The Legend of Zelda: The Minish Cap
-----------------------------------

Copyright 2005-2007 Brian McPhee

Author: Brian McPhee (Kirby021591)
Most Recent Update: March 3, 2007
Originally Created: January 24, 2005
Version 1.2

-----------------------------------------------------------------------
---------------------------Table of Contents---------------------------
-----------------------------------------------------------------------

Section 1*

Introduction*
Navigation*
Storyline*

Section 2*

Deepwood Shrine*
Cave of Flames*
Fortress of Winds*
Temple of Droplets*
Palace of Winds*
Dark Hyrule Castle*

Section 3*

The Aftermath*
Equipment Upgrades*
Swordsman Newsletters*
Tiger Scrolls*
The Picolytes*
Kinstone Fusing*
Pieces of Heart*
Figurines*
Wind Crests*
Rupee Trick*
Zelda Timeline*
FAQ*

Section 4*

Credits and Legal Information*
-----------------------------------------------------------------------
   _________________________________________________________________
  /                                                                 \
 /                                                                   \
||----------------------------Section 1*-----------------------------||
 \                                                                   /
  \_________________________________________________________________/

=======================================================================
=============================Introduction*=============================
=======================================================================

I'm back.  Yep, it's time to write another guide, and I thought that
the new Zelda game would be the perfect fit.  The Legend of Zelda has
always been a new and revolutionary series.  They have tons of firsts,
from game batteries to venturing into 3D when it was young and
unexplored.  Now that they've done it all, it's time to do something
extremely different.

Yes, Minish Cap is a very unique Zelda title.  Although it takes place
in Hyrule, Link has the majority of his encounters with tiny people
that only appear every 100 years.  This game is also trying to
resurrect Vaati, the new villain on the block.  Personally, I think
Ganon was all that the Zelda world needed, but he did not fit into the
new wind theme that they're giving the games.  Here's my review.

The Minish Cap is a breath of fresh air for Zelda players.  There have
been a lot of the same items and puzzles in recent games, but The
Minish Cap features bizarre weapons and a deeper storyline than quite a
few other Zelda games.  At first, I saw the game and I knew I would buy
it (it's Zelda, people), but it looked a lot like the Wind Waker did
before it was released - stupid.  However, I was dead wrong about the
Wind Waker and dead wrong about this.  Looks can be deceiving.

As I said, this game is trying to explain more about Vaati, who has
turned Princess Zelda into stone at the annual Picori Festival.  If
you've ever played Four Swords or Four Swords Adventures, then you know
the truth behind Vaati, but no one does here.  To make a long
explanation short and sweet, this game rocks.

It will keep you playing after you beat it and it is a wonderful
introduction for those new to The Legend of Zelda.  Sure, the graphics
aren't stunning (they're still very good), but this is GBA.  You don't
really need them and you should not judge a game by its graphics.  Now
then, to the rest of the guide.

Nintendo released the European version of Minish Cap first, and so
there are slight differences between the European and North American
versions - there are essentially two versions of the game.  The
European version has poorer script translations.  Also, it only has two
bomb bag upgrades, while the North American has a third one.  Aside
from that, this guide helps everyone.

By the way, if you see this guide used on any site besides
GameFaqs.com, please tell me.  With your help we can stop plagiarism to
this walkthrough, which is illegal.

=======================================================================
==============================Navigation*==============================
=======================================================================

You may be wondering why I have placed asterisks by the titles of each
section.  Well, they are pretty festive.  However, there's a much
better reason.  On your computer's keyboard press CTRL and F to make a
Find/Search box pop up.  If you have a Mac, it's Apple and F.  Type in
the section name and search for it.  It should take you to the Table of
Contents and then to the next place it's used.  I put asterisks up so
that you are taken right to them, and not any other time that I might
use a section title in text (navigation).

=======================================================================
==============================Storyline*===============================
=======================================================================

The storyline in this game is pretty obvious.  That is, you know what's
going to happen right off the bat, just not how it's going to happen.
Here's the condensed version.

                      +-------------------------+
                      |    Storyline Summary    |
                      +-------------------------+

Long ago, on cataclysm's eve, Hyrule was on the brink of destruction at
the hands of evil spirits.  Legend has it that a tiny race called the
Picori appeared from the skies and gave one human golden light and a
sword.  With these weapons and his own courage, the man selected by the
Picori fought valiantly and spared Hyrule from the darkness.  From then
on, a festival was thrown every year to commemorate the Picori, until
they vanished into legend...  Every one hundred years a mystic door opens
between Hyrule and the world of the Picori, and the Picori Festival is
unusually grand that year.  There is a sword-fighting tournament, and a
man named Vaati has won with ease.  No one knows who he is, but he is
the victor nonetheless.

                         +------------------+
                         |    Characters    |
                         +------------------+

Here are the characters.

Link: Link is the main character.  After all, you do control him.
Link's part in the story is that he must deliver a sword to the
champion of the tournament as festival tradition.  He and Zelda are
longtime friends.

Ezlo: This game's Navi is Ezlo, a big mouthed bird-hat.  He gives
advice to Link throughout the game and looks just like the cap that
Link usually wears, save the beak and the eyes.

Princess Zelda: The princess of Hyrule always plays a big role in the
game.  She's the damsel in distress once again, but this time Link's
dealing with a much newer enemy.

Vaati: Vaati is the champion of the Picori Festival's sword-fighting
competition.  Little is known about him (nothing, really), but all of
Hyrule is "abuzz with rumors about this shadowy figure."

Now it's time to get to the good part; we're moving on to the
walkthrough now.
-----------------------------------------------------------------------
   _________________________________________________________________
  /                                                                 \
 /                                                                   \
||----------------------------Section 2*-----------------------------||
 \                                                                   /
  \_________________________________________________________________/

=======================================================================
===========================Deepwood Shrine*============================
=======================================================================

          +------------------------------------------------+
          |    The Picori Festival and the Small Shield    |
          +------------------------------------------------+

Princess Zelda is coming to pay Link a visit.  Link's grandfather,
Master Smith, is a blacksmith responsible for creating the sword for
this year's swords-master.  So, gramps wake up Link (still snoozing)
and you get to take control of Link for the first time.

Go down the stairs (just walk into them) and then go through the door
to the right.  After a nice invitation, you get Smith's Sword.  As she
leaves, go forward and open the chest in here (A) for 20 rupees.  Now
follow her out.  Go over to Zelda.

When you see a ridge, you can jump down from it by walking into it.  Go
left and do so.  Now talk to Zelda.  Follow her forward to the town of
Hyrule.  Hyrule's had a bit of a downgrade in recent games, I guess.
Follow her to a storyteller who tells the legend of the Picori.  Keep
following the hyper royal around until she wins the lottery drawing.

She can have either a Piece of Heart, a rupee, or a shield.  Zelda
takes the shield and gives it to Link.  You got the Small Shield!
After winning a shield, you must deliver your grandfather's sword to
the tournament winner.

                        +---------------------+
                        |    Hyrule Castle    |
                        +---------------------+

Now she follows you.  Go forward, under a bell, and you'll soon reach
the exit to Hyrule Town.  Continue forward to Hyrule Castle's entrance.
Blocking the path is a Deku Scrub, a Business Scrub to be precise.
They attack people, but they are also merchants.  Hold up your shield
to its Deku Nuts and you'll deflect them at it.  Talk to him and he'll
say that it was all an accident.  He takes off and the path is opened.

Continue north past the drawbridge to enter the castle.  Keep going
forward and you'll see Potho, the minister of the kingdom.  He takes
the blade and Zelda runs along.  Link gets to join in the ceremonies,
though.  Four guards carry out a glowing sword in an altar.  It is the
Picori Blade, and it (much like the Four Sword) is the lock to the
chest (which contains evil).  The winner gets to touch the blade forged
by the Picori.  The King of Hyrule, Daltus Hyrule, comes out and
announces the commencement of the ceremony.

Vaati, the champion of the competition, steps forward to touch the
blade.  He is a dark fellow, quite shady-looking.  He laughs and then
he sees the Bound Chest with the Picori Blade sealing it.  The guards
try to attack him as he seizes the blade, but it is in vain.  He casts
a magic orb at the blade, freeing the evil in the chest.

They knock back the king, but Zelda uses her magic to defend herself.
Vaati is very interested in her aura.  To prevent her from interfering,
he turns Zelda to stone!  Vaati then strolls over to the chest when he
finds that there's nothing in there.  All the monsters escaped.  Seeing
this, Vaati warps off.

                      +------------------------+
                      |    Link's Awakening    |
                      +------------------------+

Link was knocked out when Zelda was turned to stone.  Move the control
stick to wake him up and jump out of bed.  Exit the room via the
southwest door and you'll see the king, the minister, and Master Smith.
The king, addressing the guards, speaks of a sorcerer named Vaati that
turned his daughter to stone.

The Picori Blade is one of the few powers in Hyrule that can undo this,
but Vaati shattered it when opening the Bound Chest.  The king's plan
is to forge a new sword just as powerful as the previous.  Daltus also
reveals that the legendary Picori live in Minish Woods.  Potho's first
instinct is to dispatch the soldiers, but the Picori are very shy.
They show themselves only to children.  Therefore, it is Link's solemn
duty to meet with them.

The few monsters that were in the Bound Chest are scattered over
Hyrule, but Link must go nonetheless.  You got the Broken Picori Blade!
Also, you got the Smith's Sword!  It was intended for use by Vaati, but
seeing as how he doesn't want it, you can keep it.  The soldiers go out
to search for Vaati, while it is your duty to find the Deepwood Shrine.
That is where you shall begin your search.  Master Smith gives you a
map to take with you.

                        +--------------------+
                        |    Hyrule Field    |
                        +--------------------+

Go south a screen and then head left.  Go down the hallway to a big
door, which you should pass through.  Go down the stairs and go south
to exit the castle and enter Hyrule Castle Gardens.  In here, go south
some more to enter North Hyrule Field.  That music, my friend, is from
A Link to the Past.  There are several enemies in the area called
Octoroks.  They are old Zelda enemies that crawl around and shoot rocks
at you, hence the name.

You'll also see crow enemies here called Guays (they're called Crows in
this game).  Go right and down to hop over a ledge.  Slash the enemies,
bushes, and grass here to find a green rupee and a recovery heart.  In
almost every Zelda game these are items.  Rupees are the official
currency of Hyrule and other lands, while hearts replenish the Heart
Containers that make up your life meter found in the upper-left corner
of the screen.

Unfortunately, Vaati causes debris to form in the path to Hyrule Town,
which means that you'll have to wait for the carpenters (the head
carpenter is named Mutoh from Majora's Mask) to clear things out.  From
the carpenters, which are to the southwest of your current position,
head northeast to find three sticks blocking a path.  Slash them down
and take the path to Lon Lon Ranch.

             +-------------------------------------------+
             |    Lon Lon Ranch and the Eastern Hills    |
             +-------------------------------------------+

There are some strange mole-like enemies in the area.  They're new to
the Zelda scene.  Go further south to see some Octoroks.  Defeat or
ignore them and advance further south to the Eastern Hills.  Go down
the right set of stairs at the start and then follow this path down to
a bridge.  Take it to finally find Minish Woods, the home of the
Picori.

                            +------------+
                            |    Ezlo    |
                            +------------+

Go right to some Octoroks and you'll find yourself at a dead-end.
Traverse the bridge here to advance.  If you use your map, you'll see
that we need to go south.  Do so and see a green creature that you
might recognize materialize.  Two slashes of the sword will defeat a
Chuchu, especially the green kind (the weakest type).  They're in no
short supply here.  Continue south and go left to a fork in the road.
You cannot cross the bottom path due to the log, so go north.  As you
go forward and defeat two new Chuchus, you hear a cry for help.

Return to where you crossed the bridge to see a green bird-thing being
beat up by dual Octoroks.  Defeat them both with a single slash of the
sword and it starts to ramble on.  After hearing a bit of your story,
the bird says that it is also on a quest to break a curse of Vaati's.
Due to your mutual disliking of Vaati, Ezlo agrees to accompany you on
your quest.

When he's done talking go south and it will yell at you for going too
fast.  After three times, it's the last straw.  To keep up with you,
you shall not wear Ezlo like a hat.  Traditionally, Link wears a green
hat very similar to Ezlo to celebrate his Kokiri heritage, so boy is
that convenient.

               +---------------------------------------+
               |    Minish Woods and Minish Village    |
               +---------------------------------------+

Return to where you were before Ezlo called and on the way you'll see a
stump.  Ezlo reveals that "Picori" is the human name for the race,
while "Minish" is their name for themselves.  Ezlo says that this lowly
stump is really a portal to transform.  Yes, Ezlo can do that.  Jump on
it and press R.  Ezlo sings a little song and you drop down to a
mushroom.

Link runs out and you're tiny now.  To return to normal size, press R
by it.  From here (as small Link), go left to the log.  Walk through
the hollow center and you'll see a puddle.  At this size, you will
drown in such a puddle.  Jump onto the lily pad when it comes your way
and take it north.  Go forward a bit more to enter the village of the
Minish.

Go forward a bit and you'll see a huge acorn.  Pretty neat, huh?
Continue forward to wind up in Minish Village.  After heading under the
arches, Ezlo comments on the place.  Several Minish come out.  The
first sentence you hear reveals why they must be called the Picori.
They speak in a strange language and then run off.  Since we need a
translator, Ezlo suggests looking around.  To find such a person, go
left, turning at the first turn, and head north until you a moat around
a castle.

