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The Legend of Zelda: The Wind Waker Walkthrough
This guide will teach you everything you need to know to walk in the green shoes of the legendary hero. Inside you'll find a complete walkthrough of the game, descriptions and uses for every item you'll find, and much more.
Design by Katie Bush
The Legend of Zelda: The Wind Waker is another great installment in Nintendo's highly-acclaimed franchise. You'll assume the role of a young boy setting out on a great adventure, spanning wide expanses of ocean, dozens of islands, and many dungeons as you seek to free your kidnapped sister. Along the way, you'll interact with NPCs and undertake side-quests to earn more powerful weapons and items to assist you on your quest.
This guide will teach you everything you need to know to walk in the green shoes of the legendary hero. Inside you'll find:
- A complete walk-through of the game
- Descriptions and uses for every item you'll find
- A guide to every treasure chart and special chart and the items they uncover
- Locations and methods for finding every heart piece in the game
- A special guide to using the Tingle tuner
- A guide to completing the Nintendo Gallery
Table of ContentsWalk-Through
Pirate Ship and Forsaken Fortress
Windfall Island
Dragon Roost Island
Dragon Roost Cavern
Forest Haven
Forbidden Forest
Greatfish Isle
Return to Windfall Island
Return to Outset Island
Tower of the Gods
Hyrule Castle
Windfall Island Side Quests
Return to Forsaken Fortress
Fire Mountain and Ice Ring Isle
Earth Temple
Wind Temple
Collecting Triforce Shards
Ganon's Tower
Charts Guide
Heart Pieces
Tingle Tuner
Nintendo Gallery Guide
The walk-through section won't cover everything you can do in the game--just the major places and the items and upgrades you'll need to finish. To find all of the heart pieces and treasure charts, see the appropriate sections of this guide.
Outset Island
You begin your quest on the aptly named Outset Island. After the conversation with your sister Aryll, head over to the house at which she points and see Grandma.
Enter the house and climb the ladder. Talk to Grandma to receive the hero's outfit, which, as everyone will tell you, looks too warm. Hope you think that's funny: You'll be hearing about it over and over again. Grandma will ask you to go find Aryll, so run back to the lookout and climb the ladder.
Aryll will give you a telescope. Equip it with either Z, Y, or X, and then use it to look at the mailbox, located just outside Grandma's house. Watch the mailman as he takes off and the subsequent cutscene involving the huge bird. It's time to live up to your new outfit and act like a hero.
First, though, explore Outset Island some more. The only thing you need to do is get a sword--head to Orca's house (it's the ground floor of the two-story house next to Grandma's) and follow his instructions. He'll teach you to fight, and after you finish his lessons he'll give you the hero's sword. Pay close attention when Orca teaches you the parry skill--this is by far the most effective fighting move in the game, at least until much later. Do a few of the Outset Island side quests (covered at the end of this section), if you'd like, and then head into the forest, high on the mountain above the village.
To get to the forest, follow the path behind the house near the lookout tower. You'll come to a row of trees blocking the path. Cut them down with your sword, then proceed. When you come to the broken bridge, just run and jump across the gap, then continue on into the forest. The path through the forest is fairly straightforward. Continue straight ahead until you meet your first enemy, a bokoblin--fight it and then keep moving. Look around for rupees, including some hidden in a fallen tree stump. Two more bokoblins will fall from the sky. Defeat them, and Tetra will fall from the tree.
Once Tetra is free, Aryll will be kidnapped. Tetra will agree to take you aboard her ship if you can find a shield. Return to Grandma's house and climb the ladder. Grandma will give you the hero's shield.
Before boarding the pirate ship, make sure you visit Beedle's shop, which is a little boat just offshore. Buy the bait bag, some all-purpose bait, and one or two hyoi pears. You may also want to finish exploring Outset Island for some rupees.
Talk to the man crouching in the grass near Orca's house to learn how to catch pigs. Catch all three and take them up the hill to the house behind Orca's, then throw them in the fenced-in area. The woman will give you rupees for every pig caught.
Cut the grass at the house near the lookout tower (and elsewhere) to find some rupees.
Equip and use a hyoi pear. You'll take control of a seagull and can fly around the island picking up those elevated rupees.
That's all you can do for now. Talk to Tetra to board the pirate ship.
Pirate Ship and Forsaken Fortress
Other than breaking barrels and vases, there's only one thing to do on the pirate ship: beat Niko's challenge. Head down into the hold and find Niko. He'll explain what to do. Step on the switch, and then jump forward to the swinging lamp. Note that you can stop swinging and adjust your position by pressing and holding the R button. Jump from lamp to platform and platform to lamp until you reach the other side. Niko says there's a time limit, but it shouldn't be an issue. When you make it across, Niko will let you open the treasure chest, which contains the spoil's bag. Finish bashing all the barrels and vases for rupees, then head up to the deck and climb into the crow's nest to speak with Tetra.
After your unheroic journey to the Forsaken Fortress, you'll find yourself sans sword. Not to worry--grab one of the barrels near the first set of stairs and you'll have yourself a makeshift disguise. Climb the steps and proceed cautiously past the searchlights. You have a moment to stop once a searchlight (or a guard) sees you, but don't move again until you're in the clear. Gather up the rupees and then go through the huge wooden door.
Rats. This is your first encounter with these varmints, who will bump you and steal your rupees. Note that you can place all-purpose bait in front of a rat hole, and they will offer to trade you something. You can explore the ground floor of the fortress and find some loot. But eventually you'll want to get to the second floor, and the easiest way to do that is to get caught. Let one of the spear-wielding guards see you, and you'll get tossed in the slammer.
Climb onto the table and jump to the bookshelf. Smash the vase and crawl into the hole it reveals. Follow it around until you emerge a free man. Follow the hallway to a ledge with a chest, which contains the dungeon map. At this point, you'll want to drop back down to the first floor and search the nearby barrels for a switch--step on it and a chest will appear, containing a "piece of heart." Don't worry if you miss it the first time, you'll be back to the fortress later. After you get the piece of heart, get caught and escape again.
Return to the ledge and jump to the lamp. Swing across to the opposite ledge and go out the door on your left. Hang another left and climb the ladder. Continue up until you reach a bokoblin manning a searchlight. There's a vase nearby with some sticks in it. Smash the vase and grab a stick, which you can use as a weapon. When the guard is eliminated, the searchlight will stop operating. Head back down and then back into the room where you got the dungeon map.
Take the other door, and once again make a left. Continue up until you find another searchlight. Once again, smash the jar and grab a stick to use as a weapon. Defeat the guard to disable the second light.
Looking at the dungeon map, note that there are two routes through the second floor. The route that goes along the eastern side is the better of the two, if only because it makes sneaking past the final guards a bit easier. So head down and then continue to the right. Grab the compass from a chest, and then swing across the gap. Go through the door, make a left, and head up to take out the last searchlight.
Once the last searchlight is disabled, climb back down and continue along the eastern path, swinging over ledges when needed. Before you enter the northernmost room of the floor, make sure you push the box into the courtyard--it will make returning to this point easier should you get stomped, because it grants access to that ladder you may have seen when you first entered the fortress.
In the northernmost room, don a barrel and sneak past the guards to the stairs. Go through the wooden doors. Outside, you'll need to grab a barrel and sneak past another guard. This can be sort of tough, so be patient. Just stay absolutely still until you are sure he isn't looking, then scoot past him. You'll come to a narrow ledge--walk to the wall until the action on your A button reads "sidle." Press the button, and work your way across. You'll need to do this once more, and then you'll find your sword. Fight the guard, then head through the doors to find Aryll and start a cutscene.
Windfall Island
After your conversation with the King of Red Lions, you'll know what you need to do on Windfall Island: find a sail. It's not a difficult task--just run up to the center of town and find Zunari, the salesman with the outdoor market. He'll offer to sell you an unnamed item for 80 rupees. Buy it, and it turns out to be a sail. If you want, you're done on Windfall Island, and you can continue on to Dragon Roost. But there are a few more things you can do while you're here.
Above the cove where you landed, you'll see a stone tablet and a strange dancing man. He's of no use to you until later in the game. For now, head into the nearby door. Find the switch, and step on it to open the door. You'll release Tingle from prison. He'll give you the Tingle chart, and, if you have a Game Boy Advance hooked up to your GameCube, the Tingle tuner he gives you can now be activated. Freeing Tingle isn't optional--you'll need his help, GBA or not, much later.
In Tingle's cell, find the small hole and crawl in. Make your way to the northwest corner of this maze to find the picto box. If you encounter a rat, you'll need to start over. However, if you have the picto box, finding a rat will make getting out all the easier (just take your first right after grabbing the picto box for a quick exit).
Once you have the picto box, go see Lenzo (his pictography shop is in the center of town). You'll need three pictographs to become his apprentice:
- Take a pictograph of the man in the red suit placing a letter in the mailbox. Get this one from the docks, and make sure the pictograph shows both his whole body and the letter in his hand.
- Go into the cafe above Zunari's shop. Throw a vase at the lone patron, and then snap his picture when he is shaking.
- Stand in the courtyard outside Lenzo's shop and aim at the woman standing alone near the steps. Wait for the man who strolls around town to pass by, and then snap a pictograph as they look at one another. Make sure you get both of their whole bodies in the pictograph.
Once you have taken the three pictographs, Lenzo will ask you for a firefly, which you don't have. You'll have to come back later.
Find the school near Zunari's shop. Talk to the teacher, who will complain about four hooligans in town. They are right outside. Talk to the hat-wearing leader, and they'll challenge you to the pastime of juvenile delinquents everywhere: a game of hide and seek. Find them all, and they'll give you some information. Find them all without entering a building, and they'll give you a piece of heart. Their hiding places are:
- In a tree near the docks. Roll into the tree to knock him down.
- Behind the stone tablet by Tingle's prison.
- On the outcropping by the bomb shop. Sidle across a ledge to find him.
- On a ledge near the town center, above the archway that leads from the docks to town.
When you find them, you'll need to catch them. If you're having trouble keeping up, use the roll attack to gain a little speed. Once you've found all four, they'll tell you that their teacher loves jewelry. Go to the tree by the bomb shop, and roll into it to receive a joy pendant. Take it to the teacher to find out she wants 20 of these. Again, you'll need to come back later.
Enter the windmill and talk to the bored proprietor to play this game, which is just a modified version of the classic Battleship game. If you can sink all the squid in fewer than 24 moves, you'll receive a treasure chart. Win again, and you'll get a piece of heart. Beat the high score of 20 moves, and you'll get another treasure chart.
If you have your GBA connected, activate the Tingle tuner. Go to the mailbox to start the quest, which requires you to find three benches. One is nearby, just past the archway. The next is on the outcropping overlooking the sea near Zunari's shop. The third is in the courtyard. For your trouble, you can find an area marked on your GBA with a few rupees.
There's more to do on Windfall Island, but not at the moment. For now, return to the boat and equip the sail, then head east to Dragon Roost.
Dragon Roost Island
On your way to the island, feel free to stop and take out some of the raft-bound enemies you'll encounter. Otherwise, just sail straight for the island, which you should see towering above the water for a good while before you get there.
When you get to Dragon Roost, King of Red Lions will give you the wind waker. This will become one of your most-used tools throughout the rest of the game. Immediately head through the tunnel to the little altar located on a small island. There, you will learn the "Wind's Requiem" (C-stick: up, left, right). Zephos will speak to you and tell you about his angry brother, Cyclos. Remember this for later. Now, head back to the beach where you landed, and start heading up to the rito village.
You'll need to pick the bomb flowers and throw them at the rocks to clear the way. Eventually, you'll come to a narrow ledge that you'll need to sidle across. Once you're past that ledge, you'll see a mailbox. Go through the tunnel and up the path to the rito village.
Talk to the rito leader and learn about his son, Prince Nomali, and the troubles they've been having with the local dragon, Valoo. The king will also give you the delivery bag, which is used for Zunari's delivery quest, which you can begin next time you visit Windfall Island. Once the conversation ends, head up the ramp and enter the first door. There you'll meet Medli. Talk to her about Komali, and she will give you a letter to deliver. Exit the room and go down the ramp.
There are three exits on the lower level. Two go outside, as you can tell from the light streaming in. You want to go through the one that doesn't lead outside. Follow the hallway to a door, and enter the prince's bedroom. Give him Medli's letter, but he still won't trust you. Leave his room and meet Medli near the caverns, as she asked.
Medli will ask you to help her enter the cavern. Play the "Wind's Requiem" on your wind waker to change the wind's direction. You want it to blow toward the cavern entrance. Pick her up, and walk to the elevated rock nearby. Throw her toward the ledge. In exchange, she will throw you an empty bottle. Return to the village, where you'll learn that someone matching Medli's description was captured. It's only partially your fault.
You need to get to the cavern. To do so, return to the dry lake basin where you met Medli. Use the empty bottle to get some water, then walk up to the wilted bomb flowers. Pour water on a flower, and then pick one. Throw it at the big stone in the center of the basin. If you time it correctly, the rock will be destroyed and the water will return, allowing you to swim to Dragon Roost Cavern. Before entering, though, it's time to try your mail-sorting skills.
