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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter Z » Zelda: The Wind Waker - Strategy Guide (Page 04)

Zelda: The Wind Waker - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Zelda: The Wind Waker - Strategy Guide (Page 04).

Treasure Chart 8:(Overlook Island,G1)
-Hookshot from tree to tree to get to the hole. Do like 7, only
there is 4 Darknuts

To decode, go to Tingle Island (C3) and pay Tingle 398 rupees to decode
the maps.


Locations of the Triforce pieces:

    A   B   C   D   E   F   G
    ---------------------------
1 |[A1][B1][C1][/\][E1][/\][G1]|
2 |[A2][B2][C2][D2][E2][F2][G2]|
3 |[A3][B3][C3][D3][E3][F3][G3]|
4 |[A4][/\][C4][D4][E4][F4][G4]|
5 |[A5][B5][/\][/\][E5][F5][G5]|
6 |[A6][B6][C6][D6][E6][F6][/\]|
7 |[A7][/\][C7][/\][E7][F7][G7]|
   ----------------------------

Triforce Chart 1: Greatfish Island (B4)
Triforce Chart 2: Gale Island (D1)
Triforce Chart 3: Stone Watcher Island (C5)

Trifoece Chart 4: Outset Island (B7)
Triforce Chart 5: Cliff Plateau Isles (G6)
Triforce Chart 6: Southern Triangle Island (D5)
Triforce Chart 7: Seven-Star Island (F1)
Triforce Chart 8: Two-Eye Reef (D7)

After you get all 8 of the triforce pieces, your final goal is to go
back to Tower of The Gods (E4) and go back to old Hyrule and face the
last boss.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Tower of the God's (E4):

    A   B   C   D   E   F   G
    ---------------------------
1 |[A1][B1][C1][D1][E1][F1][G1]|
2 |[A2][B2][C2][D2][E2][F2][G2]|
3 |[A3][B3][C3][D3][E3][F3][G3]|
4 |[A4][B4][C4][D4][**][F4][G4]|
5 |[A5][B5][C5][D5][E5][F5][G5]|
6 |[A6][B6][C6][D6][E6][F6][G6]|
7 |[A7][B7][C7][D7][E7][F7][G7]|
   ----------------------------

After you get the whole triforce of courage,
head back to E4 to start a cutscene and open the portal to Hyrule once
more. Head into the portal to go back to Hyrule one last time.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Hyrule Castle: You find that the statue of adult link was smashed. go down to
meet Zelda...or is it? Its really a trap. You then battle 2 of the Darknuts,
defeat them for the flames to go down. Once that's done, go to the exit on the
other side when you entered. Break the barrier and go down the pathway to get
to Ganons Tower, the final battle awaits!!!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ganons Castle: Just like Ocarina, you need to beat each section based on old
dungeons. The only catch this time is you only do four sections, Fire, Plant,
Darkness, and wind. Another catch is you need to face the bosses again, only
this time you have more health and magic, but any item gotten from other
dungeons cannot be used.

Fire: Use the Ice Arrows to make temporary Magma platforms. Make one platform
on the Fire Blast to make it go up. Get to the end and face Gohma again.

Woods: This is a frustrating one. Use the Deku Leaf to get the platform over,
and jump into it. Flap backward to go forward. Go on the levitating platform
and use the wind switch to bring the 2nt one over. Do the same thing and use
the Deku leaf to get to the 2nt levitating platform. Make sure you take out
the enemies so they wont attack you and fall. Face the Kalle Demos boss

again.

Earth: This is easy. Run past the dropping coffins until you get to those
switches that need something to be hold down. Use the light on the Dark Blobs
toturn them to stone, and put them on the switches to bring the steps down.
If they start to go down, roll. You'll face the Jalhalla boss again.

Wind: Defeat the Wizzrobe and then use the springboard and the deku leaf
to glide across the room. When your going past the two wind vortex's,
go in the middle of the two and continue. When your at the end, use
the hookshot to get to the Molgera Boss room door.