Go right from here to see a fourth of the heart stone the lady who gave
Zelda the Small Shield had.  Touch it to gain a Piece of Heart.
Collect four to get a new Heart Container.  Go left out of that screen
back to the castle.  Go forward on the bridge and a bit further to see
a man on a throne.  Talk to him to find that he speaks English!
Festari watches over the shrine and this abbey.  He tells you that the
key to dissolving the language barrier lies in eating a Jabber Nut.

Doing this lets you understand and speak Minish.  Exit the castle and
head right.  Take the path down to see a house made from a barrel.
Take a bridge to it and you'll find that the two Minish guards usually
there are gone.  Take the ladder down to be inside and then head north.
Push the crate aside and go to the upper-left.  There's the Jabber Nut,
just like Festari said.  Eat it and you'll speak fluent Minish.  Return
to the castle/abbey.

Talking to some of the Minish on the way reveals that Minish live in
other places, too, like Hyrule Town.  Also, they secretly help out
humans sometimes.  From the abbey, go left to a ladder.  Climb it and
enter the house here.  That's the elder of the village.  According to
him, it takes four mystic elements to create the Picori Blade.

Each element represents an energy of the world.  The elder marks where
all the elements can be found.  One's right in Minish Woods.  It is the
Earth Element.  Go back to the abbey and speak with Festari.  What
seemed to be his seat is actually the path north to the shrine.  Go
north three times to enter the shrine.

                       +-----------------------+
                       |    Deepwood Shrine    |
                       +-----------------------+

Ever since that accursed Vaati opened the Bound Chest, monsters have
wandered into even the most sacred of place.  This shrine, once a
meeting place of the Picori and Hylians (the people of Hyrule), is now
a dungeon.  Dungeons have had different names over the years
(labyrinths, palaces, dungeons, temples, and various other names), but
dungeon has always been the favorite.  This is the first dungeon of the
game.

Each dungeon has a map, a compass (it shows treasure chest and boss
locations), a new item, and a big boss that reigns supreme here.  Go
forward and push aside the pedestal.  Go into the next room, which is
illuminated by a spotlight.  Two swipes of Smith's Sword will deal
death to the slugs in here.  Step on the switches by the torches to
make a chest appear.  Inside is a Small Key.  These are used to open
most doors in dungeons.

Go forward and open the door with A.  Walking around this room causes
slugs to fall.  Get to the northeast corner and Ezlo tells you about
the lever.  Pull back on it to make a bridge appear in this room.
Cross it to a mushroom.  Pull back to where the discolored tiles end
and then switch to the opposite direction on the D-Pad to be flung
across the water to the other side.  Note that you can lift pots by
pressing R by them.  Press it again to throw them.  Now go north.

In this room is an invulnerable enemy that slightly resembles a
mushroom.  Or, at least it's invincible right now.  Enter the barrel
via the entrance and roll through the opening to the upper-left.  Go
down and to the left to see a ladder.  Head up and put the statue on
the switch.  Press the other to light the torch.  You can push/grab
objects by approaching them and pressing R.

Now, on the beginning side of the room, go up the right ladder and
press the switch.  Burning the tendrils lets the barrel roll.  Get
inside and roll toward the screen to make a doorway to the southwest.
Go through and head to a new room through the door in this corner.  Go
left and you'll see a new enemy.  Three swipes of the sword does it in.
Also on the left side of the room is a mushroom.  Pull back all the way
to the second set of stretch marks and release to fly across the water.

Head up the ladder to the right and open the blue chest for the Dungeon
Map.  Go down a bit, jump over the ledge, and return to the mushroom.
Pull to the first stretch marks and fire to be brought over the first
stream.  Go left to a new room.  In here, push the pot to the left to
the switch to the right to make the bridge permanent.

Now go across to the next room.  Push either statue onto the switch and
then push the other in far enough so that you can walk in the contained
area.  Push it back onto the switch and open the chest for a Small Key.
Now return to the room with the large barrel in it.  To get across the
stream in one room, go through the vine door and push the block down.
Use the Small Key on the locked door in the northeast corner.

In this room, fling yourself across the starting waters with the
mushroom (remember, only pull as far as the stretch marks go) and cross
the bridge to another mushroom.  Press the switch by it to make a
bridge form (for easy crosses).  Pull back on this mushroom using the
bridge you made form until Link's face turns red.  Now release and
cross the waters.

Go right to a new room.  Walk around the bottom part of the room,
clearing out the enemies, and then pull the rightmost statue past the
switch (out of the way).  Go around the stone again and push this
statue onto the switch.  Now go north.  In here, defeat all the enemies
(three slashes) and you'll get a Small Key.  Go left to an old room.
Head up the ladder and go forward.  Jump off and go through the vine
door to the left.

Defeat the baddies and go north to B2.  To the right is a blue chest.
Push the rightmost block down and the leftmost left.  Open the chest
for the Compass.  Before you leave here, push the pot to in the corner
onto the switch.  Now exit the room to the previous.  Go left to a new
room.  On the left side of the room is a door with a lock on it; use
your Small Key to open it.

                        -----------------------
                        Mini-Boss: Madderpillar
                        -----------------------

Yes, it's a very corny name.  It's a fairly peaceful creature, but it
can get angry.  Slash the nose to make its tail open, revealing its
vulnerable side.  Slash there as many times as you can and resume the
process.  Enough hits cause it to explode and a chest to form.  Inside
is the Gust Jar, this dungeon's item!

                        -----------------------

Set the Gust Jar to A or B, depending on your sword preference.
Practice using it by sucking up the spider web to the south.  In here,
take the Piece of Heart, your second one.  Go to the room to the east
by removing the spider web on the east wall and suck in the debris.
Press the switches you uncover and open the chests for 20 Mysterious
Seashells in total.  In this game, seashells can be traded for
something that I'll explain later.

The other switch causes a blue portal to appear.  It will be used later
to get a Piece of Heart.  Now go south from here by pressing another
switch and you'll be back in the barrel room.  Roll around in it until
you can suck off a cobweb covering a central door.  Now use that
opening to fall to B2.  Suck the lily pad in with the Gust Jar and hop
on.  Use the Gust Jar to steer the pad and ride down the waterfall.
Exit this screen by the east.

In this room, get to the ladder and take it up.  Pick up some pots so
that one is in a good position to push and then move it onto the
switch.  Get back onto the lily pad and go north.  In this old room, go
to the west side and open the chest.

If you didn't listen to me earlier, push one of the pots in the
northwest corner onto the switch to make a chest appear.  Inside is a
Small Key.  Go up the stairs in here to be in another old room.  Suck
up all the debris in here to find a switch.  Press it and open the
chest that forms to have a total of 40 Mysterious Seashells.

Make your way back to the first room.  In it is a blue portal (if you
followed all my directions earlier).  Step in to be taken to the room
with the Piece of Heart.  Take it to have three in total.  Now return
to the barrel room and fall through the center to be back in the lower
basement.  This time, descend over the waterfall and use the lily pad
to go to the northwest corner.  Open the locked door here and you'll be
in a room with a blue chest in it.

Use the first mushroom (pull back to the shallow water) to cross the
watery gap.  Now use the Gust Jar to suck in (stand as close to the
edge as you can) the mushroom.  Doing so launches you across the gap.
Repeat this to go right again and go down.  Stand against the wall (in
line with the mushroom) and reel it in with some wind.  Take it right
to the chest.  It contains the Big Key!

This special key opens the boss doors.  It's switched names often over
past games (Boss Key, Nightmare Key, Big Key), but it has finally
chosen one over the others.  Look to the lower-right of the chest to
see a switch.  Press it and a red portal appears.  It takes you back to
the first room.

It is my policy to get every chest in the dungeon, so this is optional.
If you'd rather not do this (I don't see why you wouldn't), skip to
when I tell you to go back to the first room.  Go to the barrel room.
Note that you can defeat the flower-like enemies in here by sucking off
their protective tops (courtesy of the ever-so-useful Gust Jar) and
then attacking them.

Anyways, suck off the debris in the northwest corner to reveal a
switch.  Press it and open the chest for 10 more Mysterious Shells,
giving you a total of 50.  Now return to the first room.  You'll notice
spider webs on either side of the room.  These actually cover doors
that lead to the first floor.  Suck in the left first and head up
there.  Push aside the block in front of the chest for 20 rupees (red
rupees are worth 20, blue 5, and green one).

Now go back to the previous room and take the right staircase up.  Suck
the mushroom in from as far back as the Gust Jar allows and leap across
the room.  Repeat this at the south side and you'll see the Boss Door.
Bust the pots around the door to refill any hearts you might've lost
and go north to meet your destiny.

                   +------------------------------+
                   |    Boss: Big Green Chuchu    |
                   +------------------------------+

A Chuchu has wandered into the Deepwood Shrine.  As Minish Link, this
common Chuchu is a titan.  Of course, the item we got in the shrine
helps us kick tail in this bout.  Big Green Chuchu will roam around the
room, jumping on you to deal damage.  Suck away the jelly at its base
with the Gust Jar to make it too top-heavy.  It collapses on its side
at this point, letting you slash it to your heart's content.  In the
meantime, take advantage of rolling to dodge its attacks.  To roll,
press R while running.  R is just such a useful button.  Beating your
gargantuan adversary earns you a new Heart Container.  It is a Zelda
tradition broken only a few times that bosses give Heart Containers
(Adventure of Link and Four Swords Adventures are the games that break
the rule).  You know how weak the beat is depending on how hostile it
is.  The weaker it becomes, the more jumps it uses.

When it explodes, you've cleared the shrine.  You got the Earth
Element!  Huzzah!  It symbolizes the power of earth and life.  Take the
Heart Container that appears and head into the green portal.  You came
out smelling like a rose; you have an extra Heart Container and plus
one weapon.

=======================================================================
============================Cave of Flames*============================
=======================================================================

                     +--------------------------+
                     |    The Elder's Advice    |
                     +--------------------------+

Go to the elder and see what he has to say about your retrieval of the
Earth Element.  He says that the next element can be found at Mount
Crenel.  A Picori named Melari lives there.  He is a sword-smith with
seven apprentices.  He opens some curtains to reveal a quick way out.
Go left twice to be back in the forest.

                      +-------------------------+
                      |    Belari's Bomb Bag    |
                      +-------------------------+

When back in Minish Woods, head into the house to the left to meet
Belari.  He was inspired by the tales he heard of you and has invented
something for you use to blow up the debris blocking Hyrule Town.  The
Bomb Bag is a basic Zelda item found in nearly every game.  Plant a
bomb to blow up weak objects and uncover secrets.  Now exit his house
and go to the stump.  Press R by it to become big again and go north
over the formerly impassable puddle.  See that stone?  Check it with A
and it will explode.

This is a wind crest, but it comes in handy later.  Now go over the
bridge to the left and go south.  Blow up the rocks with a bomb for a
Mysterious Seashell and passage south.  Go down and head west to the
Eastern Hills.  We're ready to head back to Hyrule Town.

Go north and head left to see a part of the rock that looks like it is
comprised of many small rocks.  Bomb it and enter the cave for 20
Mysterious Shells.  The bats in here are called Keese.  Now exit and
take the ladder north to another screen.  Go west to enter South Hyrule
Field.  From here, go left to the entrance to Hyrule Town.

                      +------------------------+
                      |    The Kinstone Bag    |
                      +------------------------+

Go forward and a man with a group of school kids walks forward.
Kinstones are mystic stones that have been split in two.  Fusing two
parts earns you something, from sword techniques to Pieces of Hearts.
The man here gives you a Kinstone Bag.  You may now carry Kinstone
pieces.  Kinstone Fusion, he explains, is fitting pieces together.

He explains that people with heart thought bubbles are ready to fuse
stones, and he even includes a free piece.  Press L in front of the man
to view your Kinstone Screen.  You can fuse with the Hurdy-Gurdy Man
right now.  Fusing together, the vines in South Hyrule Field covering a
cave vanish.

                       +-----------------------+
                       |    The Spin Attack    |
                       +-----------------------+

Hyrule Town is a safe haven for you and it has quite a bit to offer.
Left of the starting area is a school run by Swiftblade.  His
possession training can teach you new moves.  Talk to him to learn the
first technique he has to offer, the Spin Attack.

Hold the sword out and release when it glows to do it.  Completing this
earns you a Tiger Scroll, proof of your training (that also serves as a
reminder if you forget).  Unfortunately, you can learn no other moves
at the current time.  Get a new sword, though, and you have a new
technique.

                       +----------------------+
                       |    The Big Wallet    |
                       +----------------------+

Try to collect 80 rupees.  If you've been using my guide and you
haven't spend any of your earnings, you have at least 40 rupees from
treasure chests.  You see, without a wallet you cannot hold more than
100 rupees.  All rupees collected after having 100 are not counted
toward your total.  To get the most out of your rupees, invest 80
rupees now toward buying a wallet in Stockwell's Shop.

It's the first shop to the right when entering from South Hyrule Field.
If you're short on spare change, try defeating enemies in Hyrule Field.
You can tell what type of wallet you have by looking at the color of
the rupee by your rupee count.  Blue represents the Big Wallet, and
green is the lowest level, presumably the Child's Wallet.

                     +---------------------------+
                     |    South Hyrule's Cave    |
                     +---------------------------+

That cave that you opened with the Kinstones in South Hyrule Field
contains a Piece of Heart.  Check it out.  It makes for a brand new
Heart Container when you have four.  It is found in the southeast
corner of the screen.