Return to the upper level of the village and talk to the rito behind the counter. He'll ask you to help him sort mail. He'll pay you money based on how many you can sort. You want to get 25 or more. Once you beat 25, a new employee will be hired the next time you enter this area. Speak with him, and then sort 25 letters again. He'll give you a letter to send to his mother. Later, she will send you a piece of heart as a reward.
Before leaving, you should also talk to the guard outside Medli's door. He'll tell you that he wants a golden feather for his sweetheart. What he won't tell you is that he wants 20 of them. When you eventually bring them to him, his girlfriend will send you a piece of heart for your hard work.
Now return to the lake and swim across to reach Dragon Roost Cavern.
Dragon Roost Cavern
Before you enter the dungeon proper, you'll need to cross the small lava river blocking the way. Note the two statues holding vases on either side of the river. Pick up a bomb flower and throw it into the vase on the right. Now pick up a second bomb flower and jump onto the newly created platform. Throw the second bomb into the vase on the left, then jump across. Enter the cavern.
Dragon Roost Cavern: 1F
In the first room, you'll see three statues on large blocks in front of a symbol on the far wall. Pull the first block out, then the second behind the first, revealing a doorway. In the next room, you'll fight two bokoblins. After you've defeated them, grab a stick and set it alight with one of the torches. Use the flaming stick to light the two unlit torches, which will make a chest appear. Get the key from the chest and open the locked door. Before leaving, note the warp pot in the room. These serve as waypoints in the dungeons and will let you teleport forward if needed.
Slash through the boards blocking the next passageway. Make your way to the large cavern and go west along its border until you come to a block. Pull the block and climb up, then continue. Cross the long bridge until you reach the boulder. Pick up a bomb flower and throw it at the boulder, then proceed through the doorway.
If you break the jars in the next room, you'll notice they are full of water. Pick one up and throw it on the lava to create a platform. Jump over to the chest to get the dungeon map, then pick up another pot, throw it on the lava, and jump to the other side. In the next room, you'll come across another boarded door. After you kill the bokoblin here, you can use his sword to break the boards. Take the sword into the next room, where you will fight two red chuchus. Throw the sword up to the ledge, and then climb up and break the boards to access the chest, which contains a key.
Return to the room where you got the bokoblin's sword, and go through the door to the north. You'll be back in the large cavern. Throw a rock at the bomb flowers on the wall, which will explode and destroy the nearby boulder. You'll be back near the door through which you first entered the cavern, but this time you have a key. Unlock the door. Beyond it, you'll fight another bokoblin. Take his stick and light it with the torch, then burn the boards blocking the door. Step on the switch, and head outside through the door to the west.
Cross the bridge, but don't fight the bokoblin on the bridge if you can help it. Try to get past him before engaging him too seriously--fighting on bridges is dangerous, as you can fall off or cut the ropes. Climb the ladder, and avoid the fire stream that occasionally blocks your passage. When you reach the top, you'll fight a kargaroc, which will drop a golden feather. Sidle across the nearby ledge, again avoiding the fire emitting from the hole in the wall. You'll come to a ledge above you. Jump up and shimmy along, and then continue up. Grab a bomb flower and toss it at the rock below. This will reveal a door. Go through it and back into the cavern.
You'll see a huge stack of blocks in the next room. Pull on the blocks to create a makeshift stairway, and climb up.
Dragon Roost Cavern: 2F
You're now on the second floor of the cavern. Climb up to the small alcove above using the nearby block, and open the chest to get the compass. Grab a stick and light it. Throw it onto the ledge by the ladder, then walk over and climb up. Use the stick to light the boards. Open the chest beyond to get a key. If you scatter some all-purpose bait near the rat hole in this room, you can buy a red or blue potion from a rat. At this point, a blue potion (which restores health and magic) is no better for you than a red potion (which restores just health), but if you're planning for the future you'll want to buy the blue potion. Use the newly acquired key and head back outside.
Go up the stairway and fight the kargaroc. Grab the key from its nest and go through the nearby door. If you want to quickly get the piece of heart from Medli's guard's girlfriend (see the Dragon Roost Island section), continue going in and out of this door and fighting the bird until you've collected 20 feathers. Note that you'll want to get them now if you have the patience--they will be less common once you've left Dragon Roost.
The room beyond the kargaroc is dark, so grab a stick and light it. Use the flaming stick to light the torch in the next room, and kill all the bats. Light the stick again and burn the boards blocking your way. Before you leave, grab the joy pendant from one of the nearby vases, then go through the door. You're back in the large cavern. Throw a bomb flower at the boulder blocking the warp pot, then cross the long bridge.
The next room will be sealed once you enter. You'll need to kill everyone in sight and a few who aren't. Once you've eliminated all the visible enemies, start breaking vases. There are a few hiding inside. Use a stick to light the torches, and grab the treasure chart from the chest. Once the room is clear, go through the door to the south.
In the next room, you'll find more water-filled vases and your first magtail. Throw a jar at the magtail to cause it to curl up like a pill bug. Once it's inactive you can jump over to the platform and kill it or just leave it be and act quickly. To access the next area, you'll need to grab a jar and jump over to the platform, and then throw the jar on the bubbling area where the fire spout emerges. Jump on the newly created platform and ride it up on the fire spout, then jump to the ledge.
Dragon Roost Cavern: 3F and 4F (and 2F and 1F again)
You're on the third floor now, but you'll be ascending shortly. All the ornate decoration to the north is important, but you can't get there yet. Throw a bomb flower at both the rocks in this room to uncover a warp pot and a door. Go through the door and run up the stairs. Be quick, because they'll fall away as you ascend.
When you reach the top, you'll need to fight a few guards. Once they're gone, you will receive the grappling hook from Medli. Look at the beam she is standing on: Equip and use the grappling hook to grab it. Use the grappling hook on the beams to make your way back down the mountain. You'll finally come to a door and, beyond it, a room with a wooden bridge.
Kill the bokoblin, then cut the ropes on the bridge. You'll fall to the lower level, where you can grab a joy pendant from a nearby chest. Go through the door at the opposite end of the walkway. Get on the unsteady platform, stand in the center, then use a spin attack (hold down B and then let go) to cut the ropes. Ride the platform down and jump to the nearby doorway. Follow the passageway around until you come to a room with two beams on the ceiling.
If you have a GBA attached to your GameCube, use the Tingle tuner on the ledge opposite of where you entered this cavern. You'll get the first of five Tingle statues, which will earn you some money later.
Use the grappling hook on the beams to access the area to the east. Remember that you can hold down R to adjust your facing. Jump across the platforms to the next area, and then enter the large cavern. Attack the resident magtail until it rolls up, and then place it on the switch. Grab the boss key, and then kill the magtails or just leave. Return to the room where you destroyed the bridge, then use a water jar on the flaming spout to return to the third floor. You're ready to fight the boss.
You may want to get the other treasure chart in the dungeon first. If so, return to the room on the western side of the first floor, where you first went outside. Fight the bokoblin once again, and light his stick. Walk north to the large gap, and toss the stick across to burn the boards. Use the grappling hook to swing across, and then open the chest. Now return to the ornate room on the third floor.
Use the grappling hook to swing across the lava. Smash the jars for some fairies (which you can grab if you have an empty bottle, though you won't if you bought a potion) and a knight's crest, of which you'll want to eventually collect 10. Proceed through the door to fight Gohma.
This fight isn't too tough once you get the swing of it. Equip the grappling hook and aim it at Valoo's tail. Swing across the cavern, and a huge chunk of rock will fall on Gohma's head. Do this three times, and his shell will fall off. Once Gohma's armor is gone, aim the grappling hook at his eye and fire it (you can use the L button to target his eye so you don't have to manually aim). When you hit his eye, he'll collapse, giving you some time to attack his head with your sword. After a few attacks, he'll fall. Grab the heart container and step into the light to leave the cavern.
Once all the pleasantries are over and you have the pearl in hand, finish any business you have in the rito village, such as handing over your golden feathers or completing the mail-sorting game. Play the "Wind's Requiem" on your wind waker and make the wind blow south. Now it's off to Forest Haven.
Forest Haven
On your way to Forest Haven, you may want to explore the sectors you pass through. Look for the jumping fish as you sail, and then get near him and drop some all-purpose bait in the water. He'll mark your sea chart and provide some information. You also may want to take this opportunity to grab another empty bottle, which you'll find near Bomb Island, one sector north of Forest Haven. Find the submarine in that sector and enter. Fight the bokoblins, and when they're gone, a chest containing the bottle will appear.
When you arrive at Forest Haven, climb up the ledges, fighting the boko babas along the way. These will drop boko baba seeds. When you reach the top, use the grappling hook to swing across to the little island between the waterfalls. If you miss, and find yourself in a secret cave behind the waterfall, just leave. This area is not important yet, and there's nothing you can do here.
When you land on the island, quickly hit R to go into defensive mode. This will bounce the octorok's attack back at it, killing it instantly. Jump to the nearby ledge and fight another boko baba, then jump to the island in the middle of the stream. Jump to the next island, and then go into defensive mode to kill the next octorok. Use the grappling hook to swing into the pool ahead, and then enter the cave.
Make your way through the stream to the great deku tree. Roll into the tree to knock down the chuchus, and then kill them. Before (or after) speaking with the great deku tree, you may want to find a firefly, as Lenzo requested. Look for a huge firefly on a small landmass near the deku tree, and grab it with your empty bottle. Note that you can't grab the small ones, and you shouldn't try in the water--otherwise you'll get a bottle full of forest water, which is both useless to you now and time consuming to dispose of. (If you do accidentally get the water, leave Forest Haven and wait 20 minutes for the magic to run out. Pour out the normal water and return.) Once you have the firefly, you may want to return immediately to Windfall Island and finish some more side quests, but it isn't necessary: You'll be heading back there soon enough.
Speak with the deku tree and you'll learn that you need to rescue Makar from the Forbidden Woods. But first you'll need to get the next important item. As instructed, you need to use the baba buds to ascend up the deku tree. This can be frustrating. You need to press the D-pad in the direction you want to be shot as you leave the bud. Your best bet is to slam the D-pad forward to move the camera while the bud is charging up so that the next bud is at the top of the screen and you're always being shot forward. It takes some practice, but once you get it, moving from bud to bud will be no problem.
Get to the first branch and use the grappling hook to swing to the next bud. Continue up and around to the top branch and grab the deku leaf. Note the baba bud nearby that seems to give access to the high ledge. It does, but not yet. See the Nintendo Gallery section for details, because what lies beyond that bud is totally optional and also, frankly, totally useless.
Before continuing, glide down to the ground and use the baba buds until you reach the area with the grappling beam. Climb up the rope onto the beam, and use the deku leaf to sail over to a small island, where you'll find a chest containing a treasure chart. Drop down again, and use the buds to ascend back to the branch where you obtained the deku leaf.
From this branch, float down to the area with the grass shaped like an arrow. It is here you'll learn that camera management is a key element of deku gliding: It's helpful to move the camera into the highest position so you can see where you're landing.
Go through the doorway. Walk up to the end of this ledge, and play the "Wind's Requiem" to make the wind blow to the southwest. Jump and use the deku leaf to glide to the small island ahead. Cut the grass to refill your magic, then play the "Wind's Requiem" again so that the wind is blowing northwest. Face the Forbidden Forest. Wait for the whirlwind to get close, and then jump toward it, activating the deku leaf. The whirlwind will blow you into the sky, and you can glide safely to the forest entrance.
Forbidden Forest
The entrance to the forest is filled with chuchus. Kill them, and open the chest to grab the dungeon map. Now pick up the big acorn to the west. Throw it at the flower on the door when its petals are open. Go through the door.
You can just shoot across this room if you want, using the baba buds and the deku leaf. But there's treasure to be had, so drop down to the very bottom, deploying the deku leaf just before impact. There's a treasure chest blocked by a flower. Either pick up a stick from one of the boko babas down here, or use the GBA to have Tingle set off a Tingle bomb on the flower. Open the chest to get a knight's crest. Now use the baba buds and the deku leaf to continue up and up to the next door. Don't stop here. Continue up until you find a joy pendant. Now return to the door and use the bomb flower to clear the vines.
Use the deku leaf to blow the propeller in the next room, which will bring the gondola to you. Board the gondola, and use the leaf to move the gondola forward by waving the leaf away from where you want the gondola go. The next room is full of peahats and boko babas. To kill the former, use the deku leaf to knock them down, then attack. One of the boko babas will turn into a baba bud after you kill it. Use the bud to shoot yourself up to the next level. Attack the next boko baba, which will also turn into a baba bud, and fire yourself up to the gondola platform. Fan the propeller with the deku leaf, then board the gondola. Move yourself across the room, then attack the boards. Grab the acorn and jump on the gondola. Drop the acorn, then quickly fan yourself to the other side. Throw the acorn at the vines and open the door.
The acorn in the next room is blocked by impassable, spiky tentacles that shoot out of the floor as you approach. Use the deku leaf to blow the acorn to a safe spot, then grab it and use it on the door. The next area is huge, but the lower level is not important yet. Walk to the right and use the grappling hook to swing to a platform, then jump to the moving tendrils, finally landing near a locked door. Jump to the moving room in the center of this chamber to grab some loot, then jump back to the locked door and grab the acorn. Jump back to the ledge around the room, and then to the platform with the vine-blocked door. Use the acorn to clear the vines. Note that you can jump to the moving tendril to your left and ride it up to a warp pot.