After you do all those, the seal on the door will open.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Inner Ganons Castle: There is a wooden door in front you cannot get past
right now.On the left is a door with four switches. In the right room is a
bottomless pit, and some candles with specific candles on them. That's a code
for the other room. Write it down and use the boomerang to activate the
switches. Doing that will make your boat appear. This is the only exit from
Hyrule to the Flooded one, so use this when you need to do other quest. Go to
the right room and jump into the bottomless pit. This is where you will face
the shadow boss.

 -------------------------------------------------------------------------
|Boss IX: Phantom Ganon Repeat                                            |
|Difficulty: 1st encounter: ***, 2nt Encounter: *                         |
|Items Used: 1st: Sword, 2nt: Light Arrow                                 |
|                                                                         |
|1st Time: You actually see him in every room in the Light Arrow maze,    |
|so I recommend you just avoid him all together until you get to the Light|
|Arrow room, where you have to fight him. He adds two new attacks to the  |
|fight, the same beam attack from the Ganondorf fight, and a 4X attack,   |
|which is similar to the Final Poe sister from the Forest Temple. he's a  |
|bit harder and faster, but still easy                                    |
|                                                                         |
|2nt time: This is easy as hell, just shoot a Light Arrow at him!!!       |
|He dies and leaves his sword, the thing you need to cut the wooden       |
|door in front of you.                                                    |
 -------------------------------------------------------------------------

I recommend you ignore him and save your energy. This is where Trial and Error
come into play. Get a piece of Paper and mark down each door you use and
where it  goes. Each wrong door will lead you back in the Wooden door room.
One is with  enemies, and the other is the right way. Another method is to
defeat the  Shadow Ganon Boss in each room and look to where the shadow's
sword lands and go through thart door. Keep going the right way until you
get to a room with only the forward room and the way you came in. You will
NEED to fight the shadow boss and win to get the Light Arrows. Use the door
to go back to the Beginning with the Wooden Door. You will face the shadow
boss for the last time, but he can only be brought down with one Light Arrow
strike. Take the sword the boss drops to break the wooden barrier to get to
the last section.

Heres a tip from Burgerdog on the Message Boards:

"Follow these directions, from the landing spot go,
Down, left, up, left, right, and up."
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Blood Red Hallway: Remember Ganons Castle in Ocarina? This is similar to that,
but this time you need to defeat every enemy you meet. You can easily beat
them with one Light Arrow Strike. Once all enemies are gone, the lock on the
door to the last battles will open
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ganondorf's Room: This is a very cool Imperial-Style room with water in the
middle.You will face 3 incarnation of old Ocarina and A Link to the Past
Bosses here.

-------------------------------------------------------------------------
|Shadow Boss I: Puppet Ganon                                              |
|Difficulty: **                                                           |
|Item: Boomerang, Light arrows                                            |
|                                                                         |
|This is the exact same as the Ultimate Deku tree Boss, only easier.      |
|Use your boomerang to cut all 5 of the support strings to bring him      |
|down. Fire a light arrow at the Blue Orb 3 times to defeat him.          |
 -------------------------------------------------------------------------

 -------------------------------------------------------------------------
|Shadow Boss II: Arachnid Dragon                                          |
|Difficulty: ***                                                          |
|Item: Light Arrows                                                       |
|                                                                         |
|Another easy fight. The fight is very similar to the Gohma fight         |
|from Ages and the first Zelda, but very different at the same time.      |
|It goes to the ceiling and crawls around for awhile before dropping down |
|to the floor. Use the water to see where it is and try to guess what     |
|direction the Blue orb will land and hope your right. Hit the orb 3 times|
|with a light arrow and it will transform again                           |
 -------------------------------------------------------------------------

 -------------------------------------------------------------------------
|Final Shadow Boss: Dragon Moldorn                                        |
|Difficulty: **                                                           |
|Item: Sword, Light arrows                                                |
|More annoying than hard. Just like its cousins, you either need to hit   |
|its head and then very quickly hit its tail with a light arrow, or try   |
|to aim the light arrow on its tail, which is actually pretty easy if you |
|are good at shooting the bow and arrow. Do it three times and the fight  |
|will end. The final boss awaits.                                         |
 -------------------------------------------------------------------------

Once done, use the rope to go up, and use the Grappling Hook where it allows.
Once at the top, use fire to burn the top of the Warp Urn to go back down.
If you need fairies, use the Warp urn to your dvantage. You can warp back and
forth to bring back the Jar with the fairy in it. Once done, use the Hookshot
to go to the Door leading to the final battle with Ganondorf.