                      +------------------------+
                      |    Trilby Highlands    |
                      +------------------------+

Cross the bridge to enter the west part of Hyrule Town.  The guard in
the northwest corner will not let you pass because of the monsters
outside.  If you've learned the Spin Attack from Swiftblade like I told
you to, he'll ask to see it.  Dazzle him with it to advance forward
into the wild.

Go left to see a new enemy, what seems to be a sword-wielding fox.  If
you attack it, it will charge at you.  Continue along the path to see a
bridge.  Don't take it.  Instead, go left over one bridge and you'll
see a second bridge leading north.  Go west again.

                         +------------------+
                         |    The Bottle    |
                         +------------------+

Go left all the way to see a vine.  Climb up it for a red rupee (worth
20 green).  Before we try to climb the pile of rocks, as Ezlo puts it,
bomb the fragile wall toward the right here to make a cave.  Inside is
a Business Scrub.  Deflect its Deku Nut with your shield and talk to
it.  It says that a friend of his has an item we'll need to climb Mt.
Crenel and that he lives in Trilby Highlands.

Go back over there and take the ladder near the beginning down.  On the
right wall is a fragile piece of rock.  Bomb it and go through the cave
to see a Business Scrub.  Beat him by deflecting his Deku Nut back at
him (use the Small Shield).  Talk to him and he'll offer to sell you a
Bottle for 20 rupees.  You have 20 rupees already because I told you to
get one in Mt. Crenel's Base.  Buy it and you can now store items.

                      +-------------------------+
                      |    The Mineral Water    |
                      +-------------------------+

Go back to Mt. Crenel's Base so that we can get on with the adventure.
You may notice that to the south is a body of water.  Go down there and
swipe the bottle to pick up some water.  Now pour it on the blue seed
here.  A vine grows from the base that you can use to climb to the next
tier.  Before you go up take another bottle of water.  Now climb up the
vine.  Follow the path up to see some real old timers.  Tektites,
appearing in the first game, The Legend of Zelda, take two hits and
jump around the screen.

Boulders will also be falling from the summit.  From there go left to
see more enemies and some barren trees.  Go south and note that you can
use the Gust Jar to suck up the spikes.  When you reach the southern
wall, head right to see a sign.  It prohibits blasting walls.  Well
guess what.  We're blasting the wall, right between the fence posts.
Enter the cave you form and go up the stairs.  Notice the new variety
of Chuchu in here.  They take two hits, just like the green type.

When you surface via the ladder you'll see a rock.  It is a portal to
the Minish world, too.  However, we're going to blow up the cracked
rock to the right of it before becoming tiny.  Blow it up using another
bomb and then jump onto the rock.  Press R to assume Minish form and go
around where the rock was to a small opening.

Stepping into it brings you to a pre-town screen.  Go forward, fighting
off the microscopic monsters, and you'll be taken to a pond.  Fill up
on Mt. Crenel Mineral Water, which is needed later on.  Now return to
the rock and become big again.

                      +-------------------------+
                      |    Mt. Crenel's Base    |
                      +-------------------------+

Take the ladder down to the regular path and head west.  Remember that
you can dispose of debris with the Gust Jar.  If you're low on bombs,
you'll be able to purchase ten for thirty rupees at the Business Scrub
in the westernmost cave.  If not, bomb the north wall in the gap
between the rock walls and enter.  In here pull back on the mushroom to
be flung over the gap.

Go up the stairs to see some new enemies.  Use the Gust Jar to pull off
their masks and then attack their vulnerable faces twice to beat them.
Defeat them as you go east and take the door at the end.  Go south and
Ezlo suggests jumping into the whirlwind to the left.

Defeat the Red Chuchu here and hop into the whirlwind.  Ezlo will
stretch out due to the wind and act as a parachute.  Float to the next
whirlwind to pick yourself up and then float to the tier to the left.

Take the first ladder you see and go forward.  To the right is some
debris.  Suck it up and you'll unearth a hole.  South of it is some
more rubble.  Suck it up to find yourself a boulder.  More importantly,
this happens to be a Minish portal.  Become Minish Link and go to the
hole that you uncovered.  Fall in and you'll be in a Picori's house.
Open the chest for a Kinstone.  Now exit and take the lower path right
to a vine.  Up it is a cave.

Go through it, defeating any flying monsters you encounter, and you'll
go through a stone door.  Avoid the spikes and cross the bridge for a
Kinstone piece.  Now exit the cave.  Go left to see a green seed and
step into the passage that leads to it.  Go forward to the seed and
pick it up with R.  Carry it out of this screen to the world map
screen.  Place it in the hole to the right and become big.  Pour some
Mineral Water on the seed to make it grown.  Climb the vine to reach
Mt. Crenel.

                        +---------------------+
                        |    The Grip Ring    |
                        +---------------------+

Head east to reach the slope that the boulders were rolling down
earlier.  Near it is a bridge.  Traverse it to reach what would seem to
be a pointless dead-end.  Bomb it to find a cave.  Once inside, you'll
notice a blue chest by Red Chuchus immediately.  Defeat the latter and
pick up the pots to reach the former.

Inside the chest is a Kinstone piece.  The pots in here are loaded with
treasure; pick them up with R and throw them against the wall.  Now go
up the stairs.  In here is a new type of enemy, a Spiny Chuchu.  Attack
it and it becomes a spike.  Spin attack it and it will die in one hit.
Break the pots to gain more bombs.

Bomb both of the cracked blocks in here and push the right block up and
the upper block forward.  Now go through the door to be back outside.
Dispose of the Tektite and then jump into the whirlwind to the left.
Take it to another one and take it to the next piece of elevated land.
Take out a few Tektites more over here and read the sign.  Crenel Wall
is to the east, while the mines (where the elder of the village in
Minish Woods told us to go) are north.

Head up the stairs and you'll reach another fork.  Go right, even
though the sign says that it's a shortcut to the bottom.  As you go
right you'll meet a new adversary, the Peahat.  It is very annoying and
would just pass over it.  At the end you'll see a fragile wall.  Bomb
it and you'll find the lair of a Business Scrub.

I don't see how they'd do good business at all in a hidden cave on
Mount Crenel.  Regardless, deflect its Deku Nut back at it with the
shield and then talk to it.  For 40 rupees you can purchase the Grip
Ring.  Do so and you'll be better equipped for Crenel.

                         +-------------------+
                         |    Crenel Wall    |
                         +-------------------+

Slashing the bushes by the scrub gets you an abundance of bombs.  Exit
the cave and you'll see a cliff leading down (the path of the boulders
that roll down to the base).  Climb down them to find yourself by a
mushroom.  Fling yourself across the gap and jump into the whirlwind.
Go left all the way on the tier you wind up on and jump down to the
lower level from the ridge.  To the left is a cliff face that you can
climb.  Do so to end up on a huge wall that probably gives this region
its name.  Note that boulders roll down here frequently and that they
do considerable damage.

Get to the top and you'll be at the summit of the mountain.  To the
right is a mushroom.  Use it to launch yourself across the gorge.  It
immediately starts raining as you enter.  Go to the rock and transform
to Minish Link.  Go down to a small gap leading east.  As Ezlo points
out, the raindrops are like boulders here, only they occur more often.
Avoid the shadows and head right.  At the end you'll find a stone.
Become normal Link and go left a bit.

Push the stone into the gap to make a nice shortcut for yourself.  Now
you'll see a stone of similar make south of the boulder you used to
become big.  Push the stone left once, up twice, left once, up twice,
left four times, down once, left ten times, up four times, and right
once to push it into the hole.  Push the next stone over twice and go
down the ladder.

                  +--------------------------------+
                  |    The Road to Crenel Mines    |
                  +--------------------------------+

Arm yourself with the Gust Jar here; there are quite a few of the
masked enemies in these caves.  To the left is a block maze.  Only a
few will budge when pushed in certain directions, making it a pretty
simple puzzle.  Once you've navigated the maze, go south to the exit.
Welcome back outside to the sunshine.  To defeat the Peahats in the
area, simply use the Gust Jar to suck them in.  You can now shoot them
like bullets in a straight path.

Head right and enter a new cave.  Defeat the masked monsters as they
come and you'll see a mushroom.  However, you cannot use it at the
current time due to some pots blocking your way.  Suck them into the
Gust Jar and then fling yourself right to the other side.  Take the
flight of stairs down.

If you are short on bombs, push the two side blocks to the right up and
then the central one to either side to reach pots filled with them.
Now go south to see a bridge just a bit too short to be of use.  Throw
a bomb to the switch on the other side.  Its explosion triggers the
nearby bridge to form.

On the other side are a few Red Chuchus and a pot with twenty rupees in
it.  Go in and out of the cave (the exit is to the south) breaking that
pot and taking the red rupee in it until you have 300 (this comes in
handy later).  When you do, exit the cave for a last time and go left
to yet another one of the caves that makes up Mount Crenel.

Push the stone in here down, left twice, down twice, left three times,
up once, left once, up again, and left one last time.  Now push the
pedestal forward and take the stairs down.  The chest in here contains
a Kinstone piece if you feel like navigating the blocks.

Exit this cave to the south to emerge outside again.  Shrink at this
boulder and go left to a small passage in the rocks.  In here you'll
see many enemies.  Roll past them to avoid conflict and you'll see a
door leading south at the end.  Take it and you'll be done with the
better part of Mount Crenel.

                       +----------------------+
                       |    Melari's Mines    |
                       +----------------------+

Chosen for its abundance of iron, these mines are home to the master
Picori blacksmith Melari.  Go right and down the stairs.  All the doors
along here lead to pretty much nothing, but feel free to explore.  Go
around all the way to more stairs.  Take them down and make your way to
the right where you'll meet Melari.

Like the elder of the Minish Village said, he expected you and already
knows your name.  Melari is glad to help you repair the Broken Picori
Blade.  After all, it's so dramatic and adventurous.  Link gives it to
him and Melari, along with two of his seven apprentices, get to work on
it.

While they work on the blade, you need to find the missing elements to
go into them.  Melari informs you that one of them is in a mine nearby
that the humans dug.  Climb the stairs out of this (the lowest level)
and talk to the apprentice/guard here.  He'll move out of the way,
letting you in to Mt. Crenel once more.  Notice the tombstone here.
Break it by reading it and then head up the ladder to enter the mine.

                       +----------------------+
                       |    Cave of Flames    |
                       +----------------------+

The second dungeon is, like in many Zelda games, a fire-themed one.
Just like Deepwood Shrine, this is a monster-infested little hole in
the ground.  Let's get to it.  In this first room you should head
right.  In this room are walking bombs.  Slash them and they are start
running around the room frantically before they explode.  Slash them
again and they freeze.

It is possible to destroy the north wall's center with them, but you
can use a regular bomb if you need to.  Go north one and you'll see
some spiny enemies.  This yet another instance where Zelda's Small
Shield comes in handy.  When they dash into it they will be flipped
over.  Attack their underbellies at this point (two strikes of Smith's
Sword) to beat both.  Doing so unlocks the door to the left and makes a
chest containing the Compass form.  Take it and go left.  There is a
wretched enemy in this room.

It is a Like Like, an enemy that was once voted second-most annoying
enemy in a Zelda game.  They are pulsating tubes of flesh that suck
away your rupees (and your shield if you're not careful).  Collect the
rupees in here carefully.  When that's done, head north once more.
These stairs lead to B1.

Attack the bomb in here twice and go through the left door.  On the
other side is another walking bomb.  Deal with it and head up the
stairs.  Go north and then right and down.  Notice the mine cart
tracks.  This was once a human mine, remember.

Continue right through another door and then go up.  Keep the Gust Jar
out for dealing with the masked enemies lurking in the room.  At the
end is a mine cart.  Ezlo advises that you take it, and he's never
wrong.  Get it and you'll hear Link screaming and the whole nine yards.
When you reach the end, Ezlo tells you how stupid you are for not
taking his advise.  Anyhow, go left twice more to Red Chuchus and
walking bombs.

Strike the latter to make the room less dangerous and then blow up the
barricade to the left.  Go through this door to see four of those
masked menaces.  Defeat them by nabbing their masks (Gust Jar) and then
slashing them.  You can also attack their uncovered backsides.  In any
case, defeat all four to make a portal appear.  Make use of Ezlo once
more to shrink.  Now go through the tunnel at the north end of the
room.

Why they built Picori tunnels in a human mine is beyond me.  The room
you find yourself in has enemies that you cannot stand against as a
shrimp.  Of course, they don't notice you either.  Go right to a new
room and then go through another tunnel leading east.  Go south twice
and the room instantly fogs up.  Go left and jump off the ridge at the
break in the rail.  Now pass by the flames to the portal.

Become full-size Link and go to the northeast corner of the room for
the Dungeon Map.  South of the portal is a pool of lava with some rocks
floating in it.  These rocks will stay solid only temporarily.  Run
across the first four to the left as quickly as you can and take the
treasure within the chest for another Kinstone piece.  Step on the
switch south of the chest to open a door in here.

Take the islands back to solid ground to the right and then pass over
to come pots.  It might be a good idea to clear the pots with the Gust
Jar before trying to run across the platform.  Go south along the next
platforms (note that you can extinguish fire with the Gust Jar) and go
through the door leading left at the end.  Cross the lava using the
platform before it crumbles.

In this room you'll find several slugs.  Hitting them makes them curl
into a defensive ball.  Use the sword to guide them into a hole in
front of a chest (it contains 50 rupees).  A hole in front of some pots
should be filled next.  Take the stairs behind them up and then hop
into the whirlwind.

Ezlo's earning his keep.  Take him around the rocks and go up the
stairs to a switch.  Press it and the door opens.  Push the block
sticking out up and push the pedestal holding the chest into the hole
to the left.  In it is a Small Key.  Now go north.

