides instructions around the outside of this view that notify you that pushing the C Stick forward or back will zoom the telescope.
  7. You can also use certain items creatively. Bottles can be used to transport potions, which can be used to restore health during battle. You can also capture fairies inside bottles, which will automatically revive Link if he falls during battle. Finally, bottles can be used to carry mission-specific substances, such as special water from Forest Haven during the Island Koroks side quest.
  8. Weapons often are used to activate special switches or open doors in a specific way. The Hero's Bow, for example, can be used to target switches that resemble eyes. Shooting these switches has an effect in areas of the Temple of the Gods, and can be used to unseal doors or extend bridges, for example. Specific weapons are needed for specific switches.
  • Taking Damage
  1. When Link engages with an enemy, it'll attack him with a weapon or by attempting to touch him.
  2. Touching an enemy or getting hit by one causes Link to lose Hearts, the game's representation of how much damage Link can handle before dying.
  3. Defeating enemies and destroying things like cutting grass and breaking jars and stones will reveal small floating hearts. Pick up these hearts to restore Link's Heart Gauge.
  4. The Heart Gauge appears in the top left corner of the screen. Link starts the game with three hearts. Defeating a boss enemy at the end of a dungeon will award you with a Heart Container. Each Container increases Link's Heart Gauge by one.
  5. Hidden throughout the game also are items called Pieces of Heart. You'll generally find these in hard-to-reach places or as reward for completing tasks for characters in the game.
  6. Pieces of Heart each represent one-fourth of a Heart Container, so collecting four pieces will increase Link's Heart Gauge by one. There are 44 Pieces of Heart scattered throughout Wind Waker. Their locations are detailed under Pieces of Heart in the Worldwide Side Quests section.
  • Enemies and Characters
  1. Characters in Wind Waker that aren't Link are divided into two categories: Things you kill and people you talk to.
  2. Enemies consist of monsters. You'll know them principally by their menacing disposition, attempts to touch or hit you, and the change in music when they're near Link. The sound will grow dark and menacing, and when you L Target these monsters, Link will take on a defensive posture.
  3. People can be interacted with by pressing the A Button when Link goes near them. This will allow you to initiate a conversation with the person in order to gain information, progress the story, trade, obtain or give away items, or complete goals.
  4. You can also lock on to characters. Use L Targeting to speak with characters at a distance.
  5. Non-enemy characters generally inhabit cities and will give Link missions, goals and help toward his goals. Most look like humans; some others look like birds or wood nymphs, however.

The Great Sea

  • Sailing and Swimming
  1. Wind Waker takes place on the Great Sea, a huge ocean that is broken up by islands of varying sizes. In order to get around the sea, you'll spend a good deal of time in Link's boat.
  2. To move the boat, hold R. This engages the boat's cruising speed, which is extremely slow. However, turning is easier. You'll use this for precision movements when searching the ocean for treasures.
  3. To move more quickly, you'll acquire the sail. Equip it to a button like any other item, then push the button to which you assigned the sail to use it. When you do, the sail automatically will be strapped to the boat and catch the wind. You can steer the boat with the Analog Stick. It will gather speed based on the direction of the wind. When the wind is directly at the back of the sail, the boat will be at maximum speed. Conversely, the boat will grind to a stop when it faces into the wind.
  4. Enter water and you'll swim automatically with the Analog Stick. Link can only swim on the surface of the water and only for a limited time. A circle appears in the right bottom corner of the screen when Link enters the water. The circle drains of color the longer he is in the water. If the circle drains completely, Link will sink and go unconscious. He'll awaken where he entered the water with a slight deduction in hearts.
  • Fighting on the Seas
  1. While aboard the boat, you'll occasionally be engaged by enemies. You can't use your sword here, however.
  2. Link only can equip and use certain items from the boat. You must first find the Boomerang, Bombs and Hero's Bow before you can use weapons aboard the boat.
  3. When these weapons are equipped, you can lock on to enemies in the same way you would on land. The rules of guiding the boat still apply however. Use R to cruise slowly and the sail to go faster.
  4. Equipping and using bombs aboard the boat will activate a cannon. While stationary, you can use the Analog Stick to aim the cannon. Press the button again to fire a bomb as a cannon ball.
  • Searching for Treasures
  1. When you find the Grapple Hook, you can equip it while aboard the boat to use it as the boat's crane. Press the assigned button once to bring out the crane and press and hold the button again the send lower the hook into the water. When it hits the bottom, it will either find nothing or a treasure.
  2. You can also switch which side of the boat you want to lower the crane by using the Analog Stick.
  3. While holding R, you can adjust the boat's position with the crane at the ready.
  4. To locate treasures, keep your eyes open while traveling the Great Sea for rings of light. They mark where minor treasures are hidden. Sail into the rings and they'll disappear, but you'll hear a ringing tone that will help you find spot. Then send down the crane to dredge up the treasure.
  5. When you collect Treasure Charts, press Up on the Directional Pad to open your Sea Chart. Press the Y button to access your extra charts and open a Treasure Chart. You can use the chart to find an X that marks a major treasure. These are always either a silver rupee, Piece of Heart or rare chart.
  6. Opening a Treasure Chart also activates a much taller ring of light when you approach the treasure, helping you to find it.
  • Completing the Sea Chart
  1. One important thing you should do while traveling is complete your Sea Chart. At the beginning of the game, nearly every of the 49 grid squares are blank.
  2. In each of the squares, near that square's island, is a Manfish. These intelligent fish jump from the water near the islands. Sail up to them when you have All-Purpose Bait.
  3. Stop beside the fish, which you'll see swimming in the water. Press the button to which you assigned the bait to throw it into the water. The fish then will fill in the square on your Sea Chart.
  • The Big Grid
  1. The world of Wind Waker consists of an ocean that is mapped on your Sea Chart in a grid of 49 squares. Each of these squares only gets a name when you've mapped the square by visiting the Manfish at each location.
  2. You need to complete the chart if you plan on completing any number of side quests, because getting around a blank Great Sea can be difficult.
  3. However, below are grid coordinates to each island, and grid coordinates will be applied throughout this walkthrough for ease of use. Since the Sea Chart has no coordinate system of its own, you'll need to make one up.
  4. For the purposes of this walkthrough, the X axis, or the top of the chart moving horizontally, is A, B, C, D, E, F and G. The Y axis, the side of the chart moving vertically, is 1, 2, 3, 4, 5, 6, and 7. Therefore, Outset Island's coordinates would be B-7, Windfall Island's would be D-2, and so on. Grid coordinates will be included with each island name to help you navigate to your destinations.

Main Quest Walkthrough

The Search for Ayrll

Outset Island (B-7)

  1. You start by being introduced to Link (or the name you gave the main character) and his younger sister, Aryll, who awakens him in a lookout tower.
  2. You'll learn it is Link's birthday and you'll need to make your way across Outset Island to your grandmother's house.
  3. Drop down from the tower by walking up to the ladder. You'll mount it automatically. Push Down on the Analog Stick to climb down or hit A to drop.
  4. You'll first come to a fork in the path. Heading up takes you to the Fairy Forest, which is currently sealed off. Head to your right, east, to reach the rest of the island.
  5. TIP: Take a moment to drop inside the first house. Enter by going to the door and pushing A. Inside, crouch down and crawl under the bed using R and the Analog Stick. You'll find a green rupee and a hidden room with a chest that contains a red rupee.
  6. Head back outside. Duck under the porch to find another green rupee, then head for the bridge.
  7. TIP: You can also go up the path that winds upward, and jump off the trail onto the roof for another green rupee. Jump by walking off the side of the path toward the roof. There's another blue rupee on a higher portion of the roof that you can't reach yet.
  8. Talking to the denizens of Outset will give you gameplay information. The man standing in the tall grass talks about cutting it down with a cutting tool. He also says people drop things in the grass. When you get a sword, cutting grass will reveal things such as hearts, rupees and ammunition.
  9. Continue along the path to the bridge. There a boy will tell you that you can jump if you run off edges. Turn left at the boy and run toward the edge. You'll jump automatically, either to the next rock or into the water. You can jump from rock to rock, collecting a blue rupee and a yellow rupee. There are more ledges you can't reach yet, however.
  10. Finish crossing the bridge to reach the second half of Outset. Talk to the man crouching down to learn that to catch pigs, you'll need to sneak up on them. Hold R and move to crawl and sneak up on pigs, then press A when you are close enough to pick them up. Catching pigs comes up later.
  11. Following the path, you'll come to a house with an old man standing on the second story. He'll explain about L-Targeting. Hold L to lock onto the man and press A to talk to him.
  12. Go up the ladder as he suggests by walking into it. At the top, go through the door and speak to the old man, who is named Sturgeon. He'll tell you that you can learn things by reading the notes he's tacked onto the walls -- it's an in-game tutorial that'll give you quick tips and help you learn the ropes. Read each of the notes by pressing A.
  13. When you're finished, head back outside. You can break the various pots inside the house by pressing A to pick them up and A again to throw them. There's nothing in them though, so don't bother. The ladder inside also goes nowhere.
  14. Jump down. You can go through the lower door on the house if you want. Inside is Sturgeon's brother, Orca, who will teach you the Roll Attack (Press A while running) and a give you a little sword training (Press B with a sword equipped). You'll be back here shortly, so this can be skipped, too.
  15. There isn't anything else in the house, so head back outside.
  16. Finally, you can head to Link's grandma's house. Go in and up the ladder to receive your green Hero's Clothes.
  17. You're tasked with going to get your sister. Jump down and head outside.
  18. Aryll is back at the watch tower where you first started. Head across the island, crossing the bridge, and up the ladder on the tower.
  19. Aryll gives you the telescope. Equip it by hitting Start to open your menu and putting the cursor over the telescope, then pushing the button you want to set it to -- X, Y, or Z. Use it by hitting the button you assigned it to.
  20. Once you have the telescope, you'll see a great bird fly overhead with someone clutched in its talons. The bird, called the Helmaroc King, is being pursued by a ship that fires cannon balls at it. One hits the bird, and the person it carries is dropped into the Fairy Forest in the south of the smaller island where you started.
  21. Head to Orca's house (the lower floor where both old men live, near Grandma's house). Go through the sword training to gain the Hero's Sword. Press B to use it.
  22. TIP: Use the sword to hack up everything you come across. Often cutting down trees or bushes will reveal rupees or hearts, both of which you'll often need to make progress. Hearts keep you alive when you're hurt, and rupees are necessary to buy all sorts of things.
  23. You can use the sword to open the way into the Fairy Forest. Continue up the path, taking the bridge to the left. Jump the gap and head inside.
  24. Once inside the forest, you'll see the person the bird dropped hanging from a tree.
  25. TIP: Try crawling inside the downed logs to collect some rupees.
  26. Head further into the forest, taking the path on the right. You'll drop down into a room where you'll begin your first combat against a pig-looking bad guy, known as a bokoblin. Remember what Orca taught you and you'll do fine.
  27. Climb the nearby stump in the left corner of the area. From there, you can jump onto a nearby rise. Notice the sign and big boulder to the right. You can come back here later with something to remove that rock.
  28. Continue up the downed tree. Jump down and more bokoblins show up. Dispatch them with your sword.
  29. The girl stuck in the tree wakes up once you've won the fight. You find out her name is Tetra. You follow her out in time to see the Helmaroc King snatch Aryll off the bridge. Link decides to head off with Tetra and her pirates to find Aryll, who you learn is being held to the north at the Forsaken Fortress. Tetra tells you that you'll need a shield in order to go on, and that you won't be back for a while.
  30. Go back to Grandma's house and climb the ladder to where the shield is. It's gone, so jump down and Grandma gives you the Hero's Shield.
  31. TIP: The little boat parked not far from Grandma's house is a shop boat. Swim out to it and head inside to buy a few things, including a Bait Bag for 20 rupees. That'll allow you to keep bait that can be used to lure animals such as pigs.
  32. TIP: It's worth it to take a spin around the island again to make sure you didn't miss anything. For example, crawl under Grandma's porch to find a crawl space that leads to a hidden room. Inside is a chest that holds an orange rupee -- the equivalent of 100 rupees.
  33. When you're ready to head off, speak with Tetra.
  34. TIP: If you're playing your Second Quest, this is a key moment in which to get a pictograph of Tetra for the Nintendo Gallery. It's one of only two chances you'll have to get her. See Forest Haven in the Side Quests section.