-------------------------------------------------------------------------
|FINAL BOSS: Ganondorf (AKA: Ganon)                                       |
|Difficulty: *****                                                        |
|Item: Sword and luck                                                     |
|This is defiantly the best Zelda battle in history. Meier words cannot   |
|describe this battle at all. There are three phases of this battle and   |
|will be broken up into those phases. Remember to stock up on fairy's.    |
|Ganondorf does a lot of damage with one hit, and is very quick, so you   |
|may need one or two to help you.                                         |
|                                                                         |
|Phase I: You need to line Zelda, Ganondorf, and Yourself in a line and   |
|wait for her to fire a Light Arrow at Ganondorf. This is pretty hard, but|
|one of the only ways to damage him now. Once he's stunned, hit him with  |
|your sword                                                               |
|                                                                         |
|Phase II: This is much harder than I, but not impossible. You need to use|
|your Roll and hit move on him to stun him, and hit him after that. It    |
|takes a few hits to go to the final phase                                |
|                                                                         |
|Last Phase: This only takes one hit to do, but hard to pull off. Zelda   |
|need to hit him with a Light Arrow,and you need to reflect it back at him|
|using your mirror shield and while he's VERY SHORTLY stunned, use the    |
|roll and hit attack. If that doesn't work, do the attack where you charge|
|up your sword with targeting and do that. This will defiantly take a few |
|tries. Once done once, you have beaten the game!!! Sit back, get a Coke, |
|and enjoy the ending!                                                    |
 -------------------------------------------------------------------------
Defeat him to get the awesome ending!!!


 ----------------------------------------------------------------------------
|Fanwork|
 -------

Now, heres a fan  walkthrough from Ben Ritter (bennard_skynnard@yahoo.com)
on the Dragon Roost Cavern


If any of you out there can't see the reason for this, then don't read on.
For those of you reading on, keep in mind that names might change when the
English version comes out, I just did what I could translating the names
since I can read Japanese, but I'm not fluent.

Entrance
There are three stone statues, pull out the one on the far left, then move
behind the one you pulled out, and pull the center one to the left, revealing
the entrance to the dungeon.

Room 1
When we enter the room, there are two gremlins standing guard, who rush us
when they first see us. After defeating them, they leave behind sticks.
Just like in Ocarina of Time, we have to pick up one of the sticks, and
hold it next to the torch to light the stick on fire. Then we run to the
other unlit torch, stand next to it until it lights, revealing a treasure
chest with a key inside. We use the key to unlock the door. (Remember the
vase with the green gases pouring out of it)


Room 2
We come into a room with a bunch of vases, and a boarded up entrance in
front of us. We must use our sword to break through the boards and through
the entrance.

Big Cavern
This is a very large cavern, similar to the fire temple in Ocarina of Time.
We go left along wooden planks, we see a door to our left that is locked,
then ahead to drop down to the section we can't jump, and then pull out the
stone in the wall for a better jump across. Here we must jump across stones
to a bridge, being mindful of gushing lava that might burn us when we jump.
At the other side of the bridge are two bomb flowers, we use one of them to
bust open the rock before us, opening up another door.

Room 3
There is a lava pit in the middle, so we must use the big vases filled
with water, throw them into the lava to create temporary pieces of land
to jump on. First we jump over to the treasure chest on the left to obtain
the dungeon map. Now we jump over to the ladder, and take care of the
annoying red jelly blob to advance to the next room.