When the creatures in the next room grab onto you, use the spin attack (hold B and then release) to kill them. Continue to the tentacle maze in the next room. Walk slowly to find the clear areas, and then proceed. You want to get to the bomb flower, and then throw it at the closest boarded door. Wait for it to regenerate, then hurl it at the second boarded door. Now make your way through the maze to both chests. The first holds a compass, the second a key. Use the baba buds to reach the tree stumps for some loot and a quick exit.
Go back to the locked door at the north end and open it. Use the gondola to cross the gap. In the next room, use the baba buds to reach the second level and head through the door to the north. Fight your way through the next room, then attack the huge moth in the subsequent room. He's somewhat tough, but you can use the deku leaf to stun him. Once his wings are removed, he should be no trouble. Your reward is the boomerang. Use it to hit the crystals above the door, and return two rooms to the south.
Use the boomerang to hit the two flowers blocking the door to the south. In the next room, use the boomerang to clear all of the hanging vines. Jump and use the deku leaf to fly across the room, where you'll find a chest with a joy pendant. Go through the door, and you'll be at the very top of the central chamber. With a single throw of your boomerang, sever the five vines holding up the large, central room. Now jump all the way to the bottom, using the deku leaf to slow your descent.
Go through the southern door. From the safety of this platform, kill everything in sight with the boomerang. Head to the right and through the door. Sever the vines holding the huge flower, then drop onto it. Use the shield to deflect the octorok's attack, then go through the door to the north. If you have the GBA attached, activate the Tingle tuner, then use a Tingle bomb to blow up the area marked with a question mark in this room to receive the second Tingle statue.
Make your way to the gondola platform at the opposite end of the room. Use the deku leaf on the propeller to access the gondola, then fan yourself across. Grab the bomb flower, and throw it into the hole in the huge stump in the center of the room. This will destroy the feather, allowing you to open the chest, which contains a treasure chart. Crawl out of the stump through the hole, and leave the room.
When you reenter the room, you'll need to cut down the flower and defeat the octorok again. Do both. Jump on the huge flower and use the deku leaf to move it, by fanning away from where you want to move. Around a corner you'll find two octoroks. Use the shield to deflect their attacks, then grab a bomb flower and destroy the boards. In the next room, make your way to the top of the central mound and use the boomerang to hit all five crystals that encircle it.
Drop down and open the chest to get the boss key. You'll be attacked. Defeat the guards, then climb back onto the mound. Use the grappling hook to reach a door, and leave the room. Continue back to the central chamber.
Note the propeller along the wall--use the deku leaf to activate it, then jump into the wind and activate the deku leaf to reach the upper level. Find the door with two vines blocking it, and use the boomerang to clear the vines. Defeat the monsters in the next room for a joy pendant.
Before continuing to the boss, you may want to go back for the last treasure chart. Use the warp pot to return to the beginning, and then go into the chamber where you grabbed the knight's crest and the joy pendant. Use the baba buds to make your way up to a chest on the southwest wall. Use the boomerang to clear the vines, and grab the treasure chart. Now return to the entrance and use the warp pots to return to the boss's antechamber.
Kalle Demos
This fight is simple. Circle around and use the boomerang to sever the tendrils. When you get them all, the flower will open, allowing you to jump in and whack away at the center with your sword. When it's defeated, grab the heart container and exit.
The deku tree will give you a pearl. Now return to King of Red Lions. Buy some all-purpose bait from Beedle if you need it, and then to head to Greatfish Isle.
Greatfish Isle
Once again, chart the sectors you pass through by giving all-purpose bait to the jumping fish. There's plenty to do on the way, but for the purposes of this walk-through, head straight to Greatfish Isle. On the way, you'll definitely want to explore Two-Eye Reef, located two sectors east of Outset Island. There you'll see a flock of seagulls. Approach them and you'll be attacked by a huge squid. Use the boomerang to target its eyes, and when it goes down you'll be rewarded with an expanded magic meter.
When you reach Greatfish Isle, you'll find it's deserted. Quill will appear and tell you an interesting story. Before leaving, find the merchant on the raft nearby. If you've already returned to Windfall Island and started Zunari's delivery quest, you can use the town flower to make a merchant oath with this trader. If not, remember where he is--it'll be easy to return later. Sail to a rock near the island, and climb onto it. Use the deku leaf to glide to a cave on top of Greatfish Island for a piece of heart. Now you must return to Windfall Island.
Return to Windfall Island
You'll reach Windfall at night, and the place is deserted. There is also a familiar-looking pirate ship in the harbor. Make your way to the bomb shop, which is closed. Work your way to the back of the shop, sidle along the ledge, climb up the vines, and crawl through the hole in the wall.
Listen to the pirates and learn the password. It will be repeated three times, but write it down if you think you'll forget in the next minute or so. Once the pirates leave, head to the stone tablet near Tingle's prison and jump from the ledge to the pirate ship. Knock on the door and tell the guard the password. Then head down into the hold and talk to Niko again. He'll give you a second challenge, which is not much harder than the first--except the time limit is actually an issue. Despite what Niko tells you, you can use the highest platforms, so don't despair if you land on one. When you reach the other side, Niko will give you the bombs.
You'll need to make it to Outset Island before daybreak, but don't worry. It'll stay night until you reach your destination. Unfortunately, it's night, so most of the denizens are sleeping. Luckily, one important night owl is around.
Go to Lenzo's shop and give him the firefly. He will give you the deluxe picto box, which allows you to take color pictures. This is good for a few Windfall side quests, and you'll need it if you're trying to complete the Nintendo Gallery (see that section for details).
You'll need to come back soon to do a few more ancillary things. But for now, head to Outset Island.
Return to Outset Island
If you sail straight through the center of the sea, you'll encounter a fair amount of hostility on the water, but you'll also be able to chart some heretofore uncharted sectors. Use the bombs and the boomerang to defeat any enemies you encounter, or just sail on by.
Now that you can carry bombs, you can get your carrying capacity upgraded, if you wish. You'll find one upgrade at Eastern Fairy Island, located in the sector directly to the southwest of Dragon Roost Island. You'll find the other at Southern Fairy Island, two sectors west of Forest Haven. The first upgrade will allow you to carry 60 bombs, the second will upgrade your capacity to 99 bombs. You may also want to grab a fairy with an empty bottle, if you don't have a bottled fairy in your inventory already.
When you reach Outset, King of Red Lions will tell you to see your family. You'll do this and more. First visit your grandmother, and open the fairy bottle when you're standing near her. She will fill your bottle with two servings of elixir, which heals both your health and magic. Grandma will give you two helpings any time you return, so long as you're out.
Next, head up the hill to the broken bridge leading to the forest. Continue up and stand on the big rock at the top of the hill. Play "Wind's Requiem", and change the direction of the wind so that it is blowing toward the forest, then use the deku leaf to fly across. Enter the forest, and look for a huge rock. Use a bomb to blow it up, and drop in the hole. The resident fairy will increase your rupee-carrying capacity so that you can have 1,000 rupees at once.
If you have a GBA, you can now do Knuckle's quest. Activate the Tingle tuner, then wait for Knuckle to appear. Follow his orders without entering a building. First, jump in the pool behind Grandma's house. Next, you'll need to descend the ladder that goes into the sea from the lookout tower. You'll need to climb the hill near the forest again for his next challenge and climb the rock at the top. Finally, drop off the cliff at the beginning of the broken suspension bridge and land on the ledge below. As a reward Knuckle will give you a hand-me-down Tingle tuner and will sell you things for outrageous prices when you use it.
When you've finished everything, board King of Red Lions and sail around to the back of Outset Island. You'll be caught in a whirlpool, and you'll need to use bombs to destroy the huge stone door. When the door is open, you'll meet Jabun, and he will give you the final pearl.
Pearl Placement
If you've sufficiently charted the seas, you'll know where the three Triangle islands are. If not, you'll need to find them. Northern Triangle Island is in the sector just north of the center, while Southern Triangle Island is just south of the center. Eastern Triangle Island is two sectors south of Dragon Roost Island (which is also two sectors north of Forest Haven). Travel to each of these to place the pearls, and the Tower of the Gods will be revealed.
Tower of the Gods
When you enter the dungeon, immediately note that the water level is rising and falling. Head to the small alcove in the southeast of the entrance, and go through the door when the water level lowers.
The room is filled with electrical chuchus. You can't fight them unless they are stunned, so equip the boomerang and hit them with it before attacking. Notice the cracked walls near the top of the room. Wait until the water level rises, then jump onto the ledges near the cracked walls. Drop (don't throw) a bomb while up there, then wait for them to blow. You'll find a joy pendant and the dungeon map after they're opened. To access the openings without nearby ledges, push a box to the wall when the water level is low, and then ride it up.
Return to the main chamber and head to the platform to the north. Pick up the stray statue and place it on the glowing circle to open the door. In the next room, wait until the water level drops, then drop into the pit and place a box on the glowing circle. A light bridge will appear, but it will disappear when the level rises. Get out of the water and wait for the water to recede. Cross the bridge when it appears, pick up the statue, and then head back into the main room and place the statue in the recessed area to the southwest of this platform. A large gate will be lowered.
Ride the boat through the newly opened passage and then place the statues on the glowing circles to open the door. In the next room, you'll need to build a makeshift bridge from the crates on the floor. A good technique is to place two crates directly against either wall and then two in the middle, creating three large sections with gaps that are easily jumped. Now grab a stick, light it, and hop across when the water rises. Light the torches to get a key. Return to the main room.
Boat over to the huge wall on the western side of the chamber. Use the bombs to destroy the walls, get out of the boat, and climb into the new area. First, grab a stick and light it. Wait until the water drops and run down and light the torches on the lower level. A chest with a joy pendant will appear. Now go through the door at the top of the stairs.
Kill the flaming skull and grab the compass. Return to the main chamber and go downstairs to the lower door. Kill all the chuchus in this room, and the light stairs will appear. Climb up, grab the statue, and head out into the main chamber when the water drops. Place the statue on the recessed area at the top of the stairs, which will reveal a new entrance in the center of the chamber. Board the boat, sail over to the entrance, and climb in.
In the next room, you'll need to get rid of the beam with a bomb. This isn't easy unless you just hold a bomb and run up to it, which will hurt you but will dispose of the nuisance. Grab the statues and place them on the glowing circles. Stand on the third circle to activate the platforms. Make your way up, and notice the lone platform floating at the top of the room. Jump up to it and set a Tingle bomb to find the third Tingle statue (again, you can only do this with the GBA).
Placing the Statues
There's nothing to do in this large room yet, except break vases and get loot. Head through the eastern door, marked with the glowing symbol. Jump on the platforms to cross the gap, and then proceed through the next door. Cross the light platform to a statue. Hit the R button to "call" the statue, and it will start following you. Lead it around the walkway until you are near the entry door. Pick up the statue and leap across to the exit. Before leaving, you may want to activate the Tingle tuner and go to the northernmost bend in the walkway--Tingle will call you, and you can use a Tingle bomb to find one of the five legendary pages in this dungeon. Note that the bomb won't detonate; instead, you'll need to hit the B button on your GBA then stand on the Tingle symbol.
Carry the statue into the next room, and ride the platform. When you enter the central room, the statue will hop to its dais. For your effort you will learn the "Command Melody" (D-pad right, C-stick: left, center, right, center). Now head to the next glowing door, on the western wall.
Use the grappling hook to swing straight across the gap. You may need to take out the skulls first. Go through the door, and use the grappling hook again. Call the statue, and carry it to the edge of the gap. Stand on the circle to activate the light bridge, then play the "Command Melody" on the wind waker. Guide the statue across the bridge. Release control of the statue and use the grappling hook to swing across. Carry the statue to the next room. Note that you can also gain another legendary page here. Activate the Tingle tuner and climb up the rope while hanging from the grappling hook.
You'll need to leave the statue here for now. This time, swing to the platform to the south. In the next room face your first darknut--they pack a mean punch but are pretty easy to defeat. Just target him with L, and wait for the flashing A, which is your cue to parry. You'll whip around and knock off some of his armor. Do this until his armor is gone, and then have at him. When he's down, you'll get the hero's bow.
Return to the previous room, and use the bow to shoot the open eye on the opposite wall. Kill the flaming skulls, then use the grappling hook to reach the statue. Pick it up and jump across the platforms to the center room. The statue will hop to its dais.
Go through the remaining door, to the north. Ignore the scale for now. First, bomb the wall to the west and go through the door. Play the "Wind's Requiem" on the floor symbol, then kill the armos knights by tossing bombs into their open mouths. This is easier than it sounds, just target them with L when their mouths are open and you can't miss. Open the chest to get a treasure chart. Leave the room and continue under the scales to the eastern door.
There are two visible eyes in this room. Shoot the nearest one, and then ride the platforms up until you get a clear shot at the second. Then make your way to the chest containing a small key. There is a third eye up here, which you can shoot to access a chest containing a joy pendant. Use the deku leaf to glide down to the door. You can grab a Legendary Page near the lower platforms. Activate the Tingle tuner, and Tingle will call you when you get near the page. To grab it, hit B and then step on the symbol--you can either use Tingle's Tingle Balloon (which costs money and is pretty much useless otherwise) or just step into the air. You'll get the page but lose some health.