Remember this room?  Yes, we did all that just for a key.  Go right
twice to the mine cart and take it to the end.  There's a locked door
at the end.  Use the key here and walk along the track to a switch.
Slash it so that the lever points to the left.  Go back to the mine
cart and take it to another old room.  Go left in it and go right.
There are objects in here, not really enemies, called Razor Traps.

Get into the hole to avoid them and hop out to get into the room.  Go </pre><pre id="faqspan-2">
right, using the track here as a bridge, and bomb the south wall when
you reach that side.  Go through and take the Piece of Heart in here.
Return to the previous room and then go north.  Jump the ridge to the
left and immediately a group of Spiny Chuchus encircle you.  Spin
attacking is quite effective here.

Defeating all of them (two slashes when they are not spiky) makes a
chest form.  Open it for the dungeon's prize, the Cane of Pacci!
Another new item to the world of Zelda.  Its power flips over objects
such as mine carts, pots, and tons of other things.  Although that
doesn't sound too cool, it is an invaluable item in Hyrule Town.

Anyways, go left and stand on the first platform in here.  Flip over
the second platform from here with your new rod and quickly get onto
stable ground.  Now use the Cane of Pacci on the hole here.  Jump in
and you'll be launched to the next tier.  Press the switch and a portal
appears.

It's a shortcut.  Go through the south door and go forward to avoid the
Razor Traps.  Flip over the mine cart here and jump in.  You're taken
back to the room you were in.  Take the pedestal here and drag it into
the hole.  Open the chest for the second Small Key.  It's also the last
Small Key.  Now take the cart back to where it was and go north.  Use
your newly-acquired key on the door and go through it to B2.  In here
is a portal.  Hop on  and press R to shrink.

Go left past some razor traps to a tunnel.  In the new room you should
take the path made by the blocks to the portal.  Grow back to Link's
regular size and get out of the block maze.  Stand in the pockets along
the path to avoid the enemies.  At the end, use the good old Cane of
Pacci to flip over the mine cart and take it to the room you were in.
Hit the switch and then take the cart again to a brand new room.

Slash each bug here and throw them into the four holes to the south.
When this is done, use them to cross the gaps and pull the switch left
five times, up six times, and left four more times to move the switch's
base into the hole.  Throw the switch and the statues blocking the path
lower.  Take this path down and around to the stairs.  Take them up and
go north.  In here, jump over the ridge.

Get out of the hole and use the Cane of Pacci on the next one.  Jump in
and blast yourself to the treasure chest to the left (which holds a
Kinstone piece).  When you have it, jump down and use the Cane of Pacci
on the first hole.  Jump back to the start and hop over the north ridge
to another chest containing yet another Kinstone piece.  Push the upper
block forward to get out and then go right one room.

First, extinguish the fire in here with the Gust Jar.  Now, when it
crosses paths with you, flip over the platform moving around in the
lava.  Get onto the first stationary one and then onto the second
moving one.  Flip the next platform before you reach it and then the
next before it reaches you.  You'll end up on the side of an island in
the lava after this.

Use the Gust Jar to rid yourself of the pots to the right and then use
the Cane of Pacci to flip the platform and ride to the formerly pot-
filled island.  Use the platforms to cross the lava and finally go
north a room.  Go up the ladder and jump off the rail to the hole to
the right.

Go right a bit further to see three razor traps and a chest.  Stand
behind the central block until the timing is right.  Run out and grab
the Kinstone piece inside the chest.  Now head back right to then
previous screen.

Use the Cane of Pacci on the upper hole and jump up to the next tier.
Hop the ridge to the left and use the Cane of Pacci on the hole.  Jump
to the whirlwind and use Ezlo to reach the elevated land ahead.  Go
right to another whirlwind that you must use to reach elevated land to
the lower-left.  When on it, down the path to another whirlwind.
Parachute to the south, refreshing Ezlo with another burst of wind, and
in the corner is a chest with 100 rupees inside.

Now drop to the nearby hole, enchant it with the Cane of Pacci, and use
it to reach the whirlwind.  Hover to the left and onto safe ground.
Suck up the fire with the Gust Jar and jump from this hole to the next
tier just like you've been doing.  Glide to the southwest corner,
stopping at whirlwinds along the way, and you'll find another chest
with a Kisntone piece in it.

Now use the Cane of Pacci on the hole and activate Ezlo in the
whirlwind.  This time around you want to float to the upper-right,
hitting that whirlwind, and further in that direction to the platform
on which the final chest sits.

Inside is the Big Key of the Cave of Flames.  Jump off the north ridge
of this platform and vacuum up the fire with the Gust Jar.  Press the
switch to activate the blue portal, a shortcut to this room, and use
the Cane of Pacci on the platform to the left.  Ride it to the Boss
Door.

                        +---------------------+
                        |    Boss: Gleerok    |
                        +---------------------+

Refill on hearts before dropping into the pit below.  Notice that one
has a Fairy in it.  Bottling Fairies is important as they refill your
life energy (all of it right now) when you die.  When you've
replenished your health to satisfaction, drop into the pit.  Gleeok was
the hardest boss in the first Zelda game ever, The Legend of Zelda.
You fought it multiple times and each time it was a dragon with a
varying number of heads, either two, three, or four.  Well, Gleerok is
a rocky version of Gleeok, a boss that has made no return appearance
since the first game.  Gleerok will start the battle by spitting fire
balls at you.  Avoid these and get onto either side of him.  Use the
Cane of Pacci to flip over its protective shell.  Since it obviously
weighs a lot, it stuns Gleerok, causing it to lower its neck in pain.
Use the neck as a bridge to the body, which is no longer protected.
Gleerok had that shell for good reason; he has a swelling point on his
back that is vulnerable.  Slash it as many times as you can manage and
then get off the neck before it regains consciousness.  After a brief
period of raining rocks, the battle resumes.  Gleerok persists in
making the same mistakes, making him a very easy enemy.

Scoring enough hits causes it to explode and sink into the lava, which
then hardens.  The Fire Element bring light to darkness and warmth to
the cold.  Take the Heart Container above and step into the green
portal.

=======================================================================
==========================Fortress of Winds*===========================
=======================================================================

                       +-----------------------+
                       |    The White Sword    |
                       +-----------------------+

It's about time we got an upgrade in the sword department.  Go see
Melari and you'll see the White Sword.  It is the Picori Blade reborn.
You'll no longer be using Smith's Sword, or even have the option of
doing so.  However, it still has none of the elements to draw power
from.  Melari tells you that only in the Elemental Sanctuary can you
infuse the elements into this sword.

The Elemental Sanctuary is the door of legend that opens only every
hundred years.  It is the void between the human and the Minish worlds.
With the new White Sword in hand, we're ready to continue on our quest
to free Princess Zelda from the curse that wicked Vaati cast on her.

                      +------------------------+
                      |    The Rock Breaker    |
                      +------------------------+

After you've gotten the White Sword, exit Melari's Mine and grow to be
big again.  Jump off the ridge to the south and make your way down
Mount Crenel.  Notice that Tektites only take one hit with your new
sword.  Go through Trilby Highlands and you'll eventually reach Hyrule
Town.  That's our destination, after all.  Go to Swiftblade's School of
Swordsmanship.

You know, the guy who taught you the Spin Attack.  The Rock Breaker is
the name of the new technique.  It lets you destroy pots and the like
with your sword (finally!).  He uses his possession style to take over
your body and break two pots.  When you regain control of Link, slash
the lower pots and you'll receive another Tiger Scroll.  He will only
teach you another move when you've learned to run like the wind.

                        +---------------------+
                        |    The Boomerang    |
                        +---------------------+

Remember when I told you to get 300 rupees while we were in Mount
Crenel?  There was one pot in a cave with twenty rupees inside and you
could exit and reenter the cave as many times as you'd like, the red
rupee reforming.  If you didn't do that, go to that cave (see the sub-
section of the Cave of Flames called The Road to Crenel Mines) and
repeat the trick until you have 300 rupees.

When you do, go to Stockwell's Shop in Hyrule Town.  In place of the
Big Wallet he is now selling the Boomerang for 300 rupees.  Buy this
classic Zelda weapon, as it has quite a few uses.

                  +-------------------------------+
                  |    Return to Hyrule Castle    |
                  +-------------------------------+

Exit Hyrule Town through the north.  The carpenters are finally done
clearing away the debris that Vaati created.  In North Hyrule Field,
just go north to enter the castle.  Officially enter the castle by
going north in here.  Inside, go to the left to a ladder and climb it
to a set of stairs leading down.  Go north in here to reach the
courtyard.  As Ezlo points out, the door ahead glows.  Enter it and
you'll be in the legendary doorway to the world of the Minish and the
humans.

                +------------------------------------+
                |    The Power of the White Sword    |
                +------------------------------------+

Go north a room and step onto the altar.  Place the White Sword in it
and the Earth Element and the Fire Element add their power to your
sword.  It now has a red hilt.  Suddenly, a stone slab rises ahead.
Ezlo reads it for you and then it's up to you.  Hold B or A, whichever
you keep your sword on, as if charging up for a Spin Attack.  Now walk
across the flashing panels.  A phantom Link appears on the opposite
panel and mimics you!

This doppelganger is your newest ability.  Go south and activate it on
the four panels here.  Notice that you have a Magic Meter.  It fills
when you step on the switch and it drains as your clone exists.
Activate the second Link so that you can step on both switches at once.
This opens the door.  Go south to exit the sanctuary.  Now that you
have an even more powerful sword and a new ability to make duplicates
of yourself, head for North Hyrule Field.

                     +--------------------------+
                     |    A Link to the Past    |
                     +--------------------------+

As you exit Hyrule Castle you hear a familiar snicker.  It's Vaati!!!
And he's calling Link his master...  And making fun of his clothes...  And
talking about cursing you.  Hey, wait a second.  He's talking about
Ezlo!  Apparently, Ezlo made some sort of cap that granted Vaati his
power.

As Vaati runs off and you chase him, an arena forms and two Moblins
appear around you.  Moblins are an old enemy, but they've been made
much more powerful in recent games.  The Boomerang is very useful here.
Throw it at them to stun them and then charge a Spin Attack in their
faces.

When they both die, the rocks that form the arena disappear.  Ezlo
feels that he owes you an explanation.  He says that both he and Vaati
are Minish.  Ezlo used to be a Minish sage and a famous craftsman.
Vaati was his apprentice.  Vaati stole a hat made for the humans from
Ezlo.  Using Minish magic, the hat could grant the wishes of its
wearer.  Flashback!  When Vaati put it on, he did not even have to say
a word.  He transformed into his current form, wicked and evil.  Vaati
wanted to transform to his perfect form using the "light force."

After revealing his plan, Vaati cursed Ezlo to become what he is today.
The light force that came with the Picori Blade long ago has limitless
magic power.  Vaati wants to become the ultimate power.  Now to search
for the elements.

                    +-----------------------------+
                    |    Preview of Veil Falls    |
                    +-----------------------------+

In North Hyrule Field, go east to enter Lon Lon Ranch.  When you enter
you'll see a hole.  Enchant it with the Cane of Pacci and jump in.  Now
you can go north to a new region.  Veil Falls is an intricate series of
caves around a waterfall.  Go east in it on land for a Piece of Heart.
Unfortunately for us, there's nothing more we can do here.  Don't
worry, though.  We will return.  Go back to Lon Lon Ranch the way you
came and look on the west side.  Blow up the rocks here.  You've made
another shortcut to and from Hyrule Town, the hub of Hyrule.

                      +------------------------+
                      |    Kinstone Trading    |
                      +------------------------+

Go to the mayor's house (northeast corner) and go through the east
door.  His house is by a tombstone you should check.  Take the ladder
down and open the first chest for a Kinstone piece.  Surface and talk
to the mayor, who is now open for fusion.  Press L by him and you can
fuse with Mayor Hagen.  Do this with the right pieces and a pool of
water in Lon Lon Ranch dries up, revealing a set of stairs.

                       +-----------------------+
                       |    The Roll Attack    |
                       +-----------------------+

There are still quite a few techniques and Tiger Scrolls to get.  At
this point in time, it is possible to get one more technique.  You see,
Swiftblade isn't the only master.  There are many other dojos around
Hyrule.  Go to Mount Crenel now that you have the ability to split in
two.  Specifically, go the Business Scrub that sold you the Grip Ring.
You can do this very easily by scaling the cliffs on the right side of
the mountain and its base.  When there, climb the cliff to the right
and enter the cave here.

Split into two on these panels (create the second Link on the opposite
panel) and step on the switches to open the door.  Take the Piece of
Heart and then treasures from the chest in here (100 rupees in total).
Now talk to Grayblade, the swordsman brother of Swiftblade.  He uses
the same possession technique that Swiftblade does.  To perform the
Roll Attack, simply release the sword as you are beginning or getting
up from a roll.  It is quite useful.  Of course, you get a Tiger Scroll
from the true master.

               +--------------------------------------+
               |    Shortcut to North Hyrule Field    |
               +--------------------------------------+

Although it serves little purpose, we are going to be connecting two
parts of an out bridge in North Hyrule Field.  To do so, go Trilby
Highlands and go north at the first bridge.  Head right here and
enchant the hole to the north with the Cane of Pacci.  Jump in and hit
the switch on the ledge.  This causes the bridge to fully form.