Room 4
Here there are two more boarded up entrances, a quick slice with the
sword and we'll take the left entrance first to deal with the arrogant
goblin. He'll leave a big machete in this small closet, we pick it up and
use it to smash through the other boarded up entrance since the sword just
won't cut it. Again we are presented with two choices, and the machete is
 needed again, so we musn't be wasteful. Smashing the two red jelly bellies,
we exit stage left. Through the left boards is a treasure chest with a key in
it. Now we go through the other entrance to another door after two more pip
squeek red beans.

Big Cavern
We are back in the big cavern now. To our left is a board plank, leading to
a huge rock boulder with two flower bombs on the wall next to it. On the
right side of the little platform we can see some small rocks. We pick up
a rock, and throw it at the flower bombs to bust up the rock. Walking over
the plank, we find that we are back to where we first entered this cavern,
but now we have a key to the unlocked door in front of us.

Room 5
Again presented with two choices, we go left, since we can't cross the lave
pit down the path to the right. After defeating four red blobs, we are
presented with three more choices, left through the boards, killing Mr.
Gremlin who thinks he can surprise us by breaking out of a vase (Hah!).
He leaves us a stick, so we do the flaming stick magic trick and burn the
boards on the right side, since the middle path is barred shut. In here
is a switch, once stepped on, raises the bars for us to go through the
middle door.

Outside
We are taken outside onto a ledge. To our right is a wooden rope bridge
with another gremlin waiting on the other side for us. We pick up the
vase just before the bridge and smack Mr. Gremlin in the face, pushing
him back off the bridge so we can have room to fight him, and to avoid
cutting the ropes of the bridge. After two swipes he took a suicide jump
off the edge, letting us climb up the ladder. Halfway up the ladder we
must be careful not to get nailed by the lava that spits out of the wall,
(Why it doesn't burn the ladder, I don't know). The entire time we've been
outside, we've been hearing one of those annoying evil birds. Well, he's
waiting for us at the top of the ladder. After sending him to be part of
KFC's menu, we see that we must inch against the wall to a platform to the
other side, minding the spewing lava along the way. Once across, there is a
big boulder, but no flower bombs (Darn!). On the other side of the rock is
another small platform we must climb up to. This time Link is too big to
inch along, so we must hang on the platform crossing along by holding on
for dear life. Jump up the platform to find a flower bomb to bust that big'ol
rock wide open. Jump down and proceed through the door.

Room 6
To our left is a big stack of stone blocks, and we can see a hole behind the
very top block. We pull out one block on the left of right, then one in the
middle to create steps for us to climb up to the hole. Through the hole, a
ladder is to our right, and a stone to pull out on our left. Keeping with the
leftist theme, after climbing up the stone, there is a treasure chest with the
compass in it to our right. Next to the locked door are two sticks in a vase,
we grab one, light it, and chuck it across the room to burn the boarded up
path on the ladder side of the room. Through here is our key to unlock the
door. Back up the stone block and unlock that door.

Outside
We come outside again, and to our right are steps leading up, but with
gaps in them for us to jump. We can also see another piece of chicken meat
waiting for us at the top. After climbing the steps, Mr Birdie won't leave
his nest, so we run up to him and tease him to get him to chase us back to
the bigger part of the ledge so he won't accidentally push us off. After
marinating him in tariyaki sauce, we find he was hiding a key in the nest
to unlock the door behind us.

Room 7
Kind of dark in here, with only one torch burning. But look at all those
sticks over there! Maybe we should light one up? After lighting a torch
we go left down the path to another area where four bats are waiting for
us. The torch substitutes as a good weapon for killing the bats, and who
knows, maybe we'll light that torch in the middle area.After lighting the
torch in the center, we can see a treasure chest with a happy pendant inside
(Happy Happy, Joy Joy!). Now we pick up the stick again, light it, and burn
down the dead trees blocking the entrance to our path. Keeping hold of the

stick, we use it to light the two torches next to the barred door, raising
the bars so that we may pass through.