Now it's time to use the scales. Throw two statues on either side and then use the run across the raised side to access the door opposite. Use the deku leaf to glide over the beams and then hit R to call the statue. Play the "Command Melody" and walk the statue to the switch, disabling the beams. Release control, pick up the statue, and carry it out of the room. Before you leave, though, you may want to grab the next legendary page, which is on top of the western beam generator. Again, activate the Tingle tuner to find it.
You'll encounter a wizzrobe. You can try to take it out with arrows, but it's easier just to jump across and hit him with your sword. Throw three statues on either side of the scale, then jump across, grab the statue, and carry it across to the central chamber. Before you head up, there are a few loose ends to tie up.
First, head back through the eastern door. You'll be attacked by some chuchus and a wizzrobe. You'll need to kill the wizzrobe with arrows this time, unless you want to traverse the gap. When the room is clear, ride the platform, but don't get off. Face south and shoot the eye with an arrow, then jump to the new platform when you can. Ride it up to a room with two armos knights. Again, throw bombs into their mouths to kill them. You'll receive a joy pendant as a reward. You can also find the final Legendary Page near the southernmost pillar.
Next, go all the way back to the entry area and go to the room in the northwest corner, where you found the compass. Shoot the eye to access a chest with a treasure chart. Now you can return to the statue chamber and use the purple beam to reach the top level.
Again, equip a bomb and run up to the statues to destroy them. If you don't have enough health, head back down to the statue chamber and stock up from the vases there. Pick up the statues and place them on the circles. Stand on the final circle to disable the beam. Grab the boss key. The statues will come to life. Shoot them with arrows to stop them (use L targeting to make this easier), then hit the purple gems on their backs two times each to kill them. Head out and up the stairs. You can easily dispose of the blue beams with bombs or arrows, but the red ones are more difficult. Either use the bombing technique--risky because there are so many--or just roll past them until you reach the boss's chamber.
Equip the bow and the bombs, and use L to target the eyes on the hands. Shoot them until the head opens its eyes, then use L to target these and shoot each one. When you've hit each eye twice, the head will drop with the mouth open. Toss a bomb in the open mouth. When you run out of arrows, Gohdan will helpfully sneeze some out for you. Continue the process until it surrenders.
Grab the heart container and step into the beam. You'll be transported to the bell tower. Target the bell with the grappling hook, then swing to ring it. The King of Red Lions will now take you to Hyrule Castle.
Hyrule Castle
This is a quick but dangerous stop. Head into the castle and complete the Triforce puzzle on the floor. You need to get the blocks onto the triangles at the center of the puzzle. It's difficult because the blocks pull at awkward angles. When you've completed it, the large statue will move, revealing a stairway. Walk down and grab the master sword. Combat is going to get much easier.
Or so you'd think, until you return upstairs. All the frozen enemies are now happily walking around. You'll need to defeat each and every one of them, so try not to take on too many at once. And remember to use your parry attack when fighting the darknuts.
Once the room is clear, return to King of Red Lions and guide him to the golden circle, which will take you to the surface. Your next stop, officially, is the Forsaken Fortress. But let's attend to some loose ends first.
Your highest priority at this point is to find Cyclos. Sail around until you see a huge cyclone--it can reliably be found near the Mother and Child Isles, in the sector southwest of the Forsaken Fortress. When you see it, ready your bow. When Cyclos appears in the cyclone, shoot arrows at him as quickly as you can--he'll hop out and teach you the "Ballad of Gales" (D-pad right, C-stick: down, right, left, up). You can now play this to teleport to select sectors on the map, making the rest of your travels much easier.
In fact, try it out by playing the song now. Choose the Mother and Child Isles sector as your destination, even if you are already there. Talk to the fairy, who will grant you the power to use ice arrows and fire arrows. Now play the "Ballad of Gales" again and return to Windfall Island.
Windfall Island Side Quests
There are plenty of side quests here, some of which will earn you great rewards and some of which will earn you next to nothing. Most of these can be started at any point, but now you have the equipment to finish the majority of them.
Daytime Quests
Talk to the dancing guy in front of the stone tablet once you have the wind waker to learn the "Song of Passing" (right, left, down). This will turn day into night and vice versa.
Talk to the forlorn man sitting on the steps near the Chuchu Jelly Shop. He'll want a pictograph of his favorite thing, which is "pale" and "round." Use the deluxe picto box to take a pictograph of the full moon. Play the Song of Passing again and show the picture to the forlorn man. He'll give you a treasure chart.
If you take a pictograph of the woman standing in front of the Chuchu Jelly Shop and show it to her, she'll give you a treasure chart.
Walk around to the ladder on the back side of the windmill. Climb the ladder, and play the "Wind's Requiem" to set the wind blowing north. Step on the switch to start the windmill. Now enter the windmill and climb the steps. Exit, and follow the walkway around. Jump in one of the windmill carts. Jump out to reach an otherwise inaccessible balcony ahead. You'll find a treasure chart in a chest. Crawl through the hole and follow the passageway around. Drop down into Lenzo's shop, and snap a pictograph of him and his lady friend before he sees you. Show this pictograph to the gossiping ladies for another treasure map.
Keep your camera handy. Talk to the woman standing near the windmill. She'll ask you to take a pictograph of her. Do so, then take the pictograph to the guy wandering around town. Show him the pictograph, and he'll get excited. Talk to him until he says he's going to ask her out. Wait a few days, and they'll get married. Go to the cafe above Zunari's shop (use the Song of Passing if you're impatient) and talk to her. She'll give you a piece of heart as a token of her appreciation.
Next, it's time to start Zunari's delivery quest. You may have started this already, but it's a bit easier once you have the "Ballad of Gales" at your disposal. Talk to Zunari to receive the town flower. Board the King of Red Lions and use the "Ballad of Gales" to reach Greatfish Isle. Find the merchant there--he has a huge sack on his back--and trade him the town flower for a sea flower. Trade with this merchant again, giving him the sea flower for an exotic flower. At this point, you can head back to Windfall Island and receive the magic armor from Zunari. But there's more trading to be done.
Head to Bomb Island, which is one sector north of Forest Haven. Find the merchant and trade him the exotic flower for a sickle moon flag. Go to Greatfish Isle and trade the sickle moon flag for a fountain idol. Teleport to Mother and Child Isles, and find the merchant. Trade him the fountain idol for a big sale flag. Return to Bomb Island, and trade the big sale flag for a hero's flag. Teleport to Greatfish Isle and trade the hero's flag for a postman's statue. Once again return to Mother and Child Isles, and trade the postman's statue for the shop guru statue. Go to Greatfish Isle and give the merchant the shop guru statue, and he'll give you a piece of heart. Note that if you mess up the order and get an item not listed here (and there are many), you can buy the correct object from Zunari and continue.
What are all these decorative objects good for? Buy them from Zunari and place them on the pedestals around town. If you place decorative objects in all of the pedestals, you'll receive a piece of heart from the man sitting on the bench near Zunari's shop. It doesn't matter which objects you place.
If you have a large amount of chuchu jelly, take it to the Chuchu Jelly Shop, where the proprietor can turn it into potions and fill your empty bottles. Only blue potions are worth it--fairies are more useful and easily found, and Grandma's elixir will cure both health and magic, and you get two servings per bottle.
If you've collected a number of skull necklaces, you can give three of them to the man near the bomb shop. He'll challenge you to a game in which you must catch all of his pigs in less than two minutes. Succeed, and he'll give you some rupees. If you give him 20 skull necklaces, he'll give you a treasure chart.
Nighttime Quests
Climb back up to the windmill carts. Equip a fire arrow and fire it into the lighthouse bellow as you pass it, which will ignite the lighthouse and reveal an invisible chest on an island. Talk to the man standing near the upper-level windmill door, and he'll give you a piece of heart. Then head over to the outcropping near the bomb shop and use the deku leaf to glide to the previously invisible chest, which contains another piece of heart.
Enter the auction house, which is next to the Chuchu Jelly Shop. There are three prizes you'll want here: two treasure charts and a piece of heart. You'll have to win four auctions to get them all (the first will give you a joy pendant). If you don't mind spending a lot of money, wait until the auction is more than half over, and then start bidding like crazy. You'll stun the other participants if you bid significantly more than the previous bid, and you can raise your own bids while they are stunned. If you want to play it safe, get your bid meter down and wait until the auction has less than 10 seconds left. Bid high to stun the competition for the remainder of the auction.
If you're trying to complete the Nintendo Gallery (see that section for details), visit Lenzo at night. He'll give you a legendary pictograph. There are seven in all, and he'll give them out according to the phase of the moon.
There are a few more tasks to complete here, but they will have to wait until you've rescued Aryll from the Forsaken Fortress. It's time to head there now.
Return to the Forsaken Fortress
When you arrive at the Fortress, find the fish and give him some bait. He'll mark your sea chart and challenge you to a game, which requires you to shoot arrows at him. If you hit him, he'll give you some rupees. If you hit him every time, he'll give you even more rupees.
Equip the bombs and use the cannon to destroy the wooden door on the fortress, then sail in. When you reach the searchlight area, you'll face Ganon, or at least his shadow. Target him with L, then wait for him to throw his blue energy ball your way. Bat it back with your sword, and he'll do the same. After a few hits back and forth, he'll miss and hit the ground. Use that opportunity to attack him. After a few of these matches he'll vanish, dropping the skull hammer.
Go through the wooden doors. Use the skull hammer to smash the thorn-covered spikes blocking the doorways, and make sure you grab the piece of heart from the first floor if you missed it during your previous visit.
Follow the same path you took the first time you came here, with a few exceptions. There are no lamps to swing on, so use the deku leaf to glide across small gaps. You may encounter a floor master as well, a scary hand protruding through the floorboards. Take these out with a boomerang hit and then a flurry of sword swipes, or use a single ice arrow followed by a single fire arrow. Either works.
When you reach the prison, you'll see Aryll and her fellow captives. But the reunion will be cut short by the arrival of the big kidnapping bird, the Helmarog King.
Helmarog King
Run up the steps, avoiding everything so that the stairs don't collapse under you. You can make it on your first try if you don't stop. If you fall, you'll need to use the grappling hook to cross the gaps in the stairs. Get to the top, and get ready to fight.
Use yourself as bait. Get the bird to fly down and try to peck at you--his beak will get stuck in the ground. Use the skull hammer to bang on his helmet. Do this until his helmet shatters, then swipe at his head with the sword.
When the Helmarog King is defeated, grab the heart container and get ready for a lengthy cutscene.
Fire Mountain and Ice Ring Isle
When you return to the surface, it's time to do a few more ancillary tasks before continuing with the main quest. First, let's upgrade that quiver. Go to Western Fairy Island, one sector southwest of Mother and Child Isles. Smash the switch with the skull hammer and enter for your first upgrade. Another upgrade can be found at Thorned Fairy Island, two sectors north and one sector east of Forest Haven. The first will allow you to carry 60 arrows; the second will allow you to carry 99 arrows.
Now head to Northern Fairy Island, located to the northwest of Windfall Island, and enter the fairy's house to receive a 5,000-rupee bag. That should take care of any upcoming expenses, so long as you can fill it.
Now it's time to visit Fire Mountain, one sector south of Dragon Roost Island. Equip the ice arrows and fire one at the lava spewing from the top of the mountain. If you don't have ice arrows yet, use the "Ballad of Gales" to teleport to Mother and Child Isles. Climb up the mountain and drop in--you have only five minutes, so be cautious but quick. Follow the platforms, killing everything in sight. When you reach the end, a chest will appear. Inside are the power bracelets. Pick up the large rock and throw it to exit.
Next, head to Ice Ring Isle, one sector west of Forest Haven. Shoot a fire arrow at the icy mist emitting from the mountain, and then make your way around the outside. Ignore the loot for now--the five-minute time limit is in effect and you can get it later. Follow the icy path around the isle, and crouch when it gets narrow (you won't slide if you're crawling). Jump across the platforms to the mouth, and drop in the hole. Climb onto the slide--don't try to make your way across the ledge ahead, or you'll be blown off. Follow the path down another slide to the chest, where you get the iron boots. The timer stops. Equip the boots and explore the rest of the cave for some loot. Be sure to grab the treasure chart from the frozen chest outside; use a fire arrow to melt the ice. Leave the Isle.
With these two items in hand (and on feet), you're ready to tackle the Earth and Wind Temples.
Earth Temple
Sail to Headstone Island, which is one sector east of Outset Island. Lift the stone blocking the entryway to the temple. Inside, you'll learn the "Earth God's Lyric" (D-pad up, C-stick: up, down, down, center, right, left, center). A spirit named Zora will be summoned by the song and will tell you that you need to find her successor--someone who carries a harp like hers. If you don't recognize the instrument, just try to think of someone with a musical name. No, not Beedle. Head to Dragon Roost Island and look for Medli.
You'll hear her song on the wind, but it will take a bit of hunting to find her. Make your way to the rito village and head up to the second floor. Go through the door near the postal counter and follow the walkway, using the grappling hook to cross the gap. Climb the ladder and speak with Medli. Play her the "Earth God's Lyric". When she agrees to join you, return to Headstone Island.