           +-----------------------------------------------+
           |    The Pegasus Boots and the Bigger Wallet    |
           +-----------------------------------------------+

Go to Trilby Highlands.  Specifically, go to the cave that you bought
the bottle in from the Business Scrub.  Split into two at the glowing
tiles and push the heavy block ahead of you forward.  Doing so lets you
access a new ladder.  Climb it to the surface.  Bomb the north wall
here enter.  Take the treasure from the chest to have a Kinstone piece.

Now exit and head south.  You'll see a Moblin here.  You can either
stun it with the Boomerang or you can attack its sides when it charges.
Either way, continue south and turn right when you can.  Go north and
push the stone into the hole for a shortcut later.  Now go south and
you'll enter Western Wood.

Meanwhile, Vaati appears in Hyrule Castle.  He appears before the king
and takes control of him.  The controlled king demands that the guards
find him the golden light of legend.  Now, uh, back to the search for
the third element.

Go south a bit past the fox swordsmen and push the stone here right
into a hole.  You can now access the Western Wood from South Hyrule
Field.  Continue south to fight two Moblins.  Here at the fork in the
road go left.  If you go north, you'll enter Castor Wilds.  However,
you need a certain item to get through here.  Return to Hyrule Town.
There is one store with a shoe on top of it.

Enter and you'll see Rem, the owner, collapse from fatigue while
working on a pair of shoes.  Shrink at the portal to the left and climb
the ladder on his desk.  Talk to the Minish here and they'll tell you
that the Pegasus Boots must be made by Rem, who's currently snoozing.
Syrup, a witch in the woods, has something that can wake him up,
though.  Go to Lon Lon Ranch.

Talon, the owner of the ranch, has lost his key.  Use the stump behind
his house to shrink and then enter the house by the tiny door.  Inside,
grow using the pot portal and then slash the pots in the upper-right
corner.  You got the Lon Lon Ranch Key!  Shrink, exit the house, and
become normal Link again.  Talk to Talon and he'll unlock his house.
You can now use his house to cut through to Lake Hylia.  However,
that's only part of the plus.

Cut through the house and walk into the fields.  Remember when you
traded with Mayor Hagen earlier?  If not, read that sub-section (this
section, Kinstone Trading).  Walk into the dried pond and go down the
stairs.  Inside is the Big Wallet, letting you hold more rupees.  Exit
and go northwest (in the field) to a cave.  Inside, split into two and
push the stone forward.

Open the chest for 50 rupees and climb the ladder.  Jump off the ledge
and head east.  Turn north when you can and go west again to a hole.
Push the stone into the hole to the left before you do anything.  Now
enchant the hole with the Cane of Pacci and jump to the next tier.  Go
forward to a stump and shrink.

Go east along the plank and fall into a hole for a Kinstone Piece.
Grow again and jump into the whirlwind.  Head south to another elevated
ledge and go right to another whirlwind.  Take it across the water to
the south.  Now go east when you land to Lake Hylia.  Go south from
here to access a part of Minish Woods not normally available to you.
All that work to get here.  In real life, Link could just climb a tree.

Anyways, go to the southwest for a Piece of Heart.  From there, go
north into the open and go right to a ladder.  Take it up and follow
the path to Syrup the Witch's Hut.  Get it?  In the Oracle Zelda games,
the witch was named Maple.  Ha, ha.  Enter and Syrup will be selling
both a Blue Potion (rip-off) and a Wake-Up Mushroom.  You want the
mushroom.  Pay her 60 rupees for it (if you've been using the guide to
get here you have more than enough) and exit the hut.  Go west and then
north to be in Lake Hylia.

To make shortcuts for the future, take the lower route west and push
the stone into the hole.  Note that Malon, Talon's daughter, is selling
Lon Lon Milk in Hyrule Town now.  Return to Rem's Shoe Shop in Hyrule
Town and press R when facing him.  Waking Rem up allows him to add the
finishing touches to some shoes.  Now take them!  You finally got the
Pegasus Boots!  They make you run extremely fast.

                       +-----------------------+
                       |    The Dash Attack    |
                       +-----------------------+

Before we go on to Castor Wilds let's stop at Swiftblade's School of
Swordsmanship.  Train with him and he'll teach you a new technique, the
Dash Attack.  All you must do is have the Pegasus Boots and the sword
out.  Use the boots and you'll automatically extend your sword.  This
is a terrific improvement to the Pegasus Boots.

Without this, you could just dash into an enemy and take damage.  You
get a Tiger Scroll when you learn this.  The next technique requires of
you the ability to jump farther than any other.  We can't do that yet,
so let's just go on with our lives.

                      +-------------------------+
                      |    The Second Bottle    |
                      +-------------------------+

Go to the cafe left of Stockwell's Shop.  Push the bookcase in here to
the left and you'll reveal a small staircase.  Now use the Cane of
Pacci on the pot in here to flip it.  Shrink down to Minish Link and
climb the ladder.

Head left on the plank and into the hole.  Welcome to a Minish secret
area.  There all over the place in Hyrule Town.  Head right here to get
outside.

Head over this plank into Stockwell's Shop, which has the next bottle
within.  There are a few enemies here and a chest with 10 Mysterious
Seashells in it.  Regardless, go right until you can no longer and take
the north stairs down.  Grow by the pot and Stockwell notices you.

Pick up the bottle on his back shelf and talk to him.  You see, his
dead puppy dog Fifi needs the food in that bottle.  Say that you'll
take up his request and he'll give you the bottle.

However, the bottle is no good to you when it's full of dog food.  You
must do a good deed and feed Stockwell's pup.  It is in Lake Hylia,
lucky for you, and it is easy to reach.  Go to Lon Lon Ranch and cut
through Talon's humble abode to the fields.  Go north and then east to
Lake Hylia.  Follow the path here to the house where Fifi lives.  Face
the bowl and press R to feed it.  Now you have two bottles.

                     +--------------------------+
                     |    The Biggest Wallet    |
                     +--------------------------+

As of now, you can hold only 500 rupees.  Head over to Eastern Hills
and look to the left side for two farmers busy cropping their field.
To the right of them is a hole.  Deploy the Cane of Pacci on it and
jump to the next ledge.  Go east to enter Minish Woods.  Pass through
the first door you see and go down the stairs inside.  Welcome to a
Great Fairy Fountain.

Walk forward and the Great Fairy appears.  Great Fairies are ultra-
fairies that have been helping Link ever since his first adventure.
They usually give you a reward or at least heal you.  This fairy,
though, wants all your rupees.  Agree to give them her and keep saying
"yes" to every question she asks.  Instead of taking your rupees, she
gives you the Biggest Wallet. Now you can carry 999 rupees max.

                      +------------------------+
                      |    The Big Bomb Bag    |
                      +------------------------+

I know, you're anxious to get to the next dungeon, but there is stuff
to do to be prepared.  In The Legend of Zelda, the more items you have,
the better prepared you are.  Even if an item is completely
unnecessary, like the Boomerang, it's worth getting.

The Boomerang actually was worth getting because it opened a spot for
the Big Bomb Bag in Stockwell's Shop.  It costs a total of six hundred
rupees, which is quite a bit of cash.

If you got the Bigger Wallet like I told you to (there's a Kinstone
piece in the mayor's basement; fuse it with his and open the chest in
the cavern revealed in Lon Lon Ranch for it) and then you got the
Biggest Wallet from the above section, you'll be able to afford it.

Use the Mount Crenel rupee trick (read the sub-section in Cave of
Flames entitled "The Road to Crenel Mines") to amass the required rupee
amount.  Buy the Big Bomb Bag from Stockwell for 600 rupees and you'll
be able to carry 30 bombs at a time, three times as many as before.

                        +--------------------+
                        |    Castor Wilds    |
                        +--------------------+

We're finally venturing into the next region.  Just think how much
better equipped you are, though.  Go to the sign we read before seeing
Rem fall asleep (Western Wood) and go north from there.  Cross the
bridge to the left to enter the swamp.  This being a swamp, you can
walk in the water, but it is like quicksand.  You can't stay under for
too long.  Use the Pegasus Boots to dash across the water.

First go left.  Charge south and turn to go west onto new land.  Go
left and you'll see a serpent enemy native to this swamp.  Go up in
this open area (remember that you can beat Peahats by sucking them into
the Gust Jar) and enter the cave.  Break the pots and take the stairs
down.  Head left and go north at the end.  Inside, step toward the
chest and it disappears, a Dark Nut appearing in its place!

Dark Nuts are knights and they are the strongest common enemy in the
game.  Still, they are not entirely challenging.  Attack its back when
it charges and you'll win in no time.  The Roll Attack is also
effective.  When you win, open the chest for a gold Kinstone piece.

Exit the cave.  Climb the vine to the left of its entrance and take the
upper bridge.  Climb down the vine here and go left to some murky
water.  Dash across (avoiding the thorny vines, obviously) the water
and shrink at the stump.  Go to the log to the left and go forward to a
close-up screen.  Use the Gust Jar on the lily pad to move forward.

Get onto land at the north end and go forward.  Fall into the hole to
find a cluster of monsters.  Slash them all to death and a chest
appears.  Open it for the Bow!  Return to the other side of the water
here.  Go to the upper-right to find a cave with a Business Scrub
inside.  You can buy arrows from it should you run out.  Notice the
statue, called an Eyegore Statue, to the left.

Shoot its eye to engage it.  Keep shooting the eye and it will die.
Climb the vine it was guarding and jump into the whirlwind from the
ledge.  Float south over some water to land.  South of here is a
gravestone.  Push it forward to reveal a staircase.  Take it down to a
Piece of Heart and a ghastly swordsman.  Although he is but a ghost,
Swiftblade the First can teach you a new trick.  However, you need all
seven Tiger Scrolls to train with him, so we'll return.

Surface and dash across the water to the southwestern-most point of the
swamp.  You can fuse Kinstone pieces using the gold piece you got
earlier with the rightmost statue here.  Doing so makes it destroy a
layer of rock.  Regardless, dash across the water to the right and
you'll see another Eyegore Statue.  Defeat it with arrows and push the
stone to the north into the hole.

Check the gravestone here to make it explode.  This will come in handy
later.  Climb the vine here and take the bridge to a whirlwind.  Hover
to the southwest and push the stone into the hole to make a shortcut
(if you ever want to return).  Now enter the cave.  Open the chest for
a Kinstone piece.  Return to the three statues and fuse with the
central one.  This causes the rock to be chipped a bit more.  We need
to fuse with the final Mysterious Statue to continue.

Now dash across the water back land to the east.  Go north where the
stone was and climb up the vine.  Take the lower bridge and defeat an
Eyegore Statue on the ledge you end up on.  Take the upper bridge here
and open the chest for a Kinstone piece (not the one we need, though).
Beware the "red rupees" here.  They are actually Like Likes in
disguise.  Now hop over the right ridge and climb the vine.  Take the
upper bridge and then the next bridge.

Climb down the vine and defeat the Eyegore Statue.  Dash across the
water to a cave to the upper-left.  Inside is a chest with the final
gold Kinstone piece in it.  Exit, go south (pushing the stone down),
and then go left to some water.  Climb the vine north of it, use the
whirlwind to cross the water to the south, and then dash across the
water to the southwest to the Mysterious Statues.  Fuse with the third
one and the rock is completely destroyed.  Go south where it stood.

                         +------------------+
                         |    Wind Ruins    |
                         +------------------+

At the end of these ruins is the element we seek.  Go down and up the
stairs.  Bomb the corner here and open the chest inside the cave you
made for a Kinstone piece.  Now go down and you'll see a new enemy
called an Armos.  Slash it and it will come to life.  Attack it some
more to beat it.  Now continue down the path to a stump.  Shrink and
fall in the hole to the north.  Open the chest for a red Kinstone piece
and surface.

Still small, walk into the Armos statue to the right.  Hit the switch
inside it and it will activate.  Become big, fight it, and continue
along this path.  Push the stone here left to make a shortcut and then
go east.  Dispatch a few more Tektites and go north.

Defeat the trio here to make the barrier blocking the stairs vanish.
Take them up to two more Tektites.  Climb up the stairs and beware a
new enemy here, the Leever.  It usually hides in sand, but this is
close enough.

Once you've climbed the stairs, head right.  Clear out the snakes
(called Ropes in the first Zelda game) and become teeny tiny at the
stump.  Follow the path (I don't see why he can't go in grass) to an
Armos.  Flip the switch to light a torch, thus activating these Minish-
built Armos, and then become big.  Beat the Armos and go forward a bit.
Defeat the Tektites and be sure to push the stone in.  Now go south.

There are four Armos here.  I suggest you deal with them one at a time.
Defeating the first three grants you access to two treasure chests.
Open each for 50 rupees and 50 Mysterious Shells.  The fourth Armos, on
the other hand, is pretty hyper.  It will move straight to the passage
to the next stretch of the ruins and plant itself there, preventing you
from moving on.

Become Minish Link and turn it off.  Now continue normally.  At the end
are two enemies beneath rocks.  Use the Rock Breaker technique
Swiftblade taught you to break the rocks and then the enemies are easy
targets.  Defeating both opens the next passage.  Go north and up the
stairs to the third dungeon.

                      +-------------------------+
                      |    Fortress of Winds    |
                      +-------------------------+

Like I said, wind is the new trend in the Zelda world.  It used to be
music, but now it's wind (take Wind Waker, Four Swords, Four Swords
Adventure, this game, etc., for example).  But seriously, this should
be called the Fortress of Dirt.  Why?  Because the real theme is dirt
and death.  Take the central door and go up the stairs in there.  The
enemies here are called Stalfos.