Big Cavern
We find ourselves in the upper regions of the big cavern, with a flower
bomb to our right, and a big rock covering a vase with blue gasses pouring
out of it. In front of us is a bridge leading across the cavern, but first
we take care of that rock. This vase is a warp zone back to the 1st room and
the vase with the green gasses. We don't have to go through it now, but we
can if we feel like messin' with those two gremlins. Across the bridge to the
other side, and Tinkle (The GBA helper) tells us he smells treasure here in
front of the door. We pay him 10 rupees to plant a bomb, revealing a treasure
chest with 10 rupees in it, What's the point? Through the door we go.

Room 8
Aaagh! The door is barred behind us right after we wallk through, and Mr
Goblin thinks he can take us. After taking care of him, looking around we
see two torches, but only one is lit, and all Mr Goblin left us was a machete.
There is a ladder to climb but we should solve the torch mystery first. As we
go happy breaking vases, it turns out that one of Mr Gremlin's friends was
hiding in a vase, and he's got our stick! We take care of the chicken Gremlin,
and light the other torch to reveal a treasure chest with a treasure map for
use once we get back out on the sea. Since the bars on the door still have not
risen, something must still be missing. Looking around the room again, there
is one lone vase up on a ledge next to the door where we came in. Grabbing the
stick again, and climbing up on the ledge where the chicken Gremlin was
hiding, we take aim at the vase and hurl the stick to break it open, revealing
Mr Chicken Gremlin #2. We smash him, and the bars on the door we came in
through, and the one up the ladder raise up. Climbing up the ladder we find
that there were some sticks up here in a vase, but no worries since we like
fighting Gremlins. Let's go to the next room.

Room 9
More lava,  but water filled vases to make us a path. To the left on the
island in the middle is a centipede like creature. Our best strategy is to
jump to this island, hold down the L button at all times, and quickly stab
him in the eye or jump attack him in the eye when he stands up and squeels
like the punk he is. After one hit he will run back into the lava, but keep
the L button down so that we are always facing him, and allowing us to
manuever around so that we don't fall off into the lava. After a few
hits in the eye, Mr centipede will eventually tire and run away up the wall.
Now is our chance to go back and grab a vase of water. While holding it, jump
to the middle island and wait for the gushing lava to cease, then pitch the
water where the lava will come up. A little temporary island will form, as we
hop on top, the gushing lava will carry us up to the next level where we can
jump off onto a wooden path towards the next door.

Room 10
Pretty big room, with two big rocks in front of us, and a river of lava
to our right, across which is another centipede and stairs leading up to
what appears to be a shrine. Looking back at the door from which we came in,
there is one lone flower bomb hiding there all by itself waiting to be
plucked. Two rocks equals two bombs. Behind rock number one is a vase with
yellow gas coming out, a warp zone back to room #1. Behind the other rock
is a doorway, since we don't need to warp back to the beginning, through
the door we go.

Outside
We end up outside again, and the screen pans up to give us our first glimpse
of a big, old, and kind of chubby, red dragon on top of the mountain. He
whines and puffs fire into the air, knowing we are coming for him. To the
left we can see some arms sticking out of the side of the mountain, holding
some sort of stone, but we can't do anything there just yet, so we head right
and up the stairs, while listening to Puff the Magic Dragon whine. At the top
of the steps is an entrance to an area where the little girl who gave us the
bottle is being held behind bars by two green gremlins with the red dragon
watching. We step through the gate to teach the gremlins a lesson, and the
gate shuts behind us, enclosing us in. Beating up the gremlins causes one of
the chicken birds to drop one of the pig guards from the first castle dungeon.
We will not be intimidated by size!!! Defeating the pig guard opens the
cell bars freeing the little girl. After talking with the little girl, it
turns out that the dragon's name is Val, and he's somehow gotten his long
tail stuck down the hole on which he's sitting. The little girl thanks us
for getting her out, and gives us a grappling rope in return. This
grappling rope is similar to the old hookshots in Zelda's past. Heading
up the stairs on the left side with our new toy, we find the little girl
on top of an arm similar to the ones we saw when we came outside. Setting
the grappling rope to one of the X, Y, Z buttons, we can use it to swing
over long distances. When using the grappling rope, we must wait for the red
dot to turn into a yellow explosion mark before we hit the button again to
cross over to the other side. Pressing A will release us, and magically make
the grappling rope release itself and come back to us. Moving on is another
grappling rope test, but if we gall, there is a ladder we can climb up to try
again. We come to another boarded up entrance, bashing through with our sword
takes us above the door we came through to get outside. We drop down so that
we may now grapple on to the arms to the left of the door, and move on. No
practice, this is for real, with no bottom in sight!!, 1, 2, 3 grappling
swings brings us to another door.