Pirate Ship

  1. You'll find yourself on Tetra's ship amidst her pirate crew. She instructs you to head belowdecks to speak with Niko. There's nothing important to do on the deck of the ship, so head through the door toward the bow.
  2. Once below, you're blocked by a pirate from entering what he calls Tetra's cabin. Head down the stairs to meet Nico. He'll give you a pirate test that is another in-game tutorial.
  3. First, turn around and press the switch behind you to reset the room, which also resets the timer for completing the test. You can press switches simply by walking up to them.
  4. Hit the switch Niko pressed in the tutorial and then jump onto the first platform. Next, jump toward the first rope. You'll catch it automatically, and you can swing by pressing Forward and Back on the Analog Stick. Jump from the rope with A. If you need to reposition, hold R, which will stop the rope and allow you to climb up and down with the Analog Stick.
  5. TIP: If you fall, remember to hit the switch to the far right to reset the room. The timer isn't too short, but the test is easier if you're not worrying about the clock.
  6. TIP: Jumping from the rope isn't hard, but time it wrong and you'll fly over the target platform. Try to release when the rope is midway between the platforms.
  7. Once you're across to where Niko is waiting, you'll be rewarded with the Spoils Bag.
  8. Tetra will tell you that you're nearing your destination, the Forsaken Fortress. Head back up to the deck. You'll need to meet Tetra in the crow's nest, so climb up.
  9. The pirates launch you with a catapult into the fortress. In the process, you'll lose your sword.

Forsaken Fortress (A-1)

  1. Link climbs out of the water in the fortress' lagoon without a weapon. You'll learn, however, that Tetra has lent you the Pirate's Charm.
  2. Start by climbing the stairs in front of you. You can grab one of the barrels on the landing with A, which will help you sneak through the next area. Leave it though, as it's easier just to get caught.
  3. Wearing the barrel, you can avoid the spotlights circling this area. Step into one and you'll be taken to the fortress' brig. It takes you almost straight to the Dungeon Map, so go ahead and get caught.
  4. TIP: Carrying a barrel can help you dodge the lights if you need to. When a light comes over top of you, just stop moving. Link will drop the barrel and you'll be disguised. When the light moves on, continue forward.
  5. TIP: There are rupees scattered all over the flat area where you first encounter the search lights. They're pretty easy to get with the barrel -- just time your movements for when the lights aren't on you. But remember that if you have 200 rupees already, you can't carry any more. Save yourself some time and skip trying to pick up the scattered money.
  6. Once in the brig, it's easy enough to escape. Climb up onto the table, then jump onto the nearby bookcase. Move the pot there to find a hole you can crawl through. Escaping the brig puts you inside the fortress, in an area that's shaped like a pentagon in your mini-map. You'll be on the bottom left offshoot. In the bottom left point on the pentagon is a chest with the Dungeon Map. It's on the second floor. You'll come across it as you leave the brig.
  7. TIP: It's generally a pain traversing the lower floors of the fortress interior. There are lots of enemies and guards that will hamper your progress. If you do end up on the lower floor, getting caught starts you back at the brig. One thing worth getting, however, is a Piece of Heart on the lower floor of the room that contains the Dungeon Map. Jump down and make your way to the large number of barrels in a corner. Toward the corner of the room, one of the barrels hides a switch. Push it, and the nearby cell door swings open. Inside is a chest and a Piece of Heart.
  8. After grabbing the map, jump onto the rope and swing across onto the other ledge. When you land, you'll have doors on either side of you. Take the door to the right.
  9. This door leads outside. Dead ahead is another door. To the left and right are more exterior areas of the fortress. Head left to find a path that winds up the side of the fortress.
  10. At the top of the path is a ladder. Head up and you'll be near one of the search lights, being run by a bokoblin. Killing him will knock out the search light -- unfortunately, you don't have a sword. Look around for a pot that has sticks poking out of it. Break the pot and you can pick up a stick to use as a weapon with A. It works just like your sword.
  11. If you find yourself in a fight without a weapon, use L to lock on and R to raise your shield. You can sometimes knock an enemy's weapon from his hand with your shield. If that happens, run up to the weapon and push A to pick it up and use it against him.
  12. When you're done, head back down to the walkway. You may notice the set of stairs ahead -- those are stairs that lead up from the spot where you were first caught. Head through the door in front of you. It leads to the lower right point on the pentagon.
  13. Straight in front of you are a pair of barrels that slightly obscure a treasure chest. Head for the chest to find the Dungeon Compass.
  14. TIP: The Compass shows key information, such as treasure chests and the location of the Boss. Use it by accessing your map by pressing Up on the Directional Pad.
  15. TIP: If you fall while traversing any of these upper-floor rooms, just make your way to the upper right point on the pentagon map. That room has a door that leads outside to the plateau where you first encounter the search lights. To the left of the door as you exit is a staircase. It leads back to the upper floor.
  16. Cross the room via the rope and head through the door.
  17. Outside again, you'll have another opportunity to clean off a search light. Go through the left arch and up the ramp. Climb the ladder and kill the light operator with whatever weapon you can find. Then head back down.
  18. Use the rope in the next room to cross to the door. Go through to find yourself on another walkway.
  19. Head across to the door in front of you.
  20. Here you'll need to use stealth. The big boar guard moblins aren't smart, but if they catch you, it's back to the brig. Grab the barrel to your left and sneak down the walkway slowly. Make your way past the first guard, up the steps and to the door.
  21. TIP: If you get caught around here, you'll still wind up back in the brig. In the room outside the brig, where you found the map, are two doors. Use the door to the left after crossing on the rope to go a quicker route. You can also drop down to the floor of the next room, the barracks, to open a chest that holds rupees. Watch out for the statue on the wall over the door, however. It'll shoot lasers at you until you leave or climb one of the two ladders back to the top of the room. Jump on the rope in the barracks room to swing across and head through another door. That will lead you back to the room with the guards that you need to sneak past. It's located at the top point on the pentagon map.
  22. You're back outside. Ahead is a staircase, but don't go too quickly -- a guard at the top of the steps sometimes come close enough to see you as you come up. Go slow and use the C Stick to rotate your camera and make sure you're in the clear.
  23. At the top of the steps is the barrel you need to get through. Grab it and slip past the guard, keeping along the left wall. As you pass the guard, you'll find a ramp that will let you start ascending the tower.
  24. Soon the ramp will curve and you'll see a gap in the path ahead. Ditch the barrel if you haven't already. There's a small strip of ledge that you can sidle across by getting close to the wall, facing it and holding A. That presses Link's back to the wall and allows you to inch across.
  25. Cross another gap by sidling and keep heading up. Here you'll find your sword, and also a fight with someone who's also armed with steel. Behind you, spikes shoot up from the ground to prevent you from escaping.
  26. Use L to lock on to the enemy and R to protect yourself with your shield. Make for your sword -- when you step on it, you'll pick it up. Once you're armed, go to town on the bad guy.
  27. When he's down, open the big door. You're now inside the tower, where you'll find prisoners. Aryll is among them. The Helmaroc King descends into the tower and grabs Link, however, carrying him to the top of the fortress. After a moment, the bird tosses Link out to sea.
  28. Link awakens aboard the King of Red Lions, the talking boat you'll use to sail across the ocean for the duration of the game.