Earth Temple: 1F
Medli will follow you to the entrance. Play the "Earth God's Lyric" to open the door, then pick Medli up and carry her through the doorway. Holding Medli when jumping will cause you both to fly for a brief period. It's basically a superjump. Run forward and fly across the gap. Open the door, and carry Medli through.
In the next room, defeat everyone. Then head up the stairs, carrying Medli. Run and fly to the first pillar, then stand on the switch and play the "Command Melody". As Medli, fly to the second pillar and stand on the switch to open the door. Have Medli drop to the floor before releasing control. Then use the deku leaf to glide down, pick up Medli, and proceed through the door.
In the next room, attack all of the chuchus that are vulnerable. You won't be able to attack the black ones. Instead, stand in the light and wait for the black chuchus to approach. They will turn to stone in the light. You can throw them to destroy them, if you'd like. Play the "Command Melody" and have Medli use her harp to reflect light onto the shimmering chest. It will solidify. Release control of Medli and open the chest to find the dungeon map.
Continue east. Look at the big sun mask on the wall. There's nothing you can do with it now, so look for the switch on the smoky ground to the south of it. Play the "Command Melody", and have Medli stand in the ray of light near the switch. Use her harp to clear a path through the smoke, and then release control while holding the harp in position. Equip the skull hammer and pound the switch, which will open the door to the south. Pick up Medli and go through the door.
After the room is cleared of enemies, climb the ladder and move the block to let the light shine in. Again, use Medli to shine light on the shimmering chest, then open the chest to find a key. Now return to the sun mask room. Note that if either of you are taken by a floor master at any point in the temple, this is where you'll be taken.
Continue across and open the locked door. Again, defeat all the vulnerable chuchus, then look for a banner that has a bit of light streaming through. Shoot a fire arrow at the banner, then use Medli to turn the black chuchus to stone. Place the petrified chuchus on the switches to access the stairs, then pick up Medli and ascend the steps. Make sure you push the block to make accessing this area easier if you need to return.
In the next room, push the one movable block to reveal a light. Command Medli to shine a light on the four symbols on the walls and on the large statue on a nearby block. Move the two new movable stones--one will reveal a chest containing a compass, and the other will allow you to climb onto the upper level. Either throw Medli up to the next level, or command her to fly. Pick her up and go through the door.
In the next room, you can have Medli shine her harp on the poes--the ghostlike creatures you'll encounter--to make them vulnerable. If they possess you, just run around until it wears off. Have Medli fly to the eastern ledge and reflect light on the three statues to receive a joy pendant.
Go through the eastern door and walk near the coffins to open them. Kill the zombies, and grab the key. When all five coffins are open, you can leave the room. Return to the west and head south through the locked door. The skeleton in here is a tough foe, but there's an easy trick to beating him. Either use the boomerang to stun him, or just swing your sword until it breaks apart. Equip the skull hammer and target the skeleton's skull with L. Now you know where the name comes from. Smash the skull to permanently dispose of the skeleton. Two more will emerge. Take care of them both, and you'll receive the mirror shield as a reward. Use the shield to reflect light on the symbol above the door to exit.
Go north, and have Medli fly up to the ledge on the eastern side of the room. Have her reflect the light down to the steps. Release control and position yourself in the reflected light. Use the mirror shield, by assuming a defensive stance with the R button, to reflect the light onto the symbol. You can use this trick in the subsequent passage to get some loot.
The passage will emerge on a high ledge in the sun mask room. Grab Medli and fly down to the floor. Command Medli to stand in one ray of light and reflect it onto one eye of the mask. Use the mirror shield to illuminate the second eye, then pick up Medli. Before leaving, head south again. Place Medli on the switch and enter the western room. Use the mirror shield to break the symbols and get another joy pendant. Return to the sun mask room and descend the stairs.
Earth Temple: B1
At the bottom of the stairs, you'll find a bridge guarded by two smoking skulls. Use ice arrows to get rid of them, then pick up Medli and cross to the halfway point of the bridge. Turn east and fly to the platform. Continue around the corner for some loot. The nearby ledge is also the location of the fourth Tingle statue, so use a Tingle bomb to reveal the chest. Drop Medli near the sealed door at the southern end of the bridge, and play the "Earth God's Lyric" to open it.
You can use light to paralyze the zombies in the next room, or you can just attack them. Use the mirror shield to reflect light onto the small statue to destroy it, then reflect light at the large mirrors, which will destroy the large statues. Carry Medli east and fly over the smoke. Hit the nearby switch with the skull hammer, then push the mirror forward to catch the light. Fly over the smoke again and return to the room you just left.
Leave Medli for the time being. Head west and drop to the floor. This is a maze of floor masters, so watch your step. They won't move, but they will pull you down if you get too close. Make your way to a chest on the opposite wall to find a key. The smoke will clear, and you can attack the floor masters. Do so, because defeating them all will give you a treasure chart. Return to the room where you left Medli.
Throw her up to the ledge, then push the block so you can climb up. Unlock the door and carry Medli south. The bright light should be shining through the fence; stand in it while you fight to gain a bit of an advantage against the various foes here. Once they are defeated, use the mirror shield to reflect light on two statues at the southern wall. Command Medli to stand in the light, and then use her harp and the mirror shield to reflect light onto the statue at the eastern wall, which will reveal the exit.
Carry Medli east. Drop her by the door and open all the coffins in this room--you'll take some damage, but you need to get them open to clear a path. The southern passage leads to a chest with some rupees. The northern path leads to a sealed door. Once you have killed all the bats, zombies, and skeletons, carry Medli to the door and play the "Earth God's Lyric" to break the seal.
Earth Temple: B2
Drop Medli and then climb down the vines to the door on the lower level. Command Medli to fly to the same door. Open it and prepare for the most complicated room in the dungeon.
Command Medli to fly to the large pedestal in the center. Stand on the switch to activate a ray of light. Now fly down to the lowest level. Release command of Medli and drop yourself down. Push the mirror in the southeast corner into the light ray. Fly Medli to the pedestal and use the harp to reflect light onto the statue to the west, revealing another mirror. Now use Medli to reflect light onto the shimmering chest to solidify it. Finally, have her reflect light onto the floor in front of the four symbols on a nearby wall. Release control and use the mirror shield to reflect light onto the symbols. Pull both of the newly revealed mirrors into position, and open the chest for some rupees.
Head over to the western side of the chamber. Pull the mirror in the southwestern corner. Command Medli to climb onto the pedestal and reflect light at the statue to the southeast, the shimmering chest in the center of this area, and finally at the floor in front of the four symbols. Release control and use the mirror shield to break the four symbols. Move both of the new mirrors, and open the chest for a joy pendant.
Before activating the sun mask, and with Medli still on the pedestal, use the mirror shield to shine light at the symbol on the western wall. This will lead to a large room with three coffins. Shine light at the coffins to release some skeletons, and kill them all (using the sword, and then skull-hammering the skulls) for a treasure chart.
Command Medli to fly to either of the pedestals in the north of the sun mask room. Use the harp to shine light on the sun mask eye and release command. Jump on the other pedestal and use the mirror shield to illuminate the other eye. Run through and fight everything in the next room. Use the deku leaf to extinguish the smoky skulls, and use the parry attack on the darknut. Once the enemies are defeated, you'll get the boss key.
Return to the huge chamber with vines on the wall. Climb up to the top, near the entry door. Command Medli to fly up and land nearby. Pick up Medli and fly across to the boss door.
Without a doubt, Jalhalla is the easiest boss in the game. Just stand in a ray of light and use the shield to reflect light at him. When he collapses, pick him up and throw him at one of the spiky pillars. Attack the poes and defeat as many as you can until they reassemble as Jalhalla. Repeat until all the poes are defeated.
Once the master sword is powered up, grab the heart container and exit.
Wind Temple
Sail to Gale Island, one sector north of Windfall Island. Put on the iron boots and walk up to the green statue. Hit it with the skull hammer and then enter the cave. Inside, you'll learn the "Wind God's Aria" (D-pad up, C-stick: up, up, down, right, left, right). Talk to the spirit, who will once again tell you to find a successor. Look at the leafy violin he's playing, which should jog your memory.
Return to Forest Haven and make your way to the ledge across from the waterfalls. Notice the notes emerging from the water. You need to jump into the passageway behind the waterfall--you can also use the grappling hook to swing in there, but jumping works just fine. Inside the secret cave, talk to Makar and play him the "Wind God's Aria". After his revelatory moment, return with him to Gale Island. Play the "Wind God's Aria" to break the seal, then enter the temple.
Wind Temple: 1F
In general, most of the rooms in the temple require but a single strategy--get Makar onto the patches of dirt and have him plant a tree. There is also a fair amount of fighting to be done.
In the first room, play the "Command Melody" and fly Makar to the lower level. Plant a seed in the dirt patches to access a chest with rupees. Now fly Makar under the gust of wind. Beyond it, on the upper ledge, is a switch. Activate it to turn off the wind. Release command of Makar, and step onto the nearby spring plate. Equip the iron boots and then immediately unequip them to shoot into the air. Deploy the deku leaf to glide safely across the chasm. Use the iron boot trick again on the spring plate here to reach Makar. Look down and aim a fire arrow at the warp pot to activate it. Now, pick Makar up and continue north.
Fan the propeller to open a huge, pivoting door. In the next room, command Makar to plant trees in the dirt patches near the sealed door. Pick him up and go through the door. Again, command Makar to fly up to each ledge and plant a tree. He will be captured once he finishes; there's nothing you can do about it. Activate the Tingle tuner and drop down to the lowest level in the room. Look for the question mark on your GBA, then plant a Tingle bomb to get the final Tingle statue.
Head east, into the central shaft of the temple. Makar will give you a clue on how to release him, but you can't do it yet. Continue east. Fight the armos knights (again, throw bombs in their mouths), and go through the eastern door. Drop through any of the cracked-floor areas in this room by jumping on them with the iron boots. Watch out for the floor master--kill it as quickly as you can. Fan the propeller with the deku leaf to raise the door, then kill the newly revealed floor master. Use the spring plate to bounce up to the upper level.
Grab the joy pendant from the chest in the northern alcove, then run across to the eastern side. Note the sealed door, but you can't open it without Makar. Head into the southern area. Use the updrafts and the deku leaf to make your way from ledge to ledge in this area. On the southernmost ledge, you'll find a chest with the dungeon map. Continue west, killing peahats as needed and the wizzrobe who appears.
You'll emerge in the central chamber. Step on the switch with the iron boots to open the huge grate in the middle. Activate the warp pot, then use the deku leaf to drop all the way to the bottom of the chamber--or at least as far down as you can go for the moment.
Wind Temple: Up and Down
Go through the southern door. Stand on any of the unsteady tiles and use the iron boots to drop down. Look at the ceiling and find the hole. Push the spring plate under the hole, then move a block so you can climb up to the plate. Spring up and open the chest for a key. To get a chest with a treasure chart, before leaving the room break all the tiles and fight all the monsters that appear.
Now return to the central chamber and head north through the locked door. Fight the wizzrobe and all of his summoned friends. When everything is defeated, you'll receive a chest with the hookshot. Equip the hookshot and look for a bull's-eye mark on the wall. Use the hookshot to pull yourself up, then hit the switch with the skull hammer.
Use the hookshot to ascend from platform to platform in the central chamber. At some point, the hookshot won't help you. Use the deku leaf to glide over to a nearby alcove, where you'll find a chest with the compass. Continue using the hookshot to ascend. When you reach the top, put on the iron boots and aim the hookshot at the bull's-eye marking on the statue blocking Makar's cell. You'll pull it down, freeing Makar and gaining access to a chest with a joy pendant.
Make your way to the room where Makar was captured. Have him fly to you before you go through the door, then carry him through. Use the hookshot on the trees to make your way across the room. When you reach the top, command Makar to fly to you. Go through the door.
Clear the room of enemies, if you can, but you may need to switch back and forth between Makar and Link to do it. Again, have Makar fly around and plant trees in the dirt patches, then use the hookshot to access the next room. Drop Makar on either of the switches, then step on the other one. The grate at the very bottom of the chamber will open. Drop all the way down, then have Makar plant trees to activate the powerful wind. Use the deku leaf to ride it all the way to the top, where you'll find a joy pendant in a chest.
Glide over to the southern ledge, and head through the door. Fight the statues for a key--remember to stun them with arrows and then hit the purple gems on their backs to destroy them. Go back to the central chamber, then glide to the ledge with two armos knights. Fight them, then have Makar fly up and join you. Carry him through the door into the next room.
Take Makar to the sealed door (remember that you'll need to drop down and fan the propeller to access it), then play the "Wind God's Aria" at the door. The next room contains two darknuts. Defeat both and you'll get the boss key. Now return and drop all the way to the lowest level of the central chamber, and unlock the eastern door.
Hookshot your way up to a switch, then step on it with the iron boots. Before proceeding, use the iron boots and hookshot to pull down the statues in the room. Defeat all the enemies for a treasure chart. Grab Makar and walk south.
This room isn't as easy as it looks. You'll need to pin the blades against the walls in order to successfully traverse it with Makar. The problem is that you need more blocks than you have. Drop Makar and wear the boots. Grab the nearest block and push it just before the first blade's path, when it's against the close wall, and pin the first blade. Carefully push the block forward, so that the first blade is still pinned, but the block is just in front of the second blade's path--if you time it right, you can pin the second blade with this block as well, clearing a path through the majority of the room.