Room 11
Back inside after having to listen to Val whine all that time.
Ahead lies another rope bridge with a suicidal gremlin who decides
to charge us! Puff, he's gone and across the bridge, where another
gremlin pops out of a vase, four swipes and he's gone. After finishing him,
a treasure chest appears underneath the bridge back by the door. If we use
our camera well, we can see a path directly underneath the bridge. In one of
the vases is, yep, you guessed it, another stick. Light it from the torch, and
run along the bridge until all the supporting ropes are burned up. Then drop
the stick while standing on the bridge for it to finally break, dropping us
down to the next level. Inside the treasure chest is another happy pendant
(Yeah!). Next to the door out of here, are two vases of water for making a
temporary platform on the gushing lava next to the treasure chest if we want
to get back up. But we don't right now, so on we go.

Big Cavern
We come out on the uppermost level of the big cavern, and to our right is
some sort of bird cage, with the floor of it being pelted by gushing lava
from below. We climb the steps into the cage, and find there are three ropes
holding the floor up. If we step in the middle, we can cut the ropes, but if
we cut one at a time, the floor gives way to one side and we fall to the lava
below. If we take notice of what we are standing on (a circular spiral
pattern) this gives us a clue as to what to do. We take out our sword, hold
down the B button to perform the spin attack, wait for the lava to hit the
floor again, wait... wait... Now let go of B, simultaneously cutting all three
ropes, and when the lava subsides we lower down with it, to jump on to the
floor ahead of us. Through the small passage way into an area where there
are two boards hanging from the ceiling over lava, for us to jump over to
the ladder on the left side. Up the ladder, leading us to a door barred shut
inside a stone animals mouth. We can't find a way to open it, so we turn
around to look a the cavern, and up above we see a spot to use our new
grappling tool. Our weight from hanging on the arm triggers a switch in the
ceiling lifting the bars on the door behind us. A little swinging motion
and we are back on the platform, and through the door.

Room 12
Here is another lava pit with an entrance to our right, and one in front
of us. But with only one arm to swing from, naturally swinging us to the
dead end in front of us, we remember back to our training on the pirate
ship, wait for us to stop swinging, then turn ourselves to face the passage
on the right. Swinging back and fourth we make our way to the right. The
next area has three boards hanging from the ceiling, and after the last one
is another grappling arm above us. One big swing takes us to another door.

Room 13
Lucky number 13. The compss tells us there's something here, so wouldn't it
be fitting for another centipede to be guarding whatever is here? One good
jump attack whe he stands up takes care of him. Another one pops out, but
he's of no concern right now. Towards the treasure chest covered with fire,
there is a switch to the right of it, that puts out the fire when stepped on.
It turns out that we do have to fight that 2nd centipede because when we step
off the switch, the fire comes back. A quick jump attack to the new centiped
causes him to roll up into a ball momentarily, so we can pick him up, and use
his weight to keep the switch pressed down. With him on the switch, we can
now claim the boss key inside the treasure chest. Back out of the room we go.

Room 12
We make our way back to the door leading to the big cavern.

Big Cavern
To the left back down to the bird cage floor, so we can get back to the top
level of the cavern. Out of the cage and back through the door.

Room 11
Time to use one of those vases back to the bridge level. Through the door
back outside.

Outside
We grapple swing the three arms back to the entrance back inside before
the stairs.

Room 10
Now we have the grapple hook and the boss key we need to move on,
but first there is one more treasure chest we can grab quickly using
the warp vases back to Room 1, for the treasure chest in Room 5.

Room 1
Through the door, through Room 2 and to the immediate left into Room 5.