Windfall Island (D-2)

  1. The King of Red Lions sets you on a mission to obtain a sail. Head inland, forward and then left into town. Climb the stairs until you come to a man with a big white hood over his head.
  2. Listen to the little guy's speech and then agree to pay 80 rupees for That. It's the sail you're looking for. You're all set to return to the King of Red Lions when you're done shopping in Windfall.
  3. Climb aboard your boat again and equip the sail. When you push the button you equipped the sail to, you'll immediately start sailing.
  4. Head due east for Dragon Roost Island. If you need a point of reference, open your sea chart with Up on the Directional Pad.
  5. TIP: If you want to try to collect the 134 character figurines in the Nintendo Gallery (see Nintendo Gallery in the Worldwide Side Quests section), you should use your time on Windfall to locate the Picto Box and complete the Photo Research side quest. See the Windfall Island section of Side Quests.
  6. TIP: While you're here, stop by the shop boat and purchase some All-Purpose Bait and Hyoi pears. The pears are used in side quests you can complete at various islands while you're there. The bait is used on fish you see jumping out of the water. Get close to the fish, lock on, and throw bait into the water to lure it. These actually are Manfish. They'll fill in the squares on your Sea Chart so you can see where you are. They'll also give you information about each island.
  7. TIP: You also can complete the following side quests while you're here: Meet Tingle, Teacher Trouble, Dancing Guy, and Vanity.

Dragon Roost Island (F-2)

  1. On arriving at Dragon Roost Island, the King of Red Lions instructs you to seek out the dragon at the island's summit. You're looking for an item called Din's Pearl.
  2. In the meantime, the King hands over the Wind Waker, a conductor's baton with the ability to control the direction of the winds, among other things. Use it by matching the rhythm with the Analog Stick and the notes with the C Stick.
  3. TIP: The blue Bomb fruits sticking out of the ground will explode if you hit them. Pick them up using A and set them back down with R, or throw them with A to blow up boulders.
  4. First, head through the archway just to the right of you on the beach. Through it you'll come to another beach, where you can see a small island a short distance away. Swim out to it.
  5. On the small island are two stones. Read the intact one and you'll see Wind Waker notes. Equip and use the Wind Waker and play the tune to learn the Wind's Requiem.
  6. TIP: Get to know the Wind's Requiem. The song allows you to change the direction of the wind. It's a simple tune, but you'll use this spell constantly to navigate around the Great Sea.
  7. Head back to where you landed your boat and head up the tan dirt path to your right. Use bomb fruits to blow up any boulders that block your path. Remember to stand back from the blast to avoid taking damage.
  8. At the top of the path is a wall you'll have to sidle across. Once there, grab the blue rupee and drop down. Beside you is a bomb fruit -- use it to blow up the boulder in front of you. This will complete the path.
  9. Continue through the tunnel. You'll meet the Rito postman, who invites you to meet the chieftain and gives you access to the Rito aerie. Follow the path and enter the door.
  10. The chieftain tells you about Valoo, the dragon on top of the island, who has grown violent. He also asks you to speak with Komali, the chieftain's son. Your first task is to find Medli, who has something for Komali. Quill, the Rito postman, also gives you a Delivery Bag.
  11. Head up the ramp that wraps around the room. Inside the first room on the left is where you'll find Medli. She gives you a letter to deliver to Komali and asks you to meet her later at the entrance to Dragon Roost Cavern.
  12. Go back down the ramp and exit the room through the only door that doesn't lead outside, to the left. You'll know you're going the right way when you descend stairs. Go through the door, equip the Delivery Bag and show the letter to Komali.
  13. Talk to Komali again to learn that he's holding Din's Pearl, the item you've come to collect. When you're done with him, return to the chieftain's room and exit via the long tunnel. This will take you to Dragon Roost Pond.
  14. Head left to the broken bridge and jump down. Medli is waiting for you, so talk to her.
  15. Medli wants to get across the pond and asks you to throw her to the far ledge. Pick her up and backtrack to the ramp-shaped rock behind you. Stand on top of it and wait for the wind to be at your back. The floating debris will start to fly toward the ledge. When it does, hit A to toss Medli at the ledge. She'll reward you with an Empty Bottle.
  16. Climb back up the broken bridge and go back to the chieftain's room. Talk to Quill to learn that Medli is in trouble. You can't get to her without water in the pond, so you'll need a bomb to blow up the rock blocking the spring. The bomb flowers have all dried up, so you need water.
  17. Head back out to the beach. Equip the bottle and use it while standing in the water to fill it. Then take it back to Dragon Roost Pond.
  18. Use the water on one of the wilted bomb flowers just past the entrance to the pond. It'll sprout a working bomb that you can pick up. Pull the bomb and wait until it is flashing quickly in your hands before throwing it over the railing. You'll have to time it so the bomb explodes on top of the rock.
  19. Blowing the rock fills the pond with spring water, allowing you to swim across. On the other side, throw bombs into the pots held by the two big statues to collapse them and form a bridge over the lava. Proceed down tunnel.