Avoid their drop attacks and attack them while they're getting up.  Now
go to either side of the north wall to see an Eyegore Statue.  Four
arrows to the eye does it in.  When you've beat it, go to the
left/right and up the ladder.  Open the chest for the Dungeon Map.  As
you can see, the second floor is shaped like a skull.  Now drop back
down to the first floor, first room.

Go to the leftmost room and take the stairs up.  Go around the path,
defeating Stalfos and Keese as you do, to a group of six skulls.  Two
of them fly at you; defend with your shield.  Now, do you see the eye
switch?  Shoot it and the door opens.  Go through and step into the
center of the room to be ambushed by four Stalfos.  Defeat them with
slashes of your sword and then go south.

Be aware that certain rupees in here are Like Likes.  Follow this path
to a ladder.  Take it up and then follow the path to a Spiny Chuchu.
Past it is a door.  Go through and you'll see several platforms.  Get
on the one moving across the room, left to right, and shoot both eye
switches around the north door.  Stand on one of the inner panels and
charge up the sword.

Move to the opposite outer panel to create a duplicate.  Now go down to
the switches and stand on both at the same time.  This awakens the
Eyegore Statues.  Press R to cancel out your doppelganger and then
defeat both.  Note that Eyegore Statues are especially vulnerable when
turning.  When both are defeated, a chest containing the Compass forms.
Go to the previous room.  Shoot both eye switches on the east wall and
go through that door.

Break the pots in the southwest corner and split into two on them.
Push the block to the right over all the way and the one below it left
once.  Now split in two horizontally and push the leftmost block up all
the way.  Pull the lever here back and a key falls into the pit.  Fall
in with it and collect your first Small Key in here.

Go back to the first room and enter the door one right of the start.
Climb the stairs and work your way around the hole to the chest in
here.  Inside is a Kinstone piece.  Now, defeat the Stalfos in the room
and pull the right lever back to make a chest form.  Inside is a
Kinstone piece.  Pull the other lever back and the south door opens.

Go through and immediately defeat the Spiny Chuchu.  Go around the
mounds of dirt to a ladder.  Go to the door to the right up here and go
left.  Defeat the active Armos and split into two on the two furthest
panels.  Go right a room, still split, and stand on both switches.  Go
through the door that opens and shrink down to Minish size.  Go down a
room and left a room to the inactive Armos.

Activate it and then go to the portal to the left by passing through
the small strip of land between the walls.  As big Link, push the block
out and defeat the Armos.  Pull the lever it was guarding and a Small
Key falls down the hole.  I love symmetrical dungeons.  Fall through
and take it.  Now go back to the central room of 1F.

Take the stairs up to the room where you got the map.  Go north (the
Eyegore Statues are still defeated) and open the left key door first.
Wait for a tiled platform to come your way and use it to cross the gap.
Move out of the way of the blocks to avoid being knocked off the edge.
At the end, take the ladder west.

Beware the Wall Master in this room.  They are morbid hands that drop
from the ceiling and take you back to the first room.  If you see a
shadow, move and get ready to slash a hand.  When you're done with it,
shoot the eye switches across the gap.  Use the bridge to cross it and
go through the door.

                          -------------------
                          Mini-Boss: Dark Nut
                          -------------------

Walk south as if leaving the room and a Dark Nut appears.  Dodge its
sword when it lunges at you and then slash its sides or back.  After a
few hits it dies, leaving a blue portal to this room behind.

                          -------------------

Go south from here and stand in the doorway.  Wait for a pair of razor
traps to pass you and run out.  Go around to the switch, press it, and
then take the door south.  Go east to see a skull on three unusual
tiles.  Bomb the wall they are against and go through the door.

The chest contains the Mole Mitts, this dungeon's prize.  Try them out
right now.  Dig your way to the chest with 100 rupees in it.  Now exit
this room and go east once.  you can jump off a ledge after destroying
dual skulls.  Now unlock the right door.

Pull the lever to the right out and a bridge forms.  Roll across it
quickly (it disappears as the lever returns to its original position).
Go up the east ladder to see three Floor Masters.  These relatives of
Wall Masters are much easier to beat.  Slash each until they perish and
a Minish portal opens.  Do not take it.

Go through the door to the right.  Go south to see some spiked
cylinders.  Hide in the holes and let them roll over you, then make a
run for the opening to the right.  You can also boomerang them and walk
right through.  Now, see the statues?  Push them onto the switches
(upper-left and lower-right).  Go north a bit to some flashing tiles.
Stand on the uppermost one and charge up a clone.

Now go to the bottommost tile.  Carefully move through the blocks (your
duplicate will fade away if it walks into a solid object) and stand on
the diagonal switches to have all four pressed.  Take the Small Key
that falls down and unlock the south door with it.  Before going
through, go to the previous room and become small with the portal.

Go east, go through the tunnel, go down, and go through the door.
You're probably going to be hit by the spikes doing this, but you can
make your way down slowly and reach the wall, then going through the
door, to avoid them.  Go to the small door to the left and you'll be in
a hidden room.  Become big at the portal and step on the switch.  A
Small Key fell into the room.  Dig your way to it without releasing any
of the enemies.  Exit the room.

Jump off the ledge to a portal.  Become big and defeat the Floor
Masters.  Now go right and south.  Dig to the enemies in this room
(called Moldorms) and defeat each.  Now dig to the ladder.  Climb it
and go north.

Fall through the right hole and open the chest for the Big Key.  Push
the block aside and jump off.  Go left, up the stairs, off the ridge,
down, and down the stairs.  Go south and dig to the leftmost corner of
the room.

There's a chest with a Kinstone piece in it here.  Now go through the
leftmost door.  There are two enemies in here (along with torches that
fire balls of magic at you) called Wizzrobes.  Slash them both when
they appear and dodge their magic attacks to make a chest appear.
Inside are 80 Mysterious Shells.  Exit the room and dig your way back
to the central room of 1F.

Go up the stairs in here and go south.  Dig out a statue in here and
push it onto the switch for a treasure chest containing a Kinstone.
You can find two more Kinstone pieces in the room left or right of your
current one and in the rooms above them.  Anyways, go up the ladder and
dig your way north.  Push the block to the right aside to make the red
portal form.  Now open the Boss Door.

                        +--------------------+
                        |    Boss: Mazaal    |
                        +--------------------+

Heal up in the pre-boss room.  Then go north to see the boss, Gohdan
the Arbiter.  Err, Mazaal. You see, this is basically a more colorful
version of Gohdan (gods' hand) from Wind Waker.  And as such, you need
the Bow & Arrow to beat it.  First, shoot the eyes of the palms of each
hand.  Then slash the hands until they start to smoke (or, shoot two
more arrows into the hands).  Yes, Mazaal is machine.  Use the portals
in the room to become Minish Link and then enter Mazaal's head.  Slash
the pillar with the red ring around it until it explodes and you'll be
forced out of the head.  Become big again and repeat this process.

Mazaal's attacks all work around the hands.  It's only non-hand attack
is a shrink ray from the eyes that is really annoying, especially when
attacking a hand.  It may ball them into fists and attack you, squeeze
you, or it might smash the floor, bring down tiny spiders.  Defeat the
spiders for arrows.  One trick Mazaal will use is covering the bases
with dirt so you don't know which pillar is vulnerable.  Use the Mole
Mitts to get around that, though.  When you've landed a hit on Mazaal
three times (destroy the pillars), it will explode.

Take the Heart Container and ascend the stairs.  Go forward to a stone
slab.  Ezlo reads its writing.  It is from the Wind Tribe.  After
reading them, a bird swoops down and drops an instrument.  It is the
Ocarina of Wind (told you).  Pick it up and Ezlo realizes that the
element wasn't in the temple.  Instead, you must use it to reach the
element.  Well, we'll do that in the near future.  However, it won't be
until after another dungeon.

=======================================================================
==========================Temple of Droplets*==========================
=======================================================================

                       +-----------------------+
                       |    The Wind Crests    |
                       +-----------------------+

Play the Ocarina of Wind, which is normally called the Ocarina of Time,
and you'll be able to warp to any place you've activated a Wind Crest.
You know, the tombstones that explode when you read them.  If you've
been using this guide, you have one in Minish Woods, Mount Crenel,
Hyrule Town, Castor Wilds, and in Lake Hylia.  There's also one in
South Hyrule Field by your house that I never mentioned.

For now, warp to Hyrule Town.  Zeffa, the wind deity (called Zephos in
Wind Waker) picks you up on his cloud and takes you to the crest.  By
the way, the tune the Ocarina plays is the same one the Flute made in
The Legend of Zelda (the first game).

                +-------------------------------------+
                |    The Mole Mitts in Hyrule Town    |
                +-------------------------------------+

Toward the northeast corner of town is an arch with dirt in it.  Dig
there and you'll enter an intricate series of tunnels.  There are three
chests with three separate red Kinstone pieces in them.  At the end you
can take a ladder down.  Open the chest near where you appear for 100
rupees.  Now push the stone to the right into a hole.  Now surface back
to Hyrule Town.

                         +------------------+
                         |    The Quiver    |
                         +------------------+

Stockwell has decided to capitalize on your new need for arrows by
selling them at his store.  For 600 rupees a brand new quiver can be
yours.  You can use the rupee trick if you want, or you might just have
enough normally.  You can now carry 50 arrows as opposed to 30, the
original number.

                      +------------------------+
                      |    The Third Bottle    |
                      +------------------------+

Go to south Hyrule Field and activate the Wind Crest by your house.  It
is to the upper-right.  Now enter the house and go up to Master Smith
as if you were going to talk to him.  Notice that he has a Kinstone to
trade.  Press L to trade.  He wants a common piece, your generic red
pizza slice-shaped stone.  Trade him and a chest forms in Eastern Hills
by the farmer's pen.  Literally, it is just right of where you enter
Eastern Hills from South Hyrule Field.  The reward is well-worth the
Kinstone.  It's the third bottle.

                         +-------------------+
                         |    The Library    |
                         +-------------------+

It's time to go rough up some dead-beats that never returned there
library books.  Seriously, though, we need to find some lost books that
never found there way back to the shelf.  However, you must talk to
certain people to get the library to open.  Play the Ocarina of Wind
and go to Lake Hylia.  The only Minish to have ever entered the Temple
of Droplets, the building in the lake, lives in semi-retirement in the
town library.

Also, you can fuse rather easily with this Minish (in the house) to
open a door in Western Wood.  In it is a Piece of Heart.  Regardless,
play the Ocarina of Wind to go Hyrule Town and go left from where you
appear to find the library.  Inside, go to a staircase leading up and
take it the upper story.  Go outside and flip the pot with the Cane of
Pacci.  As Minish Link, reenter the library using the tunnel.

Go to the books by the man with the cane and talk to the Minish here.
Apparently, some books are needed to reach the elder on the upper
shelf.  Exit here and become big.  Go to the first floor and talk to
the girl on the left.  She tells you that a girl with a cat checked out
an overdue book.

Go to Stockwell's Shop and head right two houses.  The book is on the
bookcase.  However, there's no way for us to reach it right now.  Go to
the river and fill a bottle with water.  Now go to the house left of
where the book is.  Julietta is here, and she has a very common
Kinstone piece to fuse with.  Doing so makes a chest appear in South
Hyrule Field by the Wind Crest.

Warp there and open it for 200 Mysterious Shells.  Back on track,
sprinkle water on the fireplace here to extinguish the fire.  Now flip
the pot with the Cane of Pacci and head up the formerly lit fireplace.
Go right to a chimney and fall in to the other house.  Go around the
cat to the ladder by the bookcases and push the book off to the ground.

Go back to the pot, become big, and pick up the book called A Hyrulean
Bestiary.  Return it to the librarian and now it is time to find the
next overdue book.  It was taken by a rather absentminded scholar.  It
is high time that I teach you how to access the southwest part of town,
which could have been done a while ago.

Go to the cafe and use the Cane of Pacci to flip the pot.  Shrink down
and exit this place using the tunnel leading south.  Go left to a ramp
and take the plank across the river to the southwest part of town.
Talk to the dog to the north (you can speak dog as a Minish) and he'll
move.  You can now access this area as a human.

Return as a human and try to enter the first blue house.  The resident
lets you in and you see the loony Dr. Left.  He researches Picori,
although he's a bit past his childhood.  Go to the carpenters' house to
the south and shrink at the pot in there.

Enter his house by the tunnel (how ironic that he studies Picori and
yet they live in his very home) and go to the first tunnel.  The Minish
here tells you the legend that leads to a treasure that makes people
strong.  You need it, so let's go get it.

                     +--------------------------+
                     |    The Power Bracelet    |
                     +--------------------------+

Of course there's a Power Bracelet!  What kind of portable Zelda game
doesn't have one?  Following the Minish's clues, the treasure isn't far
off.  Exit the house and go right to the carpenters'.  Become big at
the pot and take a bottle of water from the river.  In Dr. Left's
house, extinguish the flames in the fireplace and resume Minish form.
Go back to Dr. Left's and enter the chimney.

Go north over a plank to the mainland.  In the house, the Minish here
has a really common piece.  It's the most plentiful piece I have.
Fusing the pieces causes a lily pad to form in Castor Wilds.  Take it
to a nearby hole in there to find a chest with a Kinstone piece inside.
Anyways, go through the tunnel leading into the foreigner's house
(upper-right) and go through the north tunnel.  Go down a bit and go
over the river.

This is the first part of the rhyme.  The ferocious beasts are ahead.
They are cats.  By the Minish standing here is the entrance to the
yard.  Walk around them as best you can (they actually do scratch you)
and you'll reach a small arch.  Climb down the vine here and go around
the fountain's top to a cave.