Room 5
To the immediate right where we will now grapple to boldly go where
Link has not gone before. Swing across, slash the boards to reveal a
treasure chest with another treasure map for us to use at sea. Now back
to Room 1.

Room 1
Warp back to Room 10 for our venture to the boss.

Room 10
Swing over to the other side, so we can dispose of the creepy crawler,
once he rolls up into a ball, we pick him up and throw him into the lava.
We open up the first treasure chest on the right side to find a
swordsman's ------ inside, which we put inside our pouch. To the other chest,
which contains 10 rupee. Inside the lower right vase is another happy pendant
(Yeah!). Now to open the boss door to see what punk wants a piece of us!

Boss Room
Looking around the room, we can see Val's tail coming in from the ceiling,
and various planks along the wall of this circular room. A step closer to
the lava pool in the middle starts the music revealing one big ass centipede
boss! First we use our handy grappling rope to hook onto Val's tail, letting
us swing up to one of the planks. In the process, part of the ceiling falls
on the boss centipede injuring him. Hoping this will work again, we swing from
Val's tail, again dropping a piece of the ceiling on the boss. The third
time's a charm, as the last piece of ceiling cracks away Boss centipede's
hard armor. We jump down and keep L down to hone in on him. When he lowers
both claws into the ground, we run forward to slash his eye. We keep the same
process until he finally keels over and bites the big one, falling back into
the lava pit. A full heart container is presented to us, then the lava in the
center of the room hardens so we may walk to the swirling winds in the
middle. A cut scene opens up to see Val calming down, the swirling clouds
above the island clear away, and we see the little girl telling everybody
what's happening. The swirling winds take us to the entrance of the island
where the little girl is waiting for us with the little kid from downstairs
(Komori). Komori is sorry and wants to be more like us. He then presents us
with the Din's ------ that he was holding all along. Val sends us some thanks,
encrypted in hieroglyphics. Basically he is telling us we are brave, and
mentions the wind shrine on the back side of the island. Komori runs off to
go see Val, the little girl thanks us, ending the cut scene.

Thank you ben for that VERY Detailed Fire dungeon. I look forward to any
future submissions from you!!!

Now here's some info on the Lenzo's quest from Belgara and Kalilie

Lenzo the Pictographer's mini quests (involves waiting/following
people) - Pictographer Lenzo asks you to do some tasks to prove that you are
a good enough photographer to be his assistant 1) He asks you to take a
picture of a man that is after a woman who does not want him or
something of the sort - a man that keeps mailing unwanted love letters.  Talk
to man in red overalls and black belt that mentions the Rico postman.
Talk to him right outside the pictographers door near the bench or near
there to trigger his walk to the mailbox.  Wait for him to walk down to
post box and take a picture of him mailing letter.  Make sure to take a
full body shot and to catch him in the act of mailing the letter.  If
you are too close he will not walk to mailbox. Stand back in corner of
the stone pier near mailbox to get the picture.  2) He asks you to take
a picture of the most timid resident of Windfall Isle, to catch his
expression of fear in a photo.  Go to Coffee slash/ale house above the
 Eskimo merchent and talk to only patron in there in the daytime.
Knock a dish off the table jump down and take his picture (he should be
shivering in fear).  Make sure to get a full body shot.  3) He asks you to
get a picture of two lovers in the town who have never spoken.  He asks
you to catch them on the road giving furtive glances at each other.
Follow the man who speaks of strolling the island every time you talk to
him - he wears a striped shirt and brown hat. Catch him as he walks
near the woman in the yellow dress with black hair who stands near the
arcade/battleship game shop.  Take their picture as they glance at each
other. Make sure you get it from an angle where you can see both of their
faces (steps of arcade shop is a good angle).

REWARD: Joy Pendant

We also found this:
Northern Fairy Isle - 2 spaces right on map from forsaken fortress on
map you can get a wallet which allows you to carry more than 200 rupees.

The wallet from the fairy allows you to carry 1000 rupees.  The fairy
tells you that you can return to the island whenever you need
replenshment of health and magic. Possibly needs to be triggered by visiting
tingle's island.