Dragon Roost Cavern

  1. Welcome to the first big dungeon. The first thing you have to do is open the way through. Grab the blue block on the left by approaching it and holding R, then pulling back on the Analog Stick. Next, move the center block to the left now that the space is clear, then head in.
  2. There are two bokoblins you need to defeat here, each carrying a stick. Once they're down, grab a stick with A and head to the torch in the right back corner of the room. Hold the stick over the fire to light it.
  3. Go left of the door in the center of the back wall and light the standing torches there. This reveals a chest that holds the key to the door.
  4. TIP: The green pot on the left side of this room is a teleport. If you come across a similar pot inside the dungeon, you can climb in to return to the entrance. It also will allow you to save your progress and quit playing while in the middle of a dungeon. Though you'll start at the beginning of the dungeon when you load your game again, you can use the pot to quickly teleport through.
  5. Unlock the door and go through. You'll need your sword to cut through the next door. It leads into a large, lava-filled room.
  6. To your left is a locked door that you'll be back to open later. Follow the wood plank path to the left. You'll come to a gap where you'll need to jump down. Pull out the block to use it to jump to the next path.
  7. At the end of the path is a platform to jump across to connected to a rope bridge. Beware of the pillars of flame that erupt between you and the platform. Jump quickly across. Also keep an eye out for the bats that circle overhead.
  8. Cross the bridge and use a bomb fruit to blow up the boulder ahead of you. Clearing the boulder reveals a door. Go through.
  9. The jugs in this room contain water. Throw them in the lava to create temporary platforms you can jump on to cross. Go to the left side of the room to get the Dungeon Map.
  10. On the other side of the room is a ladder. Use the jugs to cross to it and climb up. Go through the door into the next room.
  11. Straight ahead is a wood barrier that an enemy will break down to attack you. Kill him and grab his big sword -- you need it to break down the other wood barrier in this room, to the right.
  12. Take the sword into the next room with you. Head left and kill the Red Chus. Climb up and use the sword to break the barrier. Inside the chest is another key.
  13. Take the other door out of the room. You're back in the big lava room. To your right are some rocks; to the left, a boulder. The bomb fruits are on the wall, so you can't get to them. Grab a rock and throw it at the bomb to set it off. That clears your path. Go across the wood planks to find a locked door where you first entered this room.
  14. Draw your sword and deal with the chus, and be aware that a stick-wielding bokoblin will break through the wood barrier to your left. Grab his stick when he's dead and light it at one of the torches. Use it to burn down the wood barrier to the right to reveal a switch. Step on it to open the door.
  15. That door puts you outside. To your right is a bridge and a fight. Kill the baddie and climb the nearby ladder. Be careful, as flame jets shoot from the rocks beside the ladder.
  16. TIP: The bird at the top of the ladder may drop a Golden Feather when you kill it, so be careful to defeat it over solid ground and not over the side of the cliff. You can use the feather for a side quest back in the Rito aerie. See the Golden Feather section under Dragon Roost Island in Side Quests.
  17. Ahead is another wall to sidle across, this time with flame bursting from it to cook you if you're not careful. Time your move for just after the flame jet has quit to maximize your time. Go past the boulder, which you can't destroy just yet, and climb onto the wood ledge.
  18. Hang and slide across it to reach the next area, then climb up the rocks to reach a bomb.
  19. Use the bomb to destroy the boulder. Remember to time your throw so the bomb explodes against the rock, instead of bouncing harmlessly off. Then jump down to the newly revealed door and go through.
  20. Inside you'll see a stack of blocks against the wall. Atop them is the doorway through to the next room. Pull out the bottom right block and the center block. Then climb up the right block to reach the door.
  21. Go left in the next room to find a block that can be pulled out. Yank it and climb up. To your right you'll find a chest that holds the Compass. To the left is a pot filled with sticks.
  22. TIP: Watch out for the rats here. If they hit you, they'll knock rupees loose and make off with them. If you have bait, spread some around near their hole in the wall, just in front of the entrance, for a rupee reward.
  23. Grab one of the nearby sticks and light it at the torch to your left. You'll need to throw it across the room to the wood barrier that's directly in front of you.
  24. Burn down the barrier, then use the ladder to climb up. You're rewarded with another key.
  25. Climb back up the block and open the locked door on the left side of this room. It leads back outside.
  26. Follow the path around to another locked door to the right and a bird's nest to the left. Kill the bird to find a key and open the door.
  27. The next room is dark, save for the torch to your right. Beside it is a pot with sticks. Grab a stick, light it, and proceed down the hall. At the end is another torch, which you can light with your stick. Be careful, though, as bats attack you as you enter. Kill them, then use your stick to burn down the wood barrier to the right of the torch.
  28. TIP: Straight behind the torch when you enter this room is a treasure chest, obscured by darkness. Open it to find a Joy Pendant.
  29. Light your stick again and take it with you past where the wood barrier was. Light the two dark torches in the next room to open the door.
  30. You're back in the big lava room, only higher up. Cross the bridge and go through the door.
  31. TIP: In the large lava room as you enter, to your right is a bomb fruit, to the left a big pot. Use the bomb to blow up the rock on top of the pot. Climb in if you need to head back to the dungeon entrance for any reason.
  32. Kill the enemy in the next room. You'll need to break all the pots in this room to reveal all the enemies. Killing all three will unseal the doors. Then take the ladder up
  33. TIP: To the left of the door you entered through is a shelf that holds a pot. Roll into the wall below the shelf to break it, dropping the pot. It'll explode, revealing a bokoblin carrying a stick. Kill him, grab the stick, and take it to the torch to the right of the door. Light the second torch beside it to reveal a chest. Inside is Treasure Chart 11. (The other enemy hiding in the pots has a stick, too, and there are sticks at the top of the ladder to the left.)
  34. Lava covers the floor of the next room, but there are jugs of water handy nearby. Throw one to make a platform and take a second with you. Cross out to the middle platform. Dodge the centipede.
  35. Wait for the lava geyser in front of you to drop, then throw the water on top of it. Jump on the platform. The lava geyser will explode, taking you and the platform with it.
  36. Jump off onto the plank path. Follow it to the door.
  37. This room is divided by lava, which you can't cross. On the other side is the room that houses this dungeon's boss. You're not ready to fight him yet.
  38. Instead, grab the bomb fruit from the right of the doorway and blow up the two boulders. The right boulder hides a pot that takes you to the dungeon entrance if you get in it. The left boulder hides a door that leads outside.
  39. Back outside, you get a look at Valoo the dragon. Head up the steps. Move quickly because a good portion of the steps will drop away beneath you. Then go through the door and get ready for a fight. You'll face two sword bokoblins, and after killing them, a moblin.
  40. TIP: If you need it, break the nearby pots for hearts.
  41. TIP: Link's best move is his parry attack, which can be activated with the A button. Wait for an enemy to prepare to strike. Link's sword will glow green and the A button icon will change to look spiky and glowing. Hit A at this moment to have Link dodge the enemy attack and counter with his own. It often disarms enemies.
  42. Winning the fight frees Medli and nets you the Grappling Hook. She'll also teach you to use it.
  43. TIP: Remember the rules of ropes when using the Grappling Hook. If you want to climb it or reposition your swing, hold R to drain your momentum and adjust your height and direction.
  44. TIP: You can also use the Grappling Hook as a weapon to steal items from enemies. This is highly effective against enemies like bokoblins, which carry important spoils. Lock on to an enemy and press the button for the Grappling Hook to draw it. Press it again to throw the hook. The weapon steals items 100 percent of the time, which is better than the haphazard spoils dropped by defeating enemies. It has no effect on an enemy's health, however.
  45. Use the Grappling Hook to return to the door you used to come outside. To the right of the door are more beams you can cross using the Grappling Hook. Follow them to reach another door.
  46. Kill the enemy on the bridge and cross it. On the other side are some pots where another enemy will ambush you. Kill him and a chest will appear.
  47. To reach the chest, find the stick on the ground that the ambushing enemy carried. Grab it, light it at the torch, and use it to set the ropes holding up the bridge on fire. The bridge will collapse, dropping you onto another bridge. Open the chest at one end to receive a Joy Pendent.
  48. Turn around and head for the door on the other end.
  49. You're back in the big, lava-covered room. To your right is a cage with a floor being supported by three ropes. Stand in the center of the ropes and hold B, then release it to do a spin attack. You have to cut all three ropes simultaneously, or you'll fall in the lava.
  50. Cutting the ropes drops you to the bottom of the room. Jump off the platform and go through the arch. Cross the two platforms here and climb the ladder.
  51. You'll emerge in front of a sealed door in the throat of a dragon statue. In front of the door is a Grapple Hook pole. Throw the hook at it to open the door.
  52. Use the Grapple Hook on the pole in the center of the room and head right. Cross the hanging platforms and Grapple your way to the door.
  53. Across the room from the door is a chest surrounded by flames. Beside it is the switch that disables the flames. You need something to hold down the switch.
  54. Attack the crawling fire centipede that circles the room. It's only vulnerable in its blue eye, and only when it opens its pincers in preparation to attack. You don't want to kill it, but if you damage it enough, it'll roll into a tight ball.
  55. Pick the centipede up when it's rolled up and drop it on the switch. While the flames are out, open it up and get the Big Key.
  56. Backtrack all the way to the platform you cut loose from the ropes. Wait for the lava geyser, then ride it back up to the top of the room. Go back through the door at the top.
  57. In the room where you burned the bridge, use one of the water jugs beside the door to make a platform. There's a lava geyser in the right corner ahead of you that will take you back up to the door back outside.
  58. Swing back along the path to the door beside the stairs. Go through.
  59. Now you have the means to cross this room and the Big Key to open the door beyond. Use the pot to head back to the beginning if you need anything, as this is the door to the boss of the dungeon. If you're all set, swing across and open the two chests. One has rupees, the other a Knight's Crest.
  60. TIP: Jump in the pot here to be transported back to the beginning of the dungeon. Go through the door, into the big lava room, and follow the plank path to the left. Go through the door there, then turn right. You'll find a Grapple Hook beam with a wood barrier at the far end of the room. Swing over, destroy the barrier and open the chest for Treasure Chart 39.
  61. Open the Big Key door (it has a big gold lock) and you'll enter a room with a small lava pond in the center. Head inside to meet your first big boss, Ghoma.

Boss Fight: Ghoma

  1. TIP: This fight and a room in Ganon's Tower at the end of your game are the only chances to get a photo of Ghoma for the Nintendo Gallery. You may need to get this shot through a Second Quest play-through.
  2. This fight is simple enough at its core. You'll need to dodge the centipede's pincer attacks for the time being. Equip your Grappling Hook and aim at Valoo's hanging tail above the center of the room.
  3. Swing from the tail with the hook to anywhere else in the room -- it doesn't matter. Swinging from the tail will cause the big stone ceiling to drop on the centipede, weakening its shell.
  4. Do this three times to crack the shell and make the boss vulnerable to attack.
  5. With the shell gone, it's just a matter of hacking away at the boss' big blue eye. Dodge his big pincer attack and wait for the eye to be close. If he sticks both pincers in around you, hack away quickly, avoiding his second set of face pincers.
  6. If Ghoma sticks one claw in and has to work to wrench it free, use the Grappling Hook to hit him in the eye. That will daze him and he'll drop down right in front of you so you can slice him up. It shouldn't take more than five or six good hits to win the fight.
  7. When you're done, grab the Heart Container the boss drops and step in the wind vortex to return to the beach.
  8. Komali and Medli are waiting for you back near the King of Red Lions. Komali hands over Din's Pearl, and the King tells you it's time to head south. Use the Wind Waker and the Wind's Requiem (Up, Left, Right) to set the wind to south, then climb onto the boat and set sail.

Forest Haven (F-6)

  1. When you arrive, the King of Red Lions tells you to seek out the Great Deku Tree to ask for another Pearl.
  2. Equip your Grapple Hook and head inland. Keep an eye out for branches shaped like Hook beams -- you can snag them and swing across open water and other hazards.
  3. TIP: The big purple piranha plants, known as Boko Baba plants, like to hide in grass. They also drop Boko Baba seeds, which are spoils that can be traded for potions. See the Worldwide Side Quest section.
  4. TIP: To dispense with the rock-hurling Octos in the river, block their projectiles with your shield. Hold L and R. You'll reflect the attack and kill the enemy with its own attack.
  5. Cross the river by swinging to the platforms, then jumping from rock to rock. When you run out of rocks, look for a beam to swing up to the shallow pool at the top of the rapids. From there, enter Forest Haven proper.
  6. Follow the stream around until you reach the tree that has a giant face. Chus appear on the tree. Use your roll attack to knock them off, then pull your sword. You'll make short work of the chus. Then the Deku Tree will make its introduction.
  7. The Deku Tree gives you your task -- rescue one of the Koroks, the wood spirits who live in Forest Haven. You'll need a special item, the Deku Leaf, to get to the Forbidden Woods, your destination. To get it, you need to climb the Deku Tree.
  8. Turn left. A short distance around the side of the Deku Tree is a purple pod. Jump inside and you'll be launched into the air. The pod shoots you straight up, but you can direct where to land using the Analog Stick to rotate the camera sideways, then push Forward on the stick when you line up your target.
  9. Bounce from pod to pod until you reach a leafy platform. From the platform, look up and use your Grapple Hook to swing across to the next set of pods.
  10. TIP: Take your time as you go. It's a long way to the ground and the fall will damage you. There's plenty of grass around to cut down in search of hearts, but climbing back up is time-consuming.
  11. When you reach the top, you'll be awarded the Deku Leaf. You can use it to float to faraway ledges, but it consumes magic power (that new green gauge just under your hearts). You won't be able to float when that gauge runs out.
  12. TIP: Magic is as easily replenished as hearts or rupees. Cut down grass to find wooden bottles. Little ones restore a little magic, big ones a lot.
  13. Float with the Deku Leaf by equipping it, then using it after jumping off of something into the air. You can turn the leaf off and just fall by pressing A -- which is good if you need to cut altitude.
  14. The Leaf works like a parachute, allowing you to glide down to your destination. Head to the ledge with the door, cut up some grass to replenish your magic, then exit the room.
  15. TIP: Before you proceed to the Forbidden Woods, you can take this time to complete the requirements to get the Deluxe Picto Box and to open the Nintendo Gallery. See the Nintendo Gallery section of Worldwide Side Quests and Photo Research under the Windfall Island heading in Side Quests.
  16. Once outside, you're going to need to glide to the Forbidden Woods. Use the Wind Waker to set the wind to west, then jump off the cliff and use the Deku Leaf.
  17. Use Left on the Analog Stick to lean into the wind and head for the platform that's a little to your left. Don't worry about the cyclone spinning around it -- that's an updraft. All it will do right now is make your view a little more confusing if you hit it, but it shouldn't be too bothersome.
  18. Once you're on the platform, cut the grass to find items to refill your magic. To reach the Forbidden Woods, you need the help of the spinning updraft. Wait to jump until the cyclone is just to your right -- it's further away than it looks. You need to lead it some or you'll miss it and fall. That takes you back to the platform, minus some hearts.
  19. Be careful of the flying, spinning enemies that try to converge on you during your trip to the woods. These are Peahats. Once you've passed them, head through the door into the second dungeon.