Inside, defeat the monsters and go right a room.  Defeat these baddies
and enchant the hole to the north with the Cane of Pacci.  Jump forward
and go north.  Defeat these four monsters and a chest containing the
Power Bracelets form.

These bracelets let you lift heavy objects and move them, too.  Make
your way back to Dr. Left's house and push both bookcases left starting
from the left.  Climb the leftmost ladder here and go across the narrow
trail to a door.  Apparently, the book has been misplaced due to some
Minish.  Go to the southwest corner and suck away the dust (Gust Jar)
to reveal flashing panels.

Create a duplicate and walk all the way right to see a Minish on a
book.  Stand on it with your double to drop it below.  It will fall
only when the mirror image is about to dissipate.  As a human, pick it
up and deliver Legend of the Picori to the librarian in town.

                       +----------------------+
                       |    The Final Book    |
                       +----------------------+

Minish Cap sure does have some strange quests.  It's amazing how much
you have to do just to return three books.  Hagen has checked out the
last book.  To get a clue as to where it might be, charge the north
wall to lower the masks and then shrink at the pot (use Cane of Pacci
here).  Enter the door at the top of the plank against the wall using
the ladder and you'll find two Picori.

Talk to one and he'll mark on your map where the lakeside cabin is
(apparently Hagen left it there).  Go to where you met Syrup, the witch
who sold you the Wake-Up Mushroom for 60 rupees.  If don't remember
where she was, go to Lake Hylia from Lon Lon Ranch's southern entrance.
The stairs to the south are by a wall of dirt.  Dig through this wall
with the Mole Mitts and enter the tunnels.  There's one chest with a
blue Kinstone piece near the start and the green rupee is a Like Like
in disguise.

Go north from it to a ladder.  Take it up to Lake Hylia.  To the right
of where you pop out is Hagen's lakeside cabin.  North of it is a tree.
Ram into it with the Pegasus Boots to uncover a stump.  Shrink there
and go south to a lily pad.

Use the Gust Jar to go south into the cabin.  Take the lily pad inside
across the water and go into the pocket between the two shelves.  Push
the right one right and climb the ladder to the book.  Push it off and
become big again to claim the book.

                        +--------------------+
                        |    The Flippers    |
                        +--------------------+

Return Hagen's book, A History of Masks, to the librarian to have all
overdue books back.  Sturgeon comes down and puts the books back in
place.  Follow him up and go south.  Shrink at the pot and reenter the </pre><pre id="faqspan-3">
library.

Go to the Minish screen and talk to the Picori in gold.  He'll give you
50 rupees for helping them out.  Climb up the ridges on the left book
to another climbable book.  Go right when at the top and climb down to
a book with a door in it.  Open it to see the elder of the town,
Librari.

Talk to him and he'll put you past a test to see if you can make it to
the Temple of Droplets.  Push the corner blocks out and go south to
several slugs.  Defeat them and notice the mushroom.  Remember this
trick from Deepwood Shrine?  Pull the mushroom to you with the Gust Jar
and let it fling you over the stream of water.  Go west, defeat the
monsters, and now go north.

Defeat the Scissors Beetles here by attacking them when they fire their
boomerang-like mandibles.  Defeat both and open the chest that forms
for the Flippers.  These FINALLY let you swim.  There was so much that
we could not do because of a pool of water.

These are the same flippers that Librari used ages ago.  When in water,
press A to swim faster.  Get into the water to the left and swim south
for practice.  Press B to submerge.  Go south at the four-way
intersection to be back in town.

                     +---------------------------+
                     |    Carlov the Sculptor    |
                     +---------------------------+

It is time to finally explain what Mysterious Shells do.  They are used
for what is easily what provides the most replay value for this game.
In the southwest part of town is a bush with an opening.  Enter and
take the stairs down to see Carlov.  He is a sculptor who trades
seashells for a chance at winning in his figurine lottery.

Figurines are images of certain characters, places, or things and they
have blurbs about each.  There are 130 in all (for now, there are six
more available later) and you can gamble multiple shells for better
odds of winning.  At first, one shell will get you a 100 % chance of
getting a new one.  After that it is 99 %, then 98 %, and so on.  This
is how you can find out the names of certain enemies and characters.

If you haven't seen a certain thing yet (take the boss of the fourth
temple for example), you cannot earn its figurine.  However, if you
wanted, say, the figurine of Mazaal, all you must do is beat him in
battle and he will be one of the possible figurines.  Generally
speaking, it is always a good idea to gamble only 1 shell at a time.

Gambling two does not double your chances of winning like it should
(mathematically and logically).  It actually raises your chances of
winning very slightly.  This is completely optional, but fun
nonetheless.  Plus, if you get a figurine you already have, you can
sell it back to him for five rupees.

                       +----------------------+
                       |    The Peril Beam    |
                       +----------------------+

It's time to get another Tiger Scroll.  Go to Hagen's lakeside cabin
and shrink, then swim to the southwest to a tunnel.  Swim through to
end up in Minish Woods.  Swim down here and go north at the opening to
another tunnel.  Inside this cave, go north over the ice (make very
slow movements and watch out for slugs) and then turn west to go
through a door.

Go down the ice here to an opening that leads to a chest with a
Kinstone piece in it at the end, a red piece.  Go back to the stump and
become big again.  Swim left of the stump and grab a Piece of Heart
along the way.  Swim left some more to land and go up the stairs.  Go
around the bend to a tree with a cave opening.  Go down the stairs
inside to the dojo, which has a Piece of Heart in it.

You need ten Heart Containers or more to learn this technique.  If you
don't have enough, see the Pieces of Heart section of this guide.
Anyways, the technique lets you fire beams from your sword that do
damage from a distance when you have one or less (three fourths, a
half, a quarter) hearts left.  It isn't that useful, but it may just
come in handy for you.

                     +---------------------------+
                     |    The Bigger Bomb Bag    |
                     +---------------------------+

Although we've been able to enter the next temple for quite some time,
we're not going just yet.  Play the Ocarina of Wind to go to Hyrule
Town and then go to Trilby Highlands.  Head into Mt. Crenel's Base and
climb the cliffs on the right side of the mountain to a mushroom.  Stop
there and pull back on it.  This flings you across the gap.

Parachute with Ezlo in the whirlwinds to the left and continue left to
a ridge.  Jump off and go left some more to Crenel Wall.  Go right as
soon as you can to see a sign on a flat surface.  Bomb the wall the
path leads to and enter to see a Great Fairy Fountain.  Throw a bomb
into the pond and a Great Fairy appears.

She asks whether you threw a golden bomb or a silver bomb into the
pond.  Answer "Neither."  To reward your honesty, she gives you the
Bigger Bomb Bag.  Now you can hold up to 50 bombs, five times more than
you could when you first got the bombs from Belari so long ago.

                        +---------------------+
                        |    To the Temple    |
                        +---------------------+

If you go to Hagen's lakeside cabin, swim to the northwest in Lake
Hylia.  You're looking for a hole in the ground surrounded by ice.
Jump on it and shrink with Ezlo.  You'll fall through the hole and into
the temple.

                   +------------------------------+
                   |    The Temple of Droplets    |
                   +------------------------------+

They really outdid themselves here.  That is, they've made ice more
slippery than I've ever seen it in a Zelda game.  Anyways, take the
stairs south and you'll see the Boss Door.  Unfortunately, we don't
have the Big Key or anything else yet.  So, go around the starting
platform and push the ice blocks forward.  They slide off the edge.
Now go north to the door.

For lack of ice, they put torches in the room that fire at you and pots
that fly at you.  Just go east.  In here, notice the sunlight.  This is
an old Zelda trick, but it has a new twist to it.  Go down a floor
using the stairs and throw the switch you find.  This causes the light
to pour into B2.  Note that you must push the lever.  Go back up the
stairs and you'll see a hole where the sunlight used to be blocked.

Fall in and you must push the block here south and then east.  The
rocks let you do this.  As soon as the ice passes under the sunlight,
it melts to give you a Small Key.  Push the block here to the right and
then go back up the stairs to B1.  Go left in this room to the one with
the torches and living pots.  Unlock the door to the west and go
through.  In this room, fall through the hole.  The Big Key is here.

However, it is frozen in ice.  Go right to find three blocks, the Big
Key in the center.  Here is how you must move them, and in what order.
First, move the upper block left once.  Second, move the bottom block
down and left.  Finally, move the central block left, up, left, down,
left, up, and right.

Yes, we already have the Big Key and we can go face the boss whenever
we feel up to it, right?  However, we can't win just yet.  Even worse,
the Big Key does not lead to the boss.  This is not a first in Zelda
history by far, but it is unique in this game.

Save and quit and you'll reappear at the start of the dungeon.  Go down
and unlock the Boss Door.  Behind it is the element in a pile of ice,
and the boss frozen to the south wall.  Ha-ha!  But for now, all we can
do is go through the southwest door.  Go south through a rupee-filled
corridor to a chest containing the Dungeon Map.

Now go back up to where you started.  In here, go forward into some
water and dive under the cylinder.  Go left to a platform with a ladder
leading south on it.  Take it up and start going east.  Go down here
and you'll reach land opposite a mushroom.  Use the Gust Jar to pull
back the latter and fling across the gap.  Press the switch here to
lower the bars covering the waterfall.

Swim down the falls and you'll reappear in B2.  Swim south, diving to
avoid the cylinder, and go left onto land.  Read the stone here, take
notes, and then press down the switch to lower the gates to the right.
Swim through and notice the pot-shape made by the stones.  Dive into it
and you'll get a Small Key.

Now swim back to the waterfall.  Use the Grip Ring to climb the rocky
wall to the left of it.  Push the block forward and go forward.  Open
the locked door here.  Go down and press the switch to lower the gates
by a lily pad.  Get on and use the Gust Jar to steer it off the
waterfall.  Carefully pass the log and go right a room.  Guide the lily
pad past the log and use it to get onto the land here.  Press the
switch to lower the gates.

However, this doesn't mean that you can abandon the lily pad.  It is
your primary source of transportation right now.  Let it drift right to
a new room.  Hey, remember him?  Defeat the Madderpillar by slashing
the nose and then the tail to gain access to a room to the north.
Inside, open the chest for the Compass.

Go back to where you fought the Maderpillar and take the lily pad left,
then north.  Use the Gust Jar to go north and press a switch to lower
the gates.

This is the main room of B2, so to speak.  Notice that B1 and B2 are
shaped like Octoroks.  Go forward to the main body of ice, which has
several blocks on it.  Defeat all the monsters you can (to the north is
a chest with 50 rupees in it) and go to the ice blocks.  Ultimately,
you want to put an ice block on the switch here.

Move the northernmost block down.  Move the block it hit left.  Move
the block above the switch left.  Move the lower block that is against
the wall up against the other.  Now, push both the blocks right of the
switch left (starting with the left one) so that one is on the switch.
Now get on the lily pad and guide it past the gate.  Go north and exit
this room (leaving the lily pad behind) to the northeast.  There are
holes in the floor here and you have a very limited range of sight.

Go north by hugging the wall, which is safe.  In here, step onto the
high ledge in here by taking the ladder and then go north, up the
stairs, too.  There are three Scissors Beetles here and you must beat
them to continue.  Three at a time is somewhat tough.

Attack them when their sharp mandibles are off, or you can slash the
sides or back.  Choose one to defeat first and focus on it.  This makes
the battle much easier, as you lower the enemies' numbers by one much
faster.  Winning makes a blue portal appear.

Go south and then west.  The lever here is far too fat to move with
Link alone.  Luckily, there are two flashing tiles to the south.  Face
west and stand on the upper one.  Charge up, move to the bottom, and
then push the lever west with the help of your doppelganger.  This
causes sunlight to flow into the boss room, thus melting the ice
blocking the east side of the room.

Hop down, refill your hearts and supplies with the pots, and then go
through the southwest door.  Go north in here to a new room.  Take the
treasure from the chest, a Kinstone piece, and go right again.  In here
are two flying enemies.  For safety reasons (you're standing on ice)
you should shoot both of them to death with the Bow.  Two arrows apiece
does the trick.

Go down and follow the trail to the left to a chest with another
Kinstone piece in it.  Get back onto the main path and go down to see a
line of razor traps circling the platform.  It would be much more
effective just to keep them stationary.

Regardless, get to the center of the icy platform they are on when you
can run through the break in their line.  Go right if you want to break
two pots, but go left if you want to take the southwest door.  In here,
you can do nothing but go north.  Go north again to B2.

Take the stairs down and pull the lever.  This fills in the hole above.
Take the stairs back to B2 and push the lever.  Go downstairs again and
push the lever back to its rest position.  This melts the ice, letting
you take the treasure in the chest, which is a Small Key.  Go up these
stairs back to B1 and go south.  There's the door you want to unlock.
Enter it and push the lever.

                      --------------------------
                      Mini-Boss: Big Blue Chuchu
                      --------------------------

Guess how you beat him.  This is one of the stronger Chuchus as it is
electrically charged and can emit electricity.  Beating it is the same
as its green counterpart, though.  Use the Gust Jar to suck away the
jelly at its base and cause it to become too top-heavy.  Note that you
can suck from any direction, but I find it easiest from the south.
Anyways, it eventually tips over.  Attack the head as much as you can
and it will get back up.  Repeat the process until you've won.  Its
attacks only include jumping on you and touching you, both of which can
be avoided with rolls.  When it explodes, open the chest for the
dungeon's prize, the Flame Lantern!  It only seems like a lame weapon.