But the southern end is still a problem. Push the next block to the gap in the floor and let it drop down to make a bridge. Now push the third block over the bridge, and use it to pin the third blade. Take off the boots to quickly return to the beginning. Then equip the boots, pick up Makar, and carry him over the block bridge and into the next room.
Play the "Wind God's Aria", then unlock the door with the boss key.
Molgera isn't tough, just frustrating. To kill it, you need to target its tongue with the hookshot, then pull the tongue toward you and slice away. The problem is that targeting with L doesn't work well, because Molgera keeps spawning worms around its tongue and you'll get them instead. The quickest way to defeat him is to ignore all the other worms, and just manually hookshot his tongue when it appears.
After Molgera is defeated, the Master Sword will be returned to its former power. Grab the heart container and leave.
It's now time to gather the Triforce shards. You may also want to take this opportunity to finish all the side quests and collect any treasure with your treasure charts.
The Triforce Shards
Before you set out to find the Triforce shards, return to Windfall Island. Enter the second floor of the auction house and speak with the old man who annoyed you constantly when you first visited. Talk to his daughter to receive a letter, then take it to the mailbox. Return to the auction house to see an argument between the old man and Quill. Go to the cafe and talk to Quill, and he'll give you a letter for the old man's daughter. Give it to her to receive a piece of heart.
Play the Song of Passing so that it is night. Talk to the rude girl near the Chuchu Jelly Shop, and she'll tell you to go away. Start up the stairs until she leaves. Follow her, making sure she doesn't see you. When she stops, hide and wait. Follow her all the way to Zunari's shop. When she's occupied (you can see the exclamation point over her head), walk up to her. Tell her you are an "ally of justice" and listen to her story. When she asks you to let her go, don't. She'll give you an empty bottle and see the error in her ways.
Finally, give 20 joy pendants (you really should have at least this many by now--if you don't, sail around and use the grappling hook to steal them from bokoblins) to the schoolteacher. She will give you a cabana deed. If you give her 40 joy pendants, she will give you the hero's charm, which shows a health meter for enemies.
Now it's time to find the shards. First, though, you need to find the Triforce charts. You should have already received the IN-credible chart from Tingle in the mail, which details the locations of the Triforce charts. When you find a chart, you need to take it to Tingle's Island (accessible with the "Ballad of Gales") to have him decipher it. He charges you 398 rupees, the ingrate, so make sure your purse has at least 3,200 to decipher all eight charts.
Open the IN-credible chart, and get started.
Triforce Shard 1
Sail to the Islet of Steel, one sector south of Greatfish Isle. Destroy all the nearby ships with the cannon, then enter the island. Climb onto the wind symbol and play the "Wind's Requiem" to receive the chart. They aren't all this easy.
Once the chart is deciphered, you'll learn that the Triforce shard is near Greatfish Isle. Retrieve the shard like you would any sunken treasure, by sailing to the X on the map and using the grappling hook.
Triforce Shard 2
Before heading to the marked location, make sure you have the cabana deed (given to you by the teacher on Windfall Island in exchange for 20 joy pendants). Go to the Private Oasis, one sector northwest of Forest Haven. Use the deed to enter the cabana.
There is a slider puzzle on the wall. It's not necessary to complete it, but if you do, you'll get some rupees. Leave and come back to complete another puzzle and receive another reward. If you don't want to mess with the puzzle, and who can blame you, look up. Use the grappling hook to access the switch on the ceiling, and then enter the fireplace.
The cabana maze can be frustrating. Climb down the only accessible ladder and crawl through the passageway. You want to make your way to a different ladder, but collect some loot on the way so you'll have enough to pay that ingrate Tingle. Climb up, hit the switches with the hammer, and drop down the next ladder. Again, crawl through this area until you find the next ladder, but pick up some loot as you go. Climb up, walk through the center of the maze, and hit the switch near the next ladder. Drop down, and crawl into the passageway. This section is just one hallway, so finding the end will be easy. Climb up the last ladder. Step on the symbol and play the "Wind's Requiem" to receive the chart. Hit the last switch and exit.
Take the chart to Tingle, and he'll reveal that the shard is hidden near Gale Island, one sector north of Windfall Island.
Triforce Shard 3
Sail to Bird's Peak Rock, located in the sector northeast of Forest Haven. Use the arrows to take out as many of the kargoroks on the high spires as you possibly can, then use a hyoi pear to summon a seagull. Get ready for frustration! Fly the seagull to each of the five crystals and hit each one with either wing, avoiding the kargoroks. They'll catch up with you eventually, so you'll need to act somewhat quickly. If you get caught, the crystals will remain switched, so your next attempt will be somewhat easier. Also note that the nests act as effective barriers, so it's easier to hit the crystals from above. When all five have turned yellow, you'll have access to the seal. Stand on it and play the "Wind's Requiem" to get the chart.
The shard itself if located near Stone Watcher Island, just southeast of Greatfish Isle.
Triforce Shard 4
This chart is a bit trickier to find. It's on the Ghost Ship, which you may have seen sailing around. You'll need something special to actually board the ship, though. Head to Diamond Steppe Island, one sector northwest of Outset Island. You'll be subjected to a warp pot maze on the island, which will take some trial and error to find your way through. Eventually you'll find a chest that contains the Ghost Ship chart.
Wait until night (or play the Song of Passing), then check the chart. It will show you which sector the Ghost Ship is in. Better yet, its location will now be marked on your sea chart. Go to the sector and look for the ship. Sail into it to board it.
Kill every enemy to get the chart, which reveals that the shard is near Outset Island.
Triforce Shard 5
Needle Rock Island is one sector southwest of Greatfish Isle. Sail there and look for a golden boat, which will attack you. Sink it with the cannon, and use the grappling hook where it sank to get the Triforce chart.
When the chart is deciphered, you'll learn that the shard is in Cliff Plateau Isles, to the east of Forest Haven.
Triforce Shard 6
Return to Outset Island. The chart is here, but first you need to take care of something. Visit Orca and give him 10 knight's crests. In exchange, he'll teach you the hurricane spin. It's about to come in handy. You can also take Orca's next challenge, which requires you to hit him 100 times before he hits you three times. For that, you get some rupees. If you manage to hit him 500 times (that's right, 500), he'll give you a piece of heart as a reward. If you hit him 1,000 times, he'll give you some more rupees and declare you a master swordsman.
You can also head up to the house where you dropped the pigs way back at the beginning. You'll find a huge pig. Pick it up and carry it to the black soil marks along the beach. Drop all-purpose bait on the black soil, and the pig will root up some treasure. On the black soil near the house across the bridge, the pig will dig up a piece of heart. You may also want to get some of Grandma's elixir if you have an empty bottle on hand. This is a pressing need, because getting the Triforce chart is fairly dangerous.
Climb up to the hill overlooking the bridge to the forest, and look for the stone head on a ledge near Grandma's house. Play the "Wind's Requiem" to get a favorable direction, then use the deku leaf to glide to the ledge. Lift the stone head and drop into the hole.
You'll need to defeat enemies in each level of this dungeon, but be careful, because they don't drop anything. Occasionally, you'll get a few vases to break to stock up on health and mana; otherwise you must be stoic about it. Keep fighting and dropping down, fighting and dropping down. You'll need to descend 31 floors in order to find the seal that reveals the chart. Once you have it, you can either leave or use the mirror shield to break the statue and continue down. There are 20 more floors, and at the very bottom of this ridiculous dungeon awaits a piece of heart.
Take the Triforce chart to Tingle, who will decipher it. The shard is near Southern Triangle Island, one sector north of Southern Fairy Island.
Triforce Shard 7
Go to Stone Watcher Island, one sector southwest of Greatfish Isle. Lift the stone head and drop in. Defeat every enemy in the place, then step on the seal and play the "Wind's Requiem" for the chart. The shard is near Seven-Star Island, north of Dragon Roost Island.
Triforce Shard 8
The final shard is on Overlook Island, to the northeast of Dragon Roost Island. Use the hookshot on the trees to pull yourself up, and drop down the hole for another dungeon exactly like the one for the previous Triforce shard. Kill all the enemies, then play the "Wind's Requiem" on the seal for the chart. The shard is in Two-Eyed Reef, one sector south of Southern Fairy Island.
Now that you have all the shards, it's time for the final confrontation. Return to Hyrule Castle by entering the golden circle near the Tower of Gods.
Ganon's Tower
Enter Hyrule and descend to the lower chamber, where you received the master sword. After the cutscene, head up and out the back door of the castle. Swing the sword at the barrier, then follow the path over to Ganon's tower, using the hookshot when needed.
The tower is small but tough. The main chamber of the first floor is a hub with six bridges leading to different doors. You'll want to enter them in a clockwise direction, if only to keep with the theme of this area (as you'll soon see).
Head to the southwest door. Kill the bokoblin and enter. There are some fairies in the nearby chests--grab them if you have an empty bottle on hand. Use the grappling hook to swing over the lava and onto the platforms. At the last platform, climb up the grappling hook to the beam, and use the deku leaf to climb to the door. Enter the room, and fight Gohma. It's exactly the same as your first fight with him--use the grappling hook to grab Valoo's tail three times, then shoot his eye and chop his head after his armor is gone. This will go quickly with the supercharged master sword.
You'll be back in the main chamber. Head northwest and use the gondolas and the moving tentacles to make your way to the door on the opposite side. Through this door is a second fight with Kalle Demos. Use the boomerang to sever the tendrils, then jump in the center and slice away. Again, the master sword makes this a quick battle.
You can't go through the northern door yet, so go northeast. Run down the coffin-lined hallway, then reflect light at the black chuchus. Place a petrified chuchu on the switch to lower the stairs. You'll do this a second time, which is tougher because the light and the switch are on opposite ends of the corridor. Use the roll attack to move quickly, and you should make it to the stairs on time. Through the final door is Jalhalla. Reflect light at him with your shield, and then throw him against the spikes. Continue until all the poes are dead.
You're back in the main chamber again. Head southeast. Use the iron boots on the spring platform, then activate the deku leaf to sail through the wind tunnels. Kill the bokoblins on the opposite side, then use the hookshot to reach the upper platform. Through the door is Molgera. This time, it's actually more difficult to fight him, because the black and white makes it impossible to see anything with the sand flying. Target his tongue with the hookshot, then pull it to you and slice away. When he's gone, you'll return to the central chamber, and the northern door will open.
Head to the east, and drop down into the maze. To navigate this maze, you'll need to fight the Shadow Ganon several times. Each time, you'll want to bat the energy ball back and forth, and then hit him once to defeat him. When attacked by multiple Ganons, do a spin attack to hit them all, and the real one will be hurt as well. When you defeat him, his sword will fall--do not touch it. The hilt will point to the correct door in each room. Follow the hilts until you reach the end of the maze, where you'll receive the light arrows.
You have one more fight with the Shadow Ganon, but just target him with a light arrow and fire. One hit will defeat him. Grab his sword and break the boards to the north. Before proceeding, though, go through the western door. Note the order in which you are shown the crystals, then use the boomerang to hit them in that order. A dark circle will appear, allowing you to board King of Red Lions and return to the surface if you need to grab any supplies. The portal will emerge at the Forsaken Fortress.
As you ascend the long stairway to the north, just use light arrows to kill everything in sight. One hit will take down every enemy you encounter. When you reach the top, make sure you're at full health and that your bottles are full of fairies and elixir. The next battle is the toughest in the game.
Puppet Ganon
There are three stages to this battle, each tougher than the previous. The first involves a large marionette of Ganondorf himself. Use the boomerang to sever all of the strings, then shoot a light arrow at the blue orb on his tail. Do this three times, and the puppet will change to a giant spider.
Tilt the camera to its highest position so you can see the spider's reflection in the water. Watch its position, and try to be near the tail when it falls. Shoot the tail with light arrows three times, and the spider will change into a snake.
This part is difficult. If you hit its head, it will stop, briefly, giving you a momentary window to shoot the tail with a light arrow. You may find it easier, however, just to shoot wildly and hope for the best. Again, you need to shoot the tail three times. When the puppet is defeated, climb the rope to the rafters.
Get any items you need from the vases (or return to the surface via the Forsaken Fortress portal). Use the grappling hook and then climb up to the beam. A nearby vase contains a fairy if you're in need. Use the hookshot to reach the door, then exit for your final battle.
This fight isn't as difficult as the previous one. Ganondorf can do significant damage, but it's easy to avoid. When you first begin the battle, Tetra will fire light arrows at him. When she hits, jump at him and start swinging. Avoid his attacks by backflipping away from him as he approaches.
After he disables Tetra, you need to be more careful. Keep him L-targeted, and backflip away as he comes at you. When you have a chance to parry, do so--it's the only way to hit him. Keep at it until Tetra revives.
Stay clear of Ganondorf until you see the bow flash in Tetra's hand. Enter defensive mode so that the arrow bounces off your shield and into Ganondorf--he'll be stunned, and a single blow will kill him.
Congratulations! Now that you've defeated Ganondorf, you can start all over again. This time, however, you start off with the deluxe picto box as a reward for your hard work.
What follows is a list of significant items, where they're found, and what they're good for. Note that this section and the sections that follow contain significant spoilers.