Forbidden Woods

  1. Your first order of business here is to dispatch the Green Chus in the area. Some will drop Green Chu Jelly, which is a spoil you can trade for potions (see Worldwide Side Quests). When you've finished, head up the ramp on the right side of room. A chest waits there, and inside is the dungeon map (that was easy).
  2. Next you'll need to unseal the door, which is in the center of the room's northern wall. It's covered by a plant whose vines will re-grow if you hack at them, so you need to damage the vulnerable blue eye in the center. Trouble is, the eye closes defensively as you approach.
  3. Remedy the situation by heading to the left side of the room. Grab the big walnut from where it sprouts out of the ground. Carry it back to the door, being careful to stay back far enough to keep the eye open. Then just heave the nut at the eye. You'll kill the plant and unseal the door.
  4. This next room is an exercise in vertical movement. You start about midway up in a tall room. You have the option to head down, but don't yet. There's a chest down there you can't get in to, so spare yourself the climb back up.
  5. Instead, hop in the purple Baba pod beside you. You need to use the pods in this room in tandem with the Deku Leaf. When you're in the pod, look for the pod that's higher than your current position, but lower than the others. Aim for it, hit your Leaf button and glide safely to it. The pods each restore magic, so you shouldn't have to worry much about falling.
  6. TIP: You can climb to the very top of this room, if you're so inclined, by using the pods. There's another chest up there that you can't get to yet. At the uppermost platform in the room is a pot that hides a Joy Pendant. The top Baba pod also can launch you onto the top of a tree, where about 24 rupees are hidden.
  7. The door at the north end of the room, slightly above where you start, is sealed. Look to your right for a bomb fruit, but watch out for chus. Set the bomb and go through the door.
  8. You're standing on a ledge facing an impassable gap between you and the other side of the room. Look left -- there's a spinner there made of leaves. When you're not flying through the air, the Deku Leaf can be used like a big fan to generate wind. Press the Leaf button to use it now, facing the spinner on the left. You'll blow a gust at the spinner that will drive a wooden gondola over to your platform.
  9. Step aboard the gondola and turn a little to the right. Another spinner waits there. Use your Deku Leaf on it to send the gondola back to the other side of the room and the door.
  10. The next room features a ramp directly in front of the door. Head up, being careful of the Peahats. They're immune to your sword while spinning. Hit them with the Deku Leaf to knock out their helicopter-like shields, then slash them to finish them.
  11. TIP: Use the Deku Leaf on the small brown piles of leaves in this dungeon. They'll reveal things like rupees and other goodies.
  12. Kill the Baba plants to the right of the ramp to reveal a Baba pod. Jump in and start ascending.
  13. When you reach the top, you'll find another sealed door and another spinner. Use the Deku Leaf to draw another gondola to you. Board it, then face southeast to hit the departing spinner with the Leaf. Once across, break the wood barrier to find a big walnut.
  14. Grab the walnut, set it on the gondola with R, and hit the spinner in the northwest with the Leaf. Toss the walnut at the door-seal's eye and head through.
  15. TIP: Drop off the front ledge of the platform with the door and push the Analog Stick back toward the wall. You should drop into a small divot in the wall that hides a chest. Inside is 20 rupees.
  16. This small room seems simple enough. Ahead is a walnut, beyond that, a sealed door. But as you approach the walnut, giant green tentacles appear to block your way. You can't approach the walnut without incurring some tentacle wrath.
  17. Back up so the tentacles disappear, then use the Deku Leaf to blow the walnut toward the door. You can now run along the side of the room to pass the tentacles. Pick up the displaced nut. Use it to unseal the door and move on.
  18. Make your way up the path to the right of the door. You'll need your Grappling Hook.
  19. Soon you'll reach another big walnut. Grab it and jump into the center floating platform. Head right around the outside. You'll soon see a sealed door, the nut with which to unlock it you're already carrying.
  20. TIP: Look beside the ledge with the sealed door before going through. There is another of those moving wooden platforms, except this one moves vertically. Jump on and ascend to the top. There you'll find a yellow leaf pile. Use the Deku Leaf to sweep away the leaves and reveal the blue pot, which can teleport you back to the pot at the beginning of the dungeon and vice versa. Now return to the unsealed door.
  21. The next room is a longish, grass-covered hallway. In the center is a small ditch with a chest. Don't bother with it -- the chest has only 10 rupees and the ditch is filled with annoying spiky burs called Morths. These things will cling to you until you spin attack (hold B, then release) to knock them off. And they slow you down.
  22. Instead, jump across and go through the door.
  23. You're standing in a grass-covered room, but in a moment you'll see that it's actually got lots of walls. Take a few steps and the green tentacles show up to molest you again. They pop up whenever you get too close, herding you down certain corridors.
  24. The way the tentacles pop up, it may appear as though this room is a maze. It's not, however -- there are only two paths, and you'll take them both.
  25. Start out by heading forward from the door (you also have the option to make a sharp right from the door). Follow the tentacle path through the room until you reach a wood barrier and a bomb fruit.
  26. Use the bomb to blow up the barrier and receive the Compass.
  27. Grab another bomb and throw it at the barriers you see further down the wall. Don't bother trying to trick the tentacles to make them go down and clear your throwing path. You can't throw that far anyway. Instead, just throw over/through them.
  28. When you've blown both barriers, backtrack through the tentacles to the door. When you arrive, stick close to the door and head east. You'll find a second path through the tentacles that leads to the second wood barrier.
  29. Behind the barrier is a chest. Open it to get a key.
  30. Next, back out of the wood barrier and hop in the Baba pod. Face toward the platforms to the north. They hold more pods and also some pots. Float over using your Deku Leaf.
  31. The two lower pots are nothing special, but the top one hides a Joy Pendant. Use the other pods to reach it. Then, hop off the top platform and float toward the door you entered at in the center of the north wall. Head back to the big room with the moving wood platforms.
  32. Be aware that more bad guys are now waiting for you in that grassy hallway.
  33. Back in the large circular room, jump into the center and head left. A quarter way around is the ledge where you found the walnut and a door you can open with your key.
  34. Here you've got another gondola ride. Beware the annoying Peahats. They won't die if you Deku Leaf them into the water, and soon they'll return to harass you some more.
  35. Use the spinner beside the door to draw the gondola, then use it again to move to the other door. You'll need to blow the air to the right of the spinner to get it to work for you. Then exit.
  36. There are plenty of annoyances in this room. Deal quickly with the Baba plants and the big beetle, a wingless Mothula, which shoots those frustrating spiky Morths at you. You'll also have three Peahats to contend with.
  37. Take any of the Baba pods to jump up to the leafy platforms above. Follow them around to another Baba pod to pop up another level.
  38. On the third level you'll find a sealed door with two blue eyes holding it shut. Ignore it for now and bear north to the standard door.
  39. TIP: You can climb higher in this room with the Grappling Hook. Stand in front of the unsealed door and look up and to the west. Above you is a Grappling Hook beam. Snag it, then hold R and climb all the way up to the top of the rope. You'll climb up to the beam and stand on it. From there, throw the hook west to a second beam. Hold R to stop yourself and drop onto the platform. Face toward the center of the room and wait for the moving wood platform to descend. Ride it up and cut the trees away from a chest. Your efforts land you a Joy Pendant. Then go back to the standard door.
  40. The door seals behind you as you enter this room. Momentarily, you'll see the reason why -- a giant winged Mothula mini-boss fight.
  41. The moth's biggest danger to you is its seemingly rocket-powered line-drive attack. When you see its eye go red, get out of the way. Otherwise, avoid its short burst thrust attacks.
  42. Use the Deku Leaf to stun the moth, then start in with your sword. Four good shots will rob it of flight. At that point, you're free to hack it to death. It'll shoot Morth annoyances as you, but they die easily enough from the spin attack.
  43. When you win, a big chest is revealed. Inside is your prize: the Boomerang, the game's most useful item. You get training with this weapon straight away. Equip it and head back to the door. Look above it and you'll see two white crystals. Hit your boomerang button and target the two (you'll see yellow explosions on them when you move your red targeting cursor over). Hit the button again to throw the Boomerang. You can target up to five points this way.
  44. Hit all the switches to open the door. Head through back to the room with the leafy platforms.
  45. TIP: The boomerang makes short work of Peahats. Tag them once with it to knock out their rotors and once more to kill them. The sword works as well, once they're grounded. The Boomerang also kills Baba plants in a single strike.
  46. TIP: There are even more Boomerang uses -- including cutting grass and other things. You can also throw it at far-away items like hearts or rupees and it will bring them back to you. The Boomerang kills most weak enemies. Many stronger enemies will be stunned if they're hit with it, giving you time to move in with your sword. Finally, the Boomerang cuts ropes, like the vines holding up those walnuts in this room.
  47. Now that you're armed with the Boomerang, go through the door to the south of you. Cross the leafy platforms to reach it, being careful of helicopters.
  48. Across from you are a door and a chest, but these hanging walnuts will get in the way if you try to float over with your Deku Leaf. Pull your Boomerang and cut them loose.
  49. Once across, open the chest for a Joy Pendant. Then go through the door.
  50. You're back in a previously inaccessible area of the big circular room. In the center of the room is a big flower-looking platform/hut. It's held from the ceiling by purple vines. Vines your Boomerang could probably sever.
  51. If you look down, you'll see water surrounding a green platform. In the center, the leaves are thinner. You can almost see through. Something could probably knock a hole in it.
  52. Use your Boomerang to cut the purple vines and reveal your next destination.
  53. TIP: Remember that room in the beginning of the dungeon that had stuff above and below, but we ignored it? Remember how there were even two inaccessible chests in that room? Now is a good time to backtrack to get them.
  1. Go down to the ground floor of the leafy platform room and exit through the door. You'll return to the ledge with the walnut in the room with the moving wood platforms. Head right to the ledge with the formerly sealed door, jump on the vertical moving platform, and use the blue teleport pot.
  2. Back at the dungeon entrance, head through the door. You're back in the target room. Jump down and head north. Use your Boomerang to target the two blue eyes and kill the plant on the chest. Open it for a Knight's Crest. (Also, if you clear the leaves off the stump to the east, you'll reveal a fairy. Equip and use a bottle on it to catch it for later.)
  3. Use the pods and the Deku Leaf to ascend to the very top of the room. At the top level, in the south west, is another chest. Clear it with the Boomerang and receive Treasure Chart 15.
  4. Head back out to the dungeon's entrance and take the pot back to the room with the moving wood platforms.
  1. We're ready to proceed. From up here at the blue pot, you can jump straight down through the hole you made in the floor. Use the Deku Leaf to break your fall.
  2. On the west side of the room is your destination door. Go through.
  3. Use the Boomerang to clear the sticky guys off the three wood platforms in front of you. To the left is only grass to cut, so if you don't need anything, head right.
  4. On the right path, chus will appear, as well as purple tentacles. Kill the chus and hit the tentacles with the boomerang. They don't stay dead long, however, so make a hole and head for the door.
  5. As you enter the next room, you'll be confronted by a flower hanging by vines. Don't cut it down yet! Instead, jump on it and go across to the chest for 10 rupees.
  6. Okay, now cut the flower down. Hop down to it, kill the Octo with your shield, and jump to the platform to the south. A bomb waits there. Grab it and jump across to the platform to the north. There's a wood barrier for you to blow up.
  7. The barrier hides a door you can go through.
  8. If you glance at the mini-map, you'll see the center of this room holds a chest. Head to the center, killing the Peahats and the Baba plant. Once there, you'll find the way to the chest blocked by wood bars. Head around the back of the tree stump to the northwest side to find a small hole you could crawl through. Problem is, you can't get far enough away from the eye to make it open.
  9. Instead, turn around from the hole to face the platform slightly above you. Clear off the Morths with your Boomerang, then kill the Baba plant on the platform ahead to reveal a pod.
  10. Use the pod and the Deku Leaf to reach the platform beside you, in the north of the room. Use the Leaf again to activate the nearby spinners and draw the gondola. Ride it to the other side to find a bomb.
  11. The spinners here are designed to be somewhat uncooperative. Use the leaf to blow air to the left of the one to the northeast. It'll carry you close enough to active the spinner in the southwest, taking you the rest of the way.
  12. Grab the bomb, hop on the gondola, and throw it at the stump. It'll go into the hole and clear the chest for you. Jump in the hole yourself for Treasure Chart 1. Crawl out the small hole and backtrack through the door.
  13. The flower will be back hanging from the ceiling when you return. Climb up the ladder to your left and cut it back down. Hop on, kill the Octo, and equip the Deku Leaf.
  14. You can use the Deku Leaf to power this flower like a boat down the canal. Stand facing east and blow air with the Leaf. The flower floats in the opposite direction, down the hall. There are two more Octos around the corner, so don't let them get the drop on you.
  15. Use the flower to reach the far bank. You can't climb up without it. More tentacles and chus appear here in front of the door. Hack them up and head through.
  16. The Big Key chest is blocked by wood bars. Head up to the tree that holds it and go up the path to the left. From up here, use the boomerang to target each of the white crystals that circle the tree. Start by targeting the one to the northeast and work your away around clockwise.
  17. That'll open the door to the Big Key chest. Jump down and grab it.
  18. This also starts a fight. Two moblins appear. Remember you can stun them with your boomerang, which makes fighting them a lot simpler. Finishing them off unseals a door high above you.
  19. Go back to the top of the tree up the ramp. Use the Grappling Hook to grab the beam above you and swing to the door.
  20. You're back in the room with the three platforms covered in Morths. Jump down, kill the attacking chus, and head to the door.
  21. Back in the room where you dropped the big flower hut to make the hole in the floor. To get back out. Hit the spinner to your left with the Deku Leaf. That'll create a temporary updraft around the blue flower. To your right is a Baba pod. Hop in, pop out and use the Deku Leaf to glide into the updraft. That'll send you out of the hole.
  22. From here, head east to a double-sealed door. Kill the blue plants with your Boomerang and go through.
  23. Kill the two Mothulas to make a chest appear. Inside is a Joy Pendant. Continue through the room to the door.
  24. The Big Key Door awaits you at the east end of this room. To the left of that door is the yellow pot, which can teleport you to the dungeon entrance. To the right of the door is a pot of sticks. Grab a stick from it, light it on fire at the torches, and touch it to the wooden cover on the pot to activate it.
  25. The walnuts in this room hold some goods to refill you, but several also hide enemies. They're not a big deal, however. The walnut closest to the pot along the northern wall holds a fairy.
  26. Open the Big Key door to face the boss.