Thanks for all your info!!!

 ----------------------------------------------------------------------------
|Item Guide|
 ----------

Swords and Shields:

 ----------------------------------------------------------------------------
|Hero's Sword|
 ------------

Usefulness: *****
Found: Orca's Training

The hero's sword is the sword you will be using for the 1st half of the game
Pretty much, its the main weapon for most of the enemies.

 ----------------------------------------------------------------------------
|Master Sword|
 ------------

Usefulness: *****
Found: Hyrule castle

The master sword from Ocarina. Although, when you first find it, it is
underpowered, it can be restored to how it was from ocarina. Note that
upgradeing it wont make it more powerful than it already is.

 ----------------------------------------------------------------------------
|Hero's Shield|
 -------------

Usefulness: *****
Found: Grandmother gives it before going on the pirates boat

Same type of defence engine as Ocarina of Time/Majora's mask and just
as good. Use the R button to block enemies attack. Cannot reflect light

 ----------------------------------------------------------------------------
|Mirror Shield|
 -------------

Usefulness: ****
Found: Earth Temple

Same as hero's shield, but can reflect light. Not used as much since
its a late game item. To reflect light, use it near a light spot in a dark
area to reflect light
-----------------------------------------------------------------------------

Equip Items:

 ----------------------------------------------------------------------------
|Telescope|
 ---------

Usefulness: *
Found: Aryll gives you this in the beginning

Only used once and never again. Pretty much useless for the most part. Can
zoom in on a certain area

 ----------------------------------------------------------------------------
|Sail|
 ----

Usefulness: *****
Found: Buy from Zunari on Windfall island for 80 rupees

One of the most used items in the game. Used all the time to get from
island to island. You must use it every time you get on the boat, and
you must repress the button whenever a cutscene comes up

 ----------------------------------------------------------------------------
|The Wind Waker|
 --------------

Usefulness: *****
Found: Given to you by the King of Red Lions after reaching Dragon Roost
Island

The ocarina of Wind Waker, and just as used as its ocarina counterpart.
Its used a lot in the game, from solving dungeons to sailing on the main
world. It uses the same C-pad that Master Quest uses

 ----------------------------------------------------------------------------
|Grappling Hook|
 --------------

Usefulness: ****
Found: Dragon Roost Cavern

Similar to its Hookshot counterpart, and used a lot in the beginning.
It really isn't used for combat, but is required to get over some pits.
In Combat, it is used to get the enemies drop item, and on the main
world and dungeons, it will hook to anything that has a yellow exclamation
target when 1st person comes up.

 ----------------------------------------------------------------------------
|Deku Leaf|
 ---------

Usefulness: *****
Found: The Forest Haven

Very useful in the main game to get over pits, and used a lot in the second
and last dungeon. Uses a point of magic about every 2 seconds and will
stop working if magic runs out. Can be used to make gust of winds used in
puzzles.

 ----------------------------------------------------------------------------
|Boomerang|
 ---------

Usefulness: ****
Found: Forbidden Forest

More powerful than its ocarina counterpart with its own lock-on system,
but still not used that much later in the game. Used to stun enemies in
combat. It is also used to cut strings and hit 5 buttons, strings, etc
at max

 ----------------------------------------------------------------------------
|Bombs|
 -----
Usefulness: ***
Found: Pirates Ship (Second time with password)

Any Zelda vet will tell you that bombs are unchanged from there NES days,
and they still have the same effect. Used quite often in the Overworld,
and powerful in combat, but inaccurate. Used to blow up walls and big rocks.
You can also pay tingle 10 rupees to use bombs on the GBA if you have a GBA
to GCN link.

 ----------------------------------------------------------------------------
|Skull Hammer|
 ------------

Usefulness: ****
Found: Forsaken Fortress, Second time

This hammer is pretty much the same as its Ocarina counterpart, only useful.
You can use it to smash enemies for good damage, or use it on the switches
that cannot be moved down by anything else

 ----------------------------------------------------------------------------
|Bottles|
 -------

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