Weapons and Equipment
You can carry bombs after visiting the pirate ship docked at Windfall Island and completing Niko's second challenge. You can obtain upgrades to your bomb-carrying capacity at Eastern Fairy Island and Southern Fairy Island.
Found in the Forbidden Woods. The boomerang will become one of your most useful items, as it can stun most enemies.
Deku Leaf
Obtained in Forest Haven. Use it to swat flying enemies and to glide over gaps.
Deluxe Picto Box
Given to you by Lenzo after taking the three pictographs he requests and bringing him a firefly from Forest Haven.
Empty Bottle
There are four of these in the game, and they can be used to hold potions, elixirs, fairies, fireflies, and forest water. The first is given to you by Aryll after helping her enter Dragon Roost Cavern. The second is found in the submarine in the Bomb Island sector. The third is obtained after catching the young thief on Windfall Island, after freeing Aryll from Forsaken Fortress. The fourth can be bought from Beedle's shop in the Rock Spire Isle sector.
Grappling Hook
Found in Dragon Roost Cavern. The grappling hook is not only a means of transportation; you can also use it to steal items from enemies. Target them with L and fire the hook to do so.
Hero's Bow
Found inside the Tower of the Gods. You can get upgrades to your quiver at Western Fairy Island and Thorned Fairy Island. You'll receive the fire and ice arrows by using the "Ballad of Gales" to reach Mother and Child Isles, and you'll get the light arrows in Ganon's Tower.
Hero's Charm
Obtained by giving 40 joy pendants to the teacher on Windfall Island. It adds a health meter to enemies.
Hero's Outfit
A birthday present from Grandma at the beginning of the game.
Hero's Shield
Grandma will give you this after Aryll has been captured.
Hero's Sword
Given to you by Orca for completing your combat training on Outset Island.
Obtained in the Wind Temple. You can use the hookshot to pull enemies close to you.
Iron Boots
You'll get these boots after successfully maneuvering through Ice Ring Isle.
Magic Armor
Given to you by Zunari after the first part of his delivery quest. This magic armor, when equipped, will protect you from harm. It's best used to prevent floor masters from capturing you. Note that it significantly drains your magic when equipped.
Magic Meter
Obtained automatically when you get the deku leaf. You can upgrade it by defeating the giant octorok in Two-Eye Reef.
Master Sword
Found on the lower level of Hyrule Castle.
Mirror Shield
Obtained in the Earth Temple.
Picto Box
You'll find this camera in the crawl-space maze inside Tingle's prison on Windfall Island.
Pirate's Charm
Given to you by Tetra after leaving Outset Island.
Power Bracelets
Found inside Fire Mountain.
Rupee Bag
You have this to start. You can upgrade the bag by visiting the fairy in the forest on Outset Island and on Northern Fairy Island.
Purchased from Zunari on Windfall Island.
Skull Hammer
You'll get this after defeating the Shadow Ganon when you visit Forsaken Fortress a second time.
Given to you by Aryll at the start of the game.
Tingle Tuner
Presented to you as a gift for freeing Tingle from the prison on Windfall Island. See the Tingle tuner section of this guide for details.
Wind Waker
Given to you by the King of Red Lions when you arrive at Forest Haven.
Bait Bag
Obtained from Beedle's shop.
Delivery Bag
Given to you by the rito leader when you first visit the village on Dragon Roost Island.
Spoils Bag
Your reward for completing Niko's first challenge on Tetra's ship.
Boko Baba Seeds
Stolen from or dropped by boko babas. Give them to the korok named Hollo near the great deku tree at Forest Haven. He will exchange four seeds for a blue potion.
Chuchu Jelly
Obtained from Chuchus. Take 15 of these to the Chuchu Jelly Shop on Windfall Island, and the proprietor will brew you a potion based on the color of the jelly.
Golden Feathers
Dropped by or stolen from kargoroks. Trade 20 of these to Medli's guard on Dragon Roost Island for a piece of heart.
Joy Pendant
Found in dungeons and dropped by or stolen from bokoblins. Give 20 of these to the teacher on Windfall Island for the cabana deed. Give her 40, and you'll receive the hero's charm.
Knight's Crests
Take 10 of these to Orca on Outset Island to learn the hurricane spin. You'll find them in dungeons or after defeating darknuts.
Skull Necklaces
Give three of these to the man standing near the bomb shop on Windfall Island, and he will give you rupees if you can catch all of his pigs in less than two minutes. Give him 20, and he'll give you a treasure chart.
Bottled Items
Blue Potion
Restores both magic and health.
Replenishes health automatically when you run out.
Found at Forest Haven and required by Lenzo for the deluxe picto box.
Forest Water
Magic water that restores the life of withered trees planted by koroks throughout the world.
Grandma's Elixir Soup
Restores health and magic--two servings per bottle.
Green Potion
Fills your magic meter.
Red Potion
Restores health.
Forest water will become regular water if you leave Forest Haven for 20 minutes.
Miscellaneous Items
All-Purpose Bait
Bait for luring pigs, fish, and rats.
Complimentary ID
Earn 30 points in Beedle's shop to receive this card in the mail. Present it to him, and he compliments you.
Hyoi Pear
Use a hyoi pear to take control of a seagull and fly around.
Fill-up ID
Present it to Beedle after earning 60 points in his shop. He will fill up certain items in your inventory.
Charts Guide
The following is a list of charts found in the world, where you can find them, and what they'll reveal.
Treasure Charts
Note that charts found in dungeons are covered in the walk-through.
Treasure Chart 1
Chart location: Forbidden Woods
Treasure location: Crescent Moon Island
Reward: 200 rupees
Notes: In a dungeon chest.
Treasure Chart 2
Chart location: Windfall Island
Treasure location: Rock Spire Island
Reward: Piece of heart
Notes: Exchange 20 skull necklaces to the man near the bomb shop.
Treasure Chart 3
Chart location: Forbidden Woods
Treasure location: Eastern Fairy Island
Reward: 200 rupees
Notes: In a dungeon chest.
Treasure Chart 4
Chart location: Rock Spire Island
Treasure location: Southern Fairy Island
Reward: Piece of heart
Notes: Buy the chart from Beedle's shop.
Treasure Chart 5
Chart location: Wind Temple
Treasure location: Windfall Island
Reward: 200 rupees
Notes: In a dungeon chest.
Treasure Chart 6
Chart location: Tower of the Gods
Treasure location: Six-Eye Reef
Reward: 200 rupees
Notes: In a dungeon chest.
Treasure Chart 7
Chart location: Windfall Island
Treasure location: Star Island
Reward: 200 rupees
Notes: A prize for winning the squid-battle minigame in the windmill.
Treasure Chart 8
Chart location: Horseshoe Island
Treasure location: Western Fairy Island
Reward: 200 rupees
Notes: Use the deku leaf to blow the acorn around to access the chart.
Treasure Chart 9
Chart location: Crescent Moon Island
Treasure location: Horseshoe Island
Reward: 200 rupees
Notes: Defeat the guards and light the torches to make the chest appear.
Treasure Chart 10
Chart location: Crescent Moon Island
Treasure location: Tingle Island
Reward: 200 rupees
Notes: The chest is visible on the island.
Treasure Chart 11
Chart location: Dragon Roost Cavern
Treasure location: Crescent Moon Island
Reward: Piece of heart
Notes: In a dungeon chest.
Treasure Chart 12
Chart location: Earth Temple
Treasure location: Five-Eye Reef
Reward: 200 rupees
Notes: In a dungeon chest.
Treasure Chart 13
Chart location: Two-Eye Reef
Treasure location: Overlook Island
Reward: Secret chart
Notes: Destroy every ship and cannon in the reef to access the chest.
Treasure Chart 14
Chart location: Headstone Island
Treasure location: Tower of the Gods
Reward: 200 rupees
Notes: The chart is located in a submarine. Defeat all the enemies within for the chest.
Treasure Chart 15
Chart location: Forbidden Woods
Treasure location: Angular Isles
Reward: Piece of heart
Notes: In a dungeon chest.
Treasure Chart 16
Chart location: Seven-Star Island
Treasure location: Shark Island
Reward: 200 rupees
Notes: You must destroy every enemy in every reef to get this chart.
Treasure Chart 17
Chart location: Spectacle Island
Treasure location: Ice Ring Isle
Reward: 200 Rupees
Notes: A prize for winning the cannon-firing minigame.
Treasure Chart 18
Chart location: Windfall Island
Treasure location: Windfall Island
Reward: One rupee
Note: One of Zunari's auction prizes.
Treasure Chart 19
Chart location: Four-Eye Reef
Treasure location: Flight Control Platform
Reward: Island hearts chart
Notes: Destroy every enemy in the reef for the chart.
Treasure Chart 20
Chart location: Earth Temple
Treasure location: Bomb Island
Reward: Piece of heart
Notes: In a dungeon chest.
Treasure Chart 21
Chart location: Cyclops Reef
Treasure location: Cyclops Reef (same)
Reward: Light ring chart
Notes: Destroy every cannon and ship in the reef.
Treasure Chart 22
Chart location: Northern Fairy Island
Treasure location: Spectacle Island
Reward: 200 rupees
Notes: Found in a submarine. Defeat all the enemies to find the chest.
Treasure Chart 23
Chart location: Windfall Island
Treasure location: Diamond Steppe Island
Reward: Piece of heart
Notes: Get the high score in the squid-battle minigame.
Treasure Chart 24
Chart location: Windfall Island
Treasure location: Northern Fairy Island
Reward: 200 rupees
Notes: Show a pictograph of Lenzo and his lady friend to the gossiping ladies.
Treasure Chart 25
Chart location: Cliff Plateau Island
Treasure location: Forsaken Fortress
Reward: 200 rupees
Notes: Get to the highest point in the cave, and burn the boards blocking the chest with a flaming stick.
Treasure Chart 26
Chart location: Six-Eye Reef
Treasure location: Northern Triangle Island
Reward: Octo chart
Notes: You must defeat every cannon and ship in the reef.
Treasure Chart 27
Chart location: Private Oasis
Treasure location: Star Belt Archipelago
Reward: 200 rupees
Notes: The chest is on a hill near a waterfall.
Treasure Chart 28
Chart location: Horseshoe Island
Treasure location: Needle Rock Isle
Reward: 200 rupees
Notes: Use the deku leaf to guide the acorn into the holes.
Treasure Chart 29
Chart location: Windfall Island
Treasure location: Mother and Child Isles
Reward: 200 rupees
Notes: This chest is located on the second floor of Lenzo's shop. Use the windmill to access the door.
Treasure Chart 30
Chart location: Tower of the Gods
Treasure location: Pawprint Island
Reward: Piece of heart
Notes: In a dungeon chest.
Treasure Chart 31
Chart location: Windfall Island
Treasure location: Forest Haven
Reward: Piece of heart
Notes: Show a color pictograph of the full moon to the forlorn man near the auction house.
Treasure Chart 32
Chart location: Three-Eye Reef
Treasure location: Boating Course
Reward: Sea hearts chart
Notes: Once again, destroy all ships and cannons in the reef.
Treasure Chart 33
Chart location: Windfall Island
Treasure location: Five-Star Isles
Reward: Piece of heart
Notes: Take a color pictograph of the woman by the Chuchu Jelly Shop sign and show it to her.
Treasure Chart 34
Chart location: Variable
Treasure location: Eastern Triangle Island
Reward: 200 rupees
Notes: Speak to the four explorers on the boat. They will give you this chart the first time you meet them.
Treasure Chart 35
Chart location: Wind Temple
Treasure location: Islet of Steel
Reward: 200 rupees
Notes: In a dungeon chest.
Treasure Chart 36
Chart location: Ice Ring Isle
Treasure location: Bird's Peak Rock
Reward: 200 rupees
Notes: Located in the frozen chest on the shore of the island.
Treasure Chart 37
Chart location: Rock Spire Isle
Treasure location: Fire Mountain
Reward: 200 rupees
Notes: In a cave on this island, light the torches to access the chart.
Treasure Chart 38
Chart location: Windfall Island
Treasure location: Three-Eye Reef
Reward: Piece of heart
Notes: This is the second chart available from Zunari's auction.
Treasure Chart 39
Chart location: Dragon Roost Cavern
Treasure location: Dragon Roost Island
Reward: 200 rupees
Notes: In a dungeon chest.
Treasure Chart 40
Chart location: Southern Fairy Island
Treasure location: Headstone Island
Reward: 200 rupees
Notes: The chart will appear after every reef has been cleared of ships and cannons.
Treasure Chart 41
Chart location: Five-Eye Reef
Treasure location: Four-Eye Reef
Reward: Great fairy chart
Notes: Yet again, use the cannon to defeat every cannon and ship in the reef.
Special Charts
Beedle's Chart
Sent to you by Beedle after you return to Windfall Island and finish Niko's second challenge. Details every sector where Beedle's shop can be found.
Ghost Ship Chart
Allows you to board the Ghost Ship. Found in the warp pot maze on Diamond Steppe Island.
Great Fairy Chart
Reveals the location of every great fairy. Found with Treasure Chart 41.
IN-credible Chart
Details the locations of the Triforce charts. Sent to you by Tingle after your first visit to Hyrule Castle.
Island Hearts Chart
Reveals the location and number of pieces of heart that can be found on islands. Found with Treasure Chart 19.