Boss Fight: Kalle Demos

  1. Inside you'll see the little Korok, Makar, you were sent to save. Before you can get to him, a big plant appears. This is the boss Kalle Demos. It swallows Makar and attacks you. Notice that the plant pod uses vines to attach itself to the ceiling.
  2. TIP: This is one of only two chances to photograph Kalle Demos for its figurine. The second is in the game's final dungeon.
  3. Use the Boomerang to hit the vines attached tot he ceiling while dodging the plant's tentacles. They shoot down through the ground, so try to keep your eyes out for the raised trails they leave in the dirt.
  4. When you've cut all the vines (it'll take three or four Boomerang throws), the plant drops and the inside is exposed. Run to it and start hacking away. When you've done enough damage, the plant will close up and expel you, doing a heart's worth of damage. Cut the grass around the edge of the room to restore your hearts.
  5. Three good rounds of attacks will win the fight. Afterward, grab the Heart Container and walk into the wind vortex.
  6. Back at Forest Haven, the Great Deku Tree thanks you with Farore's Pearl. After a short cutscene, you're free to head back to the King of Red Lions.
  7. The King tells you the last pearl is to the northwest. Use the Wind Waker and the Wind's Requiem to set the wind in that direction and set off. Check your Sea Chart to make sure you're going the right way.

Greatfish Island (B-4)

  1. You arrive to find the island seemingly destroyed. The King of Red Lions tells you a water spirit, Jabun, once lived here, but it seems Ganon got to him first.
  2. Quill, the Rito postman, appears as you're talking. He tells you Jabun fled Greatfish to Outset. He tells you more, and eventually you'll get your new task. Head for Windfall to find Tetra and the pirates.
  3. Set the wind for northeast and set sail.

Windfall Island (D-2)

  1. You'll arrive at night and find the pirate ship sort of hidden behind the island. The plan is to sneak around and find out what the pirates are up to.
  2. Head west to the bomb shop. You can't go in the front door, so head around the side of the building.
  3. At the back of the shop is a strip of green vines grown on the wall that you can climb. Head up, then crawl in through the small hole. The pirates are inside.
  4. You overhear the pirates' plan to use bombs to get the treasure at Outset, and also get the ship's password.
  5. Head east toward the entrance to town and hang a left. Go up the green path here to the point with the cliff. It overlooks the ship and you can jump down.
  6. Go to the door to go belowdecks and hit A. Enter your password when prompted to gain access to the pirate ship.
  7. You can enter Tetra's cabin now if you want, which is dead ahead, but there's nothing there except some interesting paintings on her wall. When you're done, head down the stairs.
  8. You'll meet up with Nico again, and again he'll give you another test. The layout is the same, except now you have to jump from rope to rope without the benefit of platforms in between. You have a limited amount of time to reach the goal once you hit the switch.
  9. You should have plenty of time, so relax and make good jumps. The third and fourth ropes move along the ceiling some, so be careful to time your jump from the second to the third. When you finish, you'll receive Bombs as a reward.
  10. TIP: Equipping and using bombs while aboard your boat gives you a cannon. It's pretty effective, but you'll be stuck at cruising speed when you use it.
  11. Leave the ship and return to the King. Tetra told you that you were on the clock, but don't worry. Set a southwesterly wind and depart for Outset.