Light Ring Chart
Reveals additional sunken treasures, which can be found only at night. This chart is located with Treasure Chart 21.
Octo Chart
Shows the location of every large octo in the Great Sea. Found with Treasure Chart 26.
Platform Chart
Maps the location of every platform in the great sea. Found in a submarine in the Flight Control Platform sector.
Sea Chart
Given to you by the King of Red Lions after you obtain the sail.
Sea Hearts Chart
Shows the location and quantity of every piece of heart that can be found in the sea. Found with Treasure Chart 32.
Secret Chart
Reveals the location of every cave. Found with Treasure Chart 13.
Submarine Chart
Located in a cave in the Boating Course sector. Maps every submarine that can be found in the Great Sea.
Tingle Chart
Shows Tingle Island and the location of two great fairies. Given to you by Tingle after you free him on Windfall Island.
Pieces of Heart
What follows is a list of every piece of heart in the game and a brief description of how to obtain it. They are organized by location, alphabetically. Note that many of these are covered in more detail in the walk-through.
Island Hearts
Angular Island (one)
Create a staircase with the blocks on the island to reach a piece of heart at the top of the stack.
Bomb Island (one)
Enter the cave and use the magtails, when they curl up, to activate switches. Likewise, throw magtails into the holes near the chest to lower flames and grab the heart piece.
Dragon Roost Island (two)
Sort 25 letters or more for the new assistant at the postal counter, then mail the letter he gives you.
Give 20 golden feathers to Medli's guard.
Five-Star Isles (one)
Find the submarine and enter it. Defeat every enemy inside for a heart piece.
Flight Control Platform (one)
Make it to the end of the course to earn a piece of heart.
Forest Haven (two)
The rito leader will send you a piece in the mail automatically.
Fill a bottle with forest water and use it on all eight withered trees in the Great Sea. If you do it in less than 20 minutes, you will be rewarded with a piece of heart. To start this quest, talk to any korok near one of the trees.
Forsaken Fortress (one)
There is a single piece of heart located in a chest on the first floor.
Greatfish Island (one)
Sail to a rock near the island, and climb onto it. Use the deku leaf to glide to a cave on top of Greatfish Island for a piece of heart.
Headstone Island (one)
Use a hyoi pear to control a seagull, then look for the piece of heart at the very top of the island.
Needle Rock Isle (one)
Use a hyoi pear to control a seagull, then hit the crystal switch. This will give you access to a chest previously guarded by a wall of flame.
Outset Island (three)
During Orca's challenge, hit him 500 times before he hits you three times.
Use all-purpose bait to get the large pig to root in the black soil on the shore near the lookout tower.
Descend to the bottom floor of the dungeon where you found the Triforce chart. (Note that all of these pieces are found fairly late in the game.)
Pawprint Isle (one)
Crawl inside the cave once you have access to bombs. The piece of heart is in one of the chests inside.
Rock Spire Isle (three)
Buy a piece of heart from Beedle's shop.
One of the ships in the sea will drop a piece of heart when you sink it. Use the grappling hook to find it.
Use treasure chart 2 to find another piece of heart in this sector.
Seven-Star Island (one)
Defeat the giant octo, then use the grappling hook where it sunk.
Six-Eye Reef (one)
Defeat the enemies in a submarine to access a chest with a heart piece.
Spectacle Island (one)
You will receive a piece of heart as a prize in the cannon-firing minigame.
Star Island (one)
Defeat all of the enemies in the cave.
Stone Watcher Island (one)
Destroy every ship and cannon near the wooden platform for a heart piece.
Tingle Island (one)
Defeat the giant octo in the sector, then use the grappling hook to dredge up a piece of heart.
Windfall Island (nine)
Find all of the killer bees in the hide-and-seek game without entering a building.
Take a color pictograph of the lady near Lenzo's shop and show it to the strolling man.
Win the squid-battle minigame.
Place decorations on all of the pedestals to receive a heart from the man on the bench near Zunari's.
Win a piece of heart in Zunar's auction.
Deliver the love letters for and to the girl in the auction house, after rescuing Aryll.
Ignite the lighthouse with a fire arrow to retrieve two pieces: one from the chest that is revealed and one from the man standing on the second floor of the windmill.
Deliver the items in the correct order during Zunari's deliver quest (see walk-through for details).
Sea Hearts
Additionally, the following treasure charts will lead you to pieces of heart:
Treasure Chart 2
Chart location : Windfall Island
Treasure location: Rock Spire Island
Notes: Exchange 20 skull necklaces with the man near the bomb shop.
Treasure Chart 4
Chart location : Rock Spire Island
Treasure location: Southern Fairy Island
Notes: Buy the chart from Beedle's shop.
Treasure Chart 11
Chart location : Dragon Roost Cavern
Treasure location: Crescent Moon Island
Notes: In a dungeon chest.
Treasure Chart 15
Chart location : Forbidden Woods
Treasure location: Angular Isles
Notes: In a dungeon chest.
Treasure Chart 20
Chart location : Earth Temple
Treasure location: Bomb Island
Notes: In a dungeon chest.
Treasure Chart 23
Chart location : Windfall Island
Treasure location: Diamond Steppe Island
Notes: Get the high score in the squid-battle minigame.
Treasure Chart 30
Chart location : Tower of the Gods
Treasure location: Pawprint Island
Notes: In a dungeon chest.
Treasure Chart 31
Chart location : Windfall Island
Treasure location: Forest Haven
Notes: Show a color pictograph of the full moon to the forlorn man near the auction house.
Treasure Chart 33
Chart location : Windfall Island
Treasure location: Five-Star Isles
Notes: Take a color pictograph of the woman by the Chuchu Jelly Shop sign and show it to her.
Treasure Chart 38
Chart location : Windfall Island Treasure location: Three-Eye Reef Notes: This is the second chart available from Zunari's auction
See the charts section of this guide for more information on charts and their treasure.
The Tingle Tuner
The Tingle tuner has many uses. Leaving it on all the time may drain your GBA's batteries, but it will also provide helpful clues throughout the game. More than that, though, Tingle has some services he provides and a few minor quests.
Tingle Services
Kooloo-Limpah (40 rupees)
This service has a random effect--sometimes healing, sometimes giving you a long-lasting Tingle balloon/Tingle shield combo, and sometimes doing nothing at all.
Seagull Pen (free)
Set waypoints on the map with this pen. It's the only Tingle service that is free.
Tings (variable)
These act like potions. The red ting costs 20 rupees, the green ting costs 40 rupees, and the blue ting costs 80 rupees.
Tingle Balloon (30 rupees)
Use the balloon to hover for five seconds.
Tingle Bomb (10 rupees)
Move the Tingle icon somewhere, and then choose a Tingle bomb to blow something up. You'll need to use this to find the Tingle statues.
Tingle Shield (40 rupees)
You get five seconds of invulnerability.
Tingle Watch (free)
He'll tell you what time it is.
Tingle Quests
Tingle Statues
Find each of the five Tingle statues (see the walk-through for details). There is one in every dungeon. When you find a statue, return to Tingle Island for a small reward. When you find all five, you'll be given 500 rupees.
Legendary Pages
There are five of these pages scattered throughout the Tower of the Gods (see the walk-through for details). When you find all five, you can read them.
Knuckle Quest
Knuckle will appear if you have the Tingle tuner activated on Outset Island. Follow his instructions to receive the hand-me-down Tingle tuner, which will allow you to buy items from him while at sea and in dungeons.
The Nintendo Gallery
So, you want to try to complete the Nintendo Gallery. To do so, you'll need the deluxe picto box, and you'll need to find the gallery itself. The gallery is near Forest Haven, and it can be accessed by using the baba buds near the great deku tree to ascend all the way up the tree, to the branch where you first found the deku leaf. When you reach the top, look around for another bud. Glide into it, then use the deku leaf to glide onto a nearby platform. You can only do this with an expanded magic meter.
Exit through the doorway. Change the wind so that it is blowing toward the small island with a man standing on it (use the telescope to make sure it is the correct island). Then use the deku leaf to glide over. Equip a hyoi pear and use it to control a seagull. Fly up to the crystal switch on Forest Haven, and hit it with your wing. Release control of the bird and drop down the newly opened hatch. Talk to the gallery operator to start the gallery quest. When you bring him an appropriate pictograph, he will craft a figurine from it.
There are 134 figurines available, but you won't need to take that many pictographs. Here's a list of all the pictographs that can be turned into figurines. Note that characters marked with an asterisk in the following list are special: Legendary pictographs are purchased from Lenzo's shop at night--he will offer you one per phase of the moon, and figurines that are part of a set are automatically made when you bring a pictograph of the primary character. Note that it has to be an acceptable pictograph as well, meaning that it must show the face, and you must see the whole body (in most cases).
Outset Island Figurines
Character - Notes
Abe - Teaches you to catch pigs
Aryll* - None
Grandma - None
Jabun* - Legendary pictograph
Joel - One of the kids on the island
Mesa - He asks you to cut his grass early on
Orca - Combat trainer
Pig - None
Rose - Abe's wife
Seagull - None
Sturgeon - Orca's brother and upstairs neighbor
Sue-Belle - Found near Grandma's house
Zill - The snot-nosed kid
Windfall Island Figurines
Character - Notes
Anton - Strolling man
Candy - Sailor on the docks
Cannon - Bomb shop owner
Dampa - Pig owner and skull necklace collector
Doc Bandum - Chuchu Jelly Shop owner
Garrickson - The love-letter sender
Gillian - Cafe owner
Gossack - Most cowardly man in town
Gummy - In the auction house
Kamo - Forlorn man on steps
Kane - Man near the mailbox
Killer Bees - Take a photo of any of the gang for the set
Kreeb - On the second floor of the windmill
Lenzo - Pictography shop owner
Linda - Anton's love interest
Maggie - Girl in auction house after rescuing Aryll
Maggie's Father - Pestering old man near mailbox
Mila - Zunari's assistant after Aryll is rescued
Mila's Father - Either near the docs or in the auction house
Minenco - Lenzo's lady friend
Missy - Gray-haired lady on docks
Mrs. Marie - The teacher
Pompie and Vera - Gossips--either one will get you the set
Sam - Man on the bench near Zunari's shop
Tott - Dancing man near Tingle's prison
Zunari - Shop owner in town center
Dragon Roost Island Figurines
Character - Notes
Baito - New employee at postal counter
Basht and Bisht - Rito guards
Chieftain - Rito leader
Hoskit - Medli's guard who collects golden feathers
Ilari - Rito postman
Koboli - Postal counter worker
Kogoli - Walks around the village
Prince Komali - None
Laruto* - Legendary pictograph
Medli - None
Namali - Clipboard-carrying rito
Obli - On the Flight Control Platform
Pashli - Another clipboard-carrying rito
Skett and Akoot - Chieftain's bodyguards
Valoo - Titular dragon
Willi - None
Zephos and Cyclos - Take a pictograph of Cyclos to get both figurines
Forest Haven Figurines
Character - Notes
Aldo - A korok
Carlov - Curator of the Nintendo Gallery
Deku Tree - None
Drona - Another korok
Elma - Another korok
Fado* - Legendary pictograph
Hollow - Another korok
Irch - Yet another korok
Linder - Still another korok
Makar - The korok you take to Wind Temple
Manny - Man you meet near Nintendo Gallery
Oakin - Another korok
Olivio - Another korok
Rown - The last of the koroks
Dungeon Figurines
Character - Notes
Armos - Small statues
Armos Knight - The larger version of the statue
Boko Baba - Plant enemies found on Forest Haven and elsewhere
Bubbles - Flying skulls, either flaming or smoking
Chuchu - Jelly creatures
Floor Master - Purple hands in various dungeons
Gyorg - Shark creatures in Great Sea
Kargorok - Winged creatures
Keese - Bats
Magtail - Lava-living worms first found in Dragon Roost
Miniblin - Small devil-like goblins
Morth - Spiky balls
Octorok - Small squid-like creature
Peahat - Flying ball with yellow petal-like armor
Poe - Ghosts that possess you in the Earth Temple
Rat - None
ReDead - The zombies found in Earth Temple
Seahat - The tenacious dive-bombers on the Great Sea
Great Sea Figurines
Character - Notes
Ankle - One of the two workers at Tingle Island
Beedle - Well-traveled shop owner with mop top
David Jr. - The other worker at Tingle Island
Fairy - None
Fairy Queen* - Legendary pictograph
Fishman - Can be found in every sector on the sea
Gonzo* - Part of Tetra's set
Great Fairy* - Legendary pictograph
King of Hyrule* - Legendary pictograph
King of Red Lions* - Get all figurines except Knuckle
Knuckle - On Tingle Island after you finish the Knuckle quest
Link* - Get all figurines except Knuckle
Loot - At the Boating Course or in the Windfall Cafe
Mako* - Part of Tetra's set
Niko* - Part of Tetra's set
Nudge - Part of Tetra's set
Old Man Ho Ho - Found on various islands looking through his telescope
Princess Zelda* - Legendary pictograph
Senza* - Part of Tetra's set
Salvage Corporation - The diving-suit-wearing explorers who travel the sea
Salvatore - Squid-battle minigame operator
Tingle - Take a picto when you visit his island
Wandering Merchant - Found on various islands
Zuko* - Part of Tetra's set
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