Outset Island (B-7)

  1. When you arrive, the King of Red Lions mentions that it's been night the whole time you've been traveling -- which gives you time to wander around Outset.
  2. Visit Link's grandmother to see she isn't doing too well. Speak with Sturgeon, on the second floor of his house near Grandma's, to learn your task. You need to head up to the Forest of the Fairies, where you first found Tetra, and bottle a fairy. Make sure you have an empty bottle, then make for the forest on the other side of the island. It's up the path that's behind the lookout tower.
  3. Head up toward the Forest of the Fairies. You'll face a little opposition on the way, but soon you'll come to the broken suspension bridge.
  4. A good strategy here is to climb up on one of the wooden posts beside the cliff's edge. Set the wind to your back (west) and glide across with the Deku Leaf. Then head into the forest.
  5. Make your way through the woods. In the first lowered area you'll face a wingless Mothula. After that, climb the stump into a small, narrow crossing. You'll see a sign marking the Fairy Fountain.
  6. Climb up beside the big rock and lay down a bomb to destroy it. Then drop into the hole left there.
  7. Go forward inside the cave to summon the Great Fairy. She'll increase the size of your wallet to 1,000 rupees.
  8. The Great Fairy dissipates into lots of little fairies. Equip an empty bottle and nab one. Then head back up.
  9. Go up the downed tree to exit the forest. You'll have to kill two moblins. After that, the way out is clear.
  10. When you exit the forest, the easiest way back to the village is to just jump off the cliff where the bridge once was. Then swim to the bank and head back to Grandma's house.
  11. When you get to Grandma, equip and use your bottle with the fairy in it. The fairy will heal her. In return, she gives you Elixir Soup, which is an extremely powerful potion. You now have the ability to return and get it whenever you need it by returning here, but she'll give you one bottle worth.
  12. With that done, return to the King of Red Lions. He'll tell you it's time to go around the back of Outset in search of the cave.
  13. Follow the outside of the island around until you find a vortex. It'll suck you in automatically. Set in the wall of the island is a strange stone barrier. You have until the vortex sucks you down to destroy it. #Equip and use bombs to activate your cannon. You can target independently of the movement of the boat with the Analog Stick. You'll need to hit the wall six times to destroy it.
  14. When you do, the vortex dissipates and you can go into the cave.
  15. Jabun is waiting for you inside. He speaks with the King in a language you can't understand, but the end result is receiving Nayru's Pearl.

Triangle Islands (D-5), (F-4), (D-3)

  1. With all three pearls in your possession, the King of Red Lions outlines your next goal: Take each one to the Triangle Islands, of which there are three. He marks them on your Sea Chart.
  2. The nearest of the Triangle Islands is Southern Triangle Island, which is three squares northeast on your Sea Chart (grid D-5). Use the Wind Waker to set the wind to northeast and depart.
  3. TIP: Southern Triangle is ringed by giant helicopter nasties called Seahats, but they're no more dangerous than their smaller counterparts you met in the Forbidden Woods. One way to take them out is to use the boat's bomb cannon by equipping and using bombs while at sea. An easier way: Lock on and hit a Seahat with the boomerang twice. It's just as effective, it saves bombs and it's easier to aim.
  4. When you arrive, climb to the highest part of the island. The statue there will prompt you to give it Nayru's Pearl, which you'll do automatically.
  5. When you're finished, depart for Eastern Triangle Island, which is one square north and two east of your position (grid F-4). You won't need to change the wind.
  6. Eastern Triangle Island takes Farore's Pearl from you. The final stop is Northern Triangle Island, which is one square north of your position and two back west (grid D-3). It is also two squares north of Southern Triangle and one south of Windfall Island. Set the wind to northwest and set sail.
  7. Din's Pearl goes to the statue at Northern Triangle Island. That completes the assignment.
  8. When you place the last pearl, the statue explodes, sending a beam of light to each of the other statues. It makes a giant triangle in the Great Sea, raising a huge tower from the depths. Link, who was caught in the explosion of the last statue where you put the pearl, is sent straight there.

Tower of the Gods (E-4)

  1. TIP: There are no teleporting pots in this dungeon, so go in prepared. If you need something, you should go get it before entering. Otherwise, you'll have to backtrack out and back through the long way.
  2. TIP: There's one chance to get a photo of the boss of the tower for the Nintendo Gallery. Make sure you leave a spot in your Deluxe Picto Box, or wait until a Second Quest play-through to get the figurine.
  3. Guide the King of Red Lions into the first room, which is flooded and experiences a water level that changes at intervals of about 20 seconds.
  4. The mini-map shows lots of doors. The easiest of these to use is in the southeastern corner. Head there and go through when the water drops.
  5. Water rises and falls in this room too, which is home to three large crates. Kill the electrified Chu (Boomerang it first so you don't get shocked), then take a look around. Walls that have cracks pushing toward the center are bomb-able.
  6. When the water rises, you'll see an alcove in the wall to the south. Beside it is one such cracked wall. Climb up on the ledge in front of it and place a bomb.
  7. Inside this newly revealed alcove is a chest, which houses the Dungeon Map.
  8. Three more electrified Chus appear after you get the chest, but they're easy to kill with the boomerang.
  9. The eastern-most explode-able wall is the one you need to go through. Push one of the crates over to it when the water is low. Now get on it and ride it up as the water rises.
  10. Place a bomb to blow out the wall. It will also destroy the crate.
  11. Wait for the water to fall and move another crate over. Climb up and use it to jump into the new alcove. A Joy Pendant waits in the pot on the left.
  12. Exit the room and board the King of Red Lions. Head to the northeast corner of the room. You'll need to wait for the water to rise to reach the door there.
  13. Once you're on the platform, you'll see a pair of statues beside the sealed door, and next to it, a shining purple ring. The ring is a switch that unseals the door, but it must be held down.
  14. Grab the statue to the left of the door and set it on the ring. With the door unsealed, go through.
  15. The next room is a long hallway that's slightly drier. Dividing your side of the room from your destination is a canal that floods and empties. When the water is low, jump in.
  16. At the bottom are two crates and another purple switch. Set a crate on the switch to activate a bridge over the canal. When the water rises, however, the bridge disappears.
  17. Climb up the ladder and exit the canal. Wait for the water to drop and the bridge to appear, then cross.
  18. In a parthanon-looking structure on the other side of the canal is a statue. Pick it up and it glows. You need to take it back out into the room with your boat.
  19. As you come through the door, head left to another roofed structure. There's a tile on the ground that's shaped like the bottom of your statue. Set it in. This activates a switch that opens a portcullis nearby.
  20. Re-board the King. Head toward the newly opened pathway to the east. You'll need to wait for the water to rise to reach the door.
  21. You've got two more purple switches and two more statues here. Set a statue on one switch and walk over the other to unseal the door, then head through.
  22. You're standing in another large room with a flooding section and crates. On your side are lit torches, with unlit ones on the other side. To your left and right, against the walls, are pots filled with sticks. You need to get fire from one side of the room to the other.
  23. Jump into the water or down with the crates. Arrange them into a straight line to form a bridge from one side to the other. It'll probably take several cycles of flooding and draining.
  24. TIP: It's far easier to see what you're doing with an overhead camera shot. Set the camera to freelook with the C Stick.
  25. You don't have enough crates to make a perfect bridge. Instead, arrange them in pairs, with two crate-lengths between. This should allow you to put one set right up against each side of the flooding section, to make the jumps from the banks easier. Be sure to test your arrangement before trying it with a flaming stick to avoid frustration.
  26. Back on the fire side, grab a stick and light it, then cross your bridge when the water's high. It should be easy if you move fairly quickly.
  27. Light the two far torches to reveal a chest. Inside is a key.
  28. Electrified Chus drop into the room when you open the chest, but they should be easy to deal with or avoid. Head back to the King of Red Lions.
  29. Guide the boat to the west side of the room. You'll notice three walls that can be bombed. Use the cannon to destroy one -- they all lead to the same place.
  30. At the bottom of the stairs are a locked door and two unlit torches. Lit torches and a standard door are at the top.
  31. First, go to the top and find some sticks in a pot. Light one and hurry down to the unlit torches when the water is low. Lighting them reveals a chest at the higher elevation. A Joy Pendant is inside.
  32. Now go through the higher of the two doors. Inside is a chest and a flaming skull enemy, called a Red Bubble. Kill it with your sword. Move the camera around to try to hit the Bubble before it hits you, as it will set you on fire.
  33. Open the chest to get the Compass.
  34. Head back out and unlock the lower door.
  35. Four Chus attack you in this room. Kill them before it floods, as they're more dangerous when you can't defend yourself.
  36. When they're dead, a magic staircase appears. Head up it to the key statue at the top.
  37. Grab the statue and run out of the room as it drains. Quickly turn left and head up the steps. Then drop the statue on its tile to the right of the stairs.
  38. One of the golden sluice gates closes, revealing your path. Head back to your boat and go to the closed gate. Climb up and crawl inside.
  39. Finally, a dry room. In the center of the space before you is a statue with a spinning purple bead on top. Step into the circle around it and that eye will train on you and fire a laser. It's somewhat slow-moving, however, so just run away from it.
  40. On either side of the door you came through, against the walls, is a statue. Grab one and head across the circle to the other side.
  41. On this side of the room are three purple switches. Lay down your statue, then get the other one. Use them to press two of the switches. Stand on the third switch yourself.
  42. The platforms on the northern wall now start moving. Jump on the lowest, then jump to each higher one as it aligns with the one you're standing on. At the top is a door. Head through.
  43. There are three other doors in this diamond-shaped room, but only the one to the east is accessible. Go through.
  44. Ride the platform straight across to another door.
  45. In this room, in front of you is a magic staircase and platform. Climb up and then jump off to the other side of the room. Read the black stone to the left, then press R.
  46. The statue here will follow you, but you need to navigate the twisting path back to the door. It's easy, but don't get impatient. You need to allow the statue time to catch up to you. If you hurry around a corner, the statue will go over the side trying to take the path of shortest distance. Move slow to keep it close at your back.
  47. When you're clear of the twisting path, pick the statue up and jump the gap while holding it. Then head through the door.
  48. Carry the statue and jump to the floating platform. Ride it across and jump off. Go through the door.
  49. When you're through, the statue will go to its place, and a stone will rise in the center of the room.
  50. Go to the center stone. On it is inscribed a new Wind Waker song. Use the Wind Waker and you'll learn the Command Melody. You can use it to control certain statues, and later, certain people.
  51. The door to the west is now open. Go through.
  52. In the next room is a huge gap. You can't jump it or glide over. Instead, equip the Grappling Hook and look up for a beam
  53. TIP: The Red Bubbles are a pain because you generally need to get too close to hurt them to avoid being hit yourself. Instead, knock out their fire with a gust from the Deku Leaf.
  54. Swing across to the door and go through.
  55. In the next room, swing across to the statue and use R to call it to you. With the statue down, head to the south of the room to purple switch. It'll activate a magic bridge that spans the gap.
  56. Standing on the switch, use the Wind Waker and the Command Melody. You'll take direct control of the statue. Guide it over the bridge, then hit R to return control to Link.
  57. Swing over the gap, grab the statue and go through the door.
  58. Take the statue over to the purple switch in the northwest corner of the room. Leave it there -- it won't go anywhere -- and swing to the southern ledge.
  59. The switch the statue is holding unseals the southern door. Head through.
  60. An enemy clothed in a suit of armor, a Darknut, waits for you in the center of the next room. He's big and invulnerable in his current state.
  61. Wait for the knight to wind up for an attack, then hit A when your sword flashes to counter. You'll roll around the side of the knight and cut the straps on his armor and he'll lose it.
  62. Do a second counter to knock off the knight's helmet. He's fair game now, and pretty easy. Bust him in the face with your Boomerang for a few free shots. It won't take long to kill him.
  63. TIP: Use your Grappling Hook on the darknut during the battle to get his Knight's Crest.
  64. When the darknut falls, a chest appears. Inside is the Hero's Bow. Equip it and go back through the door.
  65. Straight across from you is an eye protruding from the wall. Hit it with an arrow to activate two floating platforms.
  66. Swing back to the west to grab the statue, then use the platforms to head back through the eastern door.
  67. TIP: Now that you have the bow, backtrack two rooms to the King of Red Lions. Go to the west side of the room, where you destroyed the walls. Go through, then up the stairs to the and through the door in the northwest corner. Inside, shoot the eye on the wall to reveal a chest. Treasure Chart 6 is inside. Then return to the diamond-shaped room to pursue the final statue.
  68. TIP: Speaking of backtracking, when you return to the diamond-shaped room, head east. In this room is a floating platform. Clear off the enemies and turn south as you float across the gap. Down that hall is another eye. Shoot it and a new platform appears. Jump to it and it will carry you to another door. Go through and you'll face two big Armos Knights statutes. Target them with L and shoot them with the bow. This will freeze them. Stay targeted, pull a bomb and throw it. It'll land in the statue's mouth and destroy it. Afterward, a chest appears that houses a Joy Pendant. Then return to the diamond-shaped room.
  69. Head through the northern door. In this room are two platforms over water. These are actually scales. Ignore them for now.
  70. Go through the eastern door. Ride the platform in front of you down to mix in with the others. There's one ahead that moves north and south in front of an eye statue. Hop to that one.
  71. Use your bow to hit the eye. That will start the platform rising. Jump to it and ride it up to a chest. A key is inside.
  72. Next, turn west and jump on the rising platform beside you. To the south is another eye. Hit it with an arrow, then turn east and jump to the laterally moving platform beside you.
  73. The eye platform will now move toward you. Jump to it. From here, look back toward the door in the east. There's another eye above it. Shoot it to make a chest appear.
  74. Ride the platform you're on to the chest and collect a Joy Pendant.
  75. The fastest way back to the door is using the Deku Leaf. Equip it, glide over and exit the room.
  76. While you're here, hop onto the scale on the west side. Face west to see an explode-able wall. Pull a bomb and wait till it's just about to explode before throwing it to destroy the wall.
  77. Behind the wall is a door. Go through to find a room with a tile on the floor that looks like four gusts of wind. Stand on it and use the Wind Waker to play the Wind's Requiem.
  78. A chest will appear. Kill the two Armos Knights after they come to life (shoot the eye with the bow, throw a bomb in the mouth, using L targeting). Open the chest for Treasure Chart 30.
  79. Go back out of the room. Jump in the water and climb out using the ladder. To get to the locked door, you'll need to set the scales so one is on level with the far ledge. Do this with the statues that surround this room.
  80. Carry two statues to one of the scales and place them there. Then jump to the other to cross. Unlock the door to continue.
  81. The third statue lies ahead, but it is blocked by four laser beams that create a fence.
  82. Equip the Deku Leaf and climb up on the rock in front of you. Glide over the beams.
  83. Use R to call the statue, then the Wind Waker and Command Melody to control it.
  84. Use the statue to cross through the lasers and guide it to the purple switch in the center of the room. Return control to Link, grab the statue and leave the room.
  85. Cross to the other side of the room. Leave the statue behind. You'll need to set the scales so that you can cross with the statue.
  86. Grab the four stone statues and place them all on one side of the scales. Then jump back across and grab your living statue. Cross to the door to the diamond-shaped room.
  87. The three living statues together create a teleporter in the center of the room. Get in to be transported up to another floor.
  88. Here there's another laser barrier on the south side of the room, blocking your path to the Big Key. Statues are on the north side, which you can use to push the purple buttons.
  89. On either side of the room are two laser statues. They'll generally leave you alone, but the pot to the left of the one on the east side of the room holds a Joy Pendant. Use your boomerang to get it from a safe distance.
  90. Move over the statues and activate the third purple button yourself to deactivate the lasers. Grab the Big Key, then head to the north side of the room to the door.
  91. TIP: Watch yourself as you grab the Big Key, because your two statues, known as Armos, will come to life. Tag them with an arrow to freeze them, then get around behind them to deal two blows to the shiny jewels on their backs. Beware of their erratic death throes, however.
  92. Outside, you'll have to make your way up a staircase that's flanked by laser statues. The blue ones target a stationary position. Get close enough to activate them, but stay clear of their beams. Then L Target and hit them with the bow.
  93. The purple statues are too much of a pain to try to destroy effectively because of their rotating targeting ability. They move too quickly for you to nock an arrow and destroy the statue before it hits you and sends you flying. Instead, just run past them.
  94. Open the Big Key Door and head in to battle the Tower's boss -- a big head and two hands.
  95. TIP: This is your one chance for a photo of the boss Gohdan for the Nintendo Gallery. If you don't have the space in your Picto Box and you're concerned with gathering figurines, clear some space or come back later. Otherwise, you'll have to play half the game again in Second Quest to get this figurine.

Boss Fight: Gohdan

  1. The hands each have an eye in the palm. Equip the bow and L Target them. Hit each with two shots to temporarily knock them out. You have to take out the hands first.
  2. That leaves only the head. It's two red eyes open, so target each one and hit them with two arrows. They're both smaller targets and so it's a little more difficult. Also, the head will attack with a series of bomb-like blasts. Roll around the edge of the area to escape them. Be aware that between the platform you're fighting on and the wall, the floor is electrified.
  3. When you've hit both eyes, the head will drop to the floor and the mouth will open. L Target the head and throw a bomb at it. It'll go in the mouth to deal the head damage. Three bombs wins the fight.
  4. Make sure you deal quickly with the hands to avoid their attacks. They'll try to flatten you or sweep you in to the electric field ringing the arena.
  5. Take your time when firing on the head. You can't be too close, and you should stagger your arrow shots slightly to maximize the number of hits you can make.
  6. TIP: Don't worry about ammunition. If you run out of arrows, the head is kind enough to supply you with a refill.
  7. TIP: Be aware that this fight is slightly tougher than usual, since there's nothing around to help you restore hearts.
  8. With the head defeated, grab the Heart Container and step into the teleporter.
  9. You're at the top of the tower. Climb the ladder before you and use your Grappling Hook to ring the bell there. After a moment, you'll be back at sea level with the King of Red Lions. He'll take you into the ring of light the bell created in the water, where "your true trial will begin."

The World Beneath the Sea

  1. You descend on a colorless castle. The King tells you your next assignment lies inside.
  2. Head into the castle. You'll come to a great hall, where numerous enemies are frozen, motionless. The King of Red Lions will tell you to find the basement. To open the way, you need to solve a puzzle.
  3. In front of the statue of the Hero of Time (the guy who looks like Link) is a floor with three triangular blocks on it. Between them are triangle markings in the shape of a pyramid -- the Triforce, for those unfamiliar with the "Zelda" franchise.
  4. Maneuver the blocks onto the markings to make a three-triangle pyramid. Use R to grab the blocks and pull on them with the Analog Stick to rotate them into position. When all three are locked into place, t