                          -------------------

Go back to the previous room and melt the ice blocks with the Flame
Lantern.  Go down the stairs.  See the treasure chest encased in ice?
Burn it and open the former for 100 rupees.  Burn the blocks to the
right and go east a room.  The room is dark, but the Flame Torch lights
up the better part of it.  You have three Scissors Beetles to contend
with.  When you've triumphed, go to the room to the right.

This room is a maze.  Go south and break the pot.  Light the torch and
a tile appears to the north.  Go up that path and defeat a few of the
flying enemies.  Go down at the end of the path to be brought to a
chest with a red Kinstone piece inside.  Go back to where you went down
and go right to a torch.  Light it and another block flattens.  Follow
the path to more enemies.  Go down the first road if you need bombs.
Go down the second to be led to a fragile wall.

Bomb it and you'll be in a new room.  Defeat all the enemies in here
and a Small Key falls to the center.  Take it and go to the previous
room.  Follow the path to the first opening and take the upper-right
path from it.  Follow this to a chest with a Kinstone piece in it and
to a torch.  Light it and go back around to the upper-left path.
Follow this to a third chest (Kinstone piece) and the next torch.
Light it and go around to a locked door.

The next two rooms are filler rooms.  In this first one are chains of
flames.  Rush to the left as quick as you can to avoid any damage.
Navigate the icy road in here and go north.  Go through the door,
follow the path, and go west.  Split into two vertically.  Move the
upper block left twice.  Cancel out your counterpart and split
horizontally.  Push the rightmost block down onto the flashing panels.

Still horizontal, push the leftmost block down once.  Split vertically
and push the upper block over once.  Now go north.  Here's an annoying
room.  Push the leftmost ice block down and then left.  The other ice
block is completely useless; push it right.  Now split on the flashing
panels on the right side of the room by standing on the tops of either
pair.  Very carefully (but quickly) get to the other side of the room
and press the switches down.

Doing this opens the door to the south.  Go through.  Push the upper-
right block up to open the door and then go through.  First, defeat all
the enemies you can.  Melt the ice in the northwest corner and you'll
uncover four flashing tiles.  Split vertically and push the block under
the floor above out all the way.  Go through the opening where it was
and go up the ladder to go west.  In this room, light each and every
torch to open the door.  Go west again.

Dive underwater to avoid the cylinders and just run away from the
Scissors Beetles here.  Make your way to the south and then go east.
In here, stand on the switch in the corner.  This makes the red
teleport appear.  Now defeat the enemies with your blade.

Bomb the north wall and go through the opening you forced.  Use the
Flame Lantern in here to see yet another Madderpillar (actually, there
are two).  Burn the web that blocks your entry and then defeat the
monsters.  You know how - slash the nose and then the vulnerable tail.
This opens the door leading east.  Go through and go north.  A bunch of
slugs will fall on you, but that's besides the point.

Go up the stairs here to B1.  Go up the ladder in this room and go
south.  Follow the path east and you'll be back in the element room.
Like last time, double up with the flashing panels and push the lever
west.  This causes more light to flood the room, freeing the element!
However, this also frees the formerly frigid boss.  The Octorok sucks
in the element and goes backward.  He'll pay for that.  Follow it into
the Boss Room.

Note: Before you fight the boss, you might want to get the two
remaining treasure chests in the dungeon (so you never have to come
back afterwards).  Go to the main room of B2 and burn the ice around
one chest for 100 Mysterious Shells.  When you've lowered the gate to
the west, take the lily pad through the opening and burn the chest here
for a Kinstone piece.  From there you can easily reach the blue portal
and go right to the boss.

                      +-------------------------+
                      |    Boss: Big Octorok    |
                      +-------------------------+

What would pose no threat at all to Link normally is now one of the
tougher bosses in the game.  After being frozen for so long, its
appetite is enormous and it wants to devour Link.  There are five
different phases of the battle.  First, stand in front of it and slash
your sword rapidly.  When it fires what are huge boulders to you, they
will ricochet off the sword and hit the big guy.  Three hits in this
manner makes him freeze the arena.

This is the second phase.  As it turns around trying to suck you in,
light its tail on fire (really it's just some vegetation growing on
him) and after awhile all of him will be burning.  Avoid it as it runs
into walls and such and the third phase begins.  This time it is a bit
less easy.  He runs around, might suck you in, might shoot rocks at
you, and so on.  You want him to shoot rocks.  Deflect them back at him
like last time.  Three hits and it will begin the fourth phase.

This is easy, though.  When it turns around, light its tail on fire.
When it's done frantically charging against walls, the final phase
begins.  This is the same as the third phase, but Big Octorok releases
smoke from its beak to make the room dark.  Use the Flame Lantern to
see and deflect three rocks back at it like last time.  It spins out of
control and explodes, leaving a Heart Container behind.

Link automatically picks up the Water Element.  Water is the source of
all life.  Take the Heart Container before you step into the green
portal.  When you do you are taken to the entrance.  Step into the
light here to go back to Lake Hylia.  Suddenly, the king of Hyrule
appears before you!  Wait a sec, his name is Gustaf.  He was king of
Hyrule, until he kicked the bucket.  There's now a new mark on the map.
Very strange...

=======================================================================
===========================Palace of Winds*============================
=======================================================================

                       +----------------------+
                       |    The Sword Beam    |
                       +----------------------+

Go to Hyrule Castle.  Ever since Vaati possessed the king and ordered
guards to defend the entrance to the castle, most of it is cut off from
you.  However, since two guards are needed to guard the double doors,
you won't find anyone guarding the right side of Hyrule Castle Gardens.

Go to the southeast corner in the gardens and cut the grass to find a
ladder.  Grimblade, the true master of swordsmanship in Hyrule, runs
his dojo here.  First take the Piece of Heart in here.  Light the
torches with the Flame Lantern and train with him to learn the Sword
Beam technique.  It is the opposite of the Peril Beam.

When you have full health you can swing your sword to release a beam of
energy.  You earn another Tiger Scroll for this.  Soon we'll be able to
learn from Swiftblade the First in Castor Wilds (you need the other
seven Tiger Scrolls).  You should have six now.

              +-----------------------------------------+
              |    The White Sword of Three Elements    |
              +-----------------------------------------+

As long as we're here, let's get the White Sword infused with another
element.  However, Vaati is controlling the incumbent and the ignorant
guards are preventing you from entering the castle directly.  One guard
to the southwest got bored.  Go there and you'll see a guard gone from
the usual position.  Do not get caught by the guard walking around here
or you'll get thrown back to the start.  After him, you'll see another
guard to the north.

Bypass him when he's heading right and go south.  The guard to the
south turns around briefly.  Run down to the left when he does and wait
behind the hedge.  When the next guard goes south, run north to
freedom.  Slash the hedges here to reveal a ladder.  Take it down and
head north.  Avoid snakes and do not stand on the cracked tiles (they
crumble and create pits).

Go east, step on the switch, and go east again.  Now you're inside the
castle!  Go north to the courtyard and north again to the Elemental
Sanctuary.  Inside, go north once more and drop the White Sword into
the altar.  The White Sword now has a blue hilt and it is even more
powerful.  That's because you can split into three now on the flashing
panels!  Exit south like last time.  Go get caught by a guard (or play
the Ocarina of Wind).  The road to the dead is open.

                        +--------------------+
                        |    Royal Valley    |
                        +--------------------+

Go to North Hyrule Field.  To the west is water; get in and swim north.
There are two chests around Hyrule Castle, one having 200 rupees, the
other 100 Mysterious Shells.  Near there is a ladder.  Take it and then
take the stairs down here for a Piece of Heart.  Take the stairs you
came down by back up and now notice the flashing panels.  Split into
three and push the block to the left.

Go up the ladder and then go to the northwest again to enter Royal
Valley, the resting place of kings long passed.  The Flame Lantern
helps here.  Go down the ladder to the south and you'll see a Ghini.
Ghinis were replaced by Poes in Ocarina of Time, but they first
appeared as graveyard residents in the very first Zelda game, The
Legend of Zelda.  Slash it three times to beat it.

Continue down this path and you'll see a red Crow.  These enemies are
called Takkuri.  A bit further to the west is a fork in the road.  You
want to go north (south leads to Trilby Highlands).  In this labyrinth
of darkness, you must go a certain combination of directions to exit.
Go up, left, left, up, right, and up.

As you go, you'll have to fend off a Ghini each time.  The Flame
Lantern is crucial in here.  At the end (you'll hear the chime) go up
the right path that leads north and hug the north fence to be brought
to Dampe's hut.  Dampe has the lovely job of burying the deceased.
Talking to him yields the Graveyard Key.

As soon as you exit, one of those pesky Takkuri flies by and steals the
key!  Darn bird!  It first settles in a tree left of where you entered.
Follow it there and flies to a tree to the right.  Charge that tree
with the Pegasus Boots and then head north to the gate once you have
the key back.  Talk to Dampe and he'll open the gate.  Head into the
graveyard and it lights up.

A friendly Ghini is to the left.  Its brother (the one who tries to be
scary) lives in Hyrule Town.  The middle tombstone here can be pushed.
Do so and you hear the secret chime.  The effect is not immediate, but
it is necessary.  Go to the right and you'll see a pile of rocks.  Pick
them up to find some flickering tiles.  Split into three there and go
left.

Now that the grave is up, you can work your way around it to the
switches above it.  Press all three down at once and the huge tombstone
to the north moves back.  Before falling in, go to the left and push a
lone gravestone here up to uncover stairs.  Go down, split into three,
push the block, and take a Piece of Heart here.  Now go to the big
grave and take the stairs down.

                         +-------------------+
                         |    Royal Crypt    |
                         +-------------------+

This, the tomb of King Gustaf Hyrule, is swarming with mummies called
Gibdos.  Gibdos are real old timers in Zelda games.  Regardless, slash
them repeatedly to beat them and take whatever they're holding.  Gibdos
do not react to pain (most enemies jump or are knocked back), making
them tough.

You must move while fighting them if you want to avoid damage.  If one
grabs onto you (they do massive damage), tap all buttons as fast as you
can.  Beating the right one earns you a Small Key.

Go north and you'll see three mushrooms.  Pull back on the leftmost one
(the other two will launch you into a pit) until Link's face becomes
red.  Release and fly across the gap.  Now you'll see three locked
doors.  Only one of them is real, though.  Unlock the central one and
take the stairs down.  As you can see ahead, you need two more Small
Keys.  Start by going left.  See the flashing panels?  Divide into
three on them and take the moving platform north.

Avoid the blocks and you'll find three switches at the end.  Press them
at the same time and a Small Key falls down.  Take it and then use the
platform to get back onto the mainland.  Go right and you'll see a
similar setup.  There are three flashing panels and a bunch of blocks.

The razor trap here complicates the matter.  Split (as in, actually
divide) as the razor trap reaches its southernmost position.  As you go
north, you must go past the northernmost branch before the trap does.

If you come into contact with the trap, you will lose your duplicates.
At the end, step on the switches and take the Small Key.  Unlock the
key blocks to the left and head north.  Kill the snakes and head north
through this hallway.

Light the four torches in the room with the Flame Lantern and two
Gibdos appear as the final guardians of the king.  Defeat them like the
last and avoid the fireballs of the magic torches.

Note that the Boomerang is extremely effective in this battle.  When
you win go north to the good king Gustaf.  Notice that the pots are in
the shape of the golden triangle, the Triforce.

It is a token to the mortals left by the gods when they ascended from
the newly-created earth.  It has ultimate power, allowing anyone who
touches it to have their deepest desires granted (the Triforce's effect
is a reflection of the soul).

Anyways, go to the large stone grave that the room centers around to
see Gustaf.  The king gives you a Kinstone piece, the rare gold kind.
It has a crown on the completed form.  Our time in Royal Valley is
almost over.  There's just one more thing to do.

                      +------------------------+
                      |    The Large Quiver    |
                      +------------------------+

Go to the entrance of Royal Valley and go down the first set of stairs.
Notice the stakes to the right.  Bomb the wall in the middle of them
and then enter the cave.  This is the third and final Great Fairy.  She
also is the most curious.  Time to take a quiz on The Minish Cap.  Here
are the questions.

Question: The first element you found was the Fire Element, was it not?
Answer: No.

Question: Your grandfather's name is Smee, isn't it?
Answer: No.

Question: Melari of Mount Crenel has seven apprentices, does he not?
Answer: Yes.

Question: The Blabber Nut gives one the ability to understand the
Minish, does it not?
Answer: No.

Question: The robe of the current king of Hyrule, Daltus, is white, is
it not?
Answer: No.

For telling her about your quest you get the Large Quiver.  It holds up
to 70 arrows.  That's quite a few.  We're going to be getting several
very good upgrades in the near future, and this will be important to
have.

                   +-------------------------------+
                   |    The Mysterious Basement    |
                   +-------------------------------+

Link and Zelda were taught at a school called Funday.  You see, at this
point in time we shall be getting a few of the treasures and secrets
around Hyrule before advancing on.  The kindergarten in town is finally
accessible.  Enter and push the statue here (of what seems to be Potho,
the minister of Hyrule) to reveal a staircase.  Go down and you'll be
in the basement of both the school and mayor Hagen (finally, we can do
this).

Bomb your way to the first treasure chest and open it for 100 rupees.
Now exit the school and go to the mayor's basement.  Remember that you
must've done the event described in the sub-section called "The Mole
Mitts in Hyrule" covered in the section Temple of Droplets to make this
all work.  When you enter, split into three and push the block forward.
Push the stone to the left and you'll fill another gap in here.  Exit
Mayor Hagen's basement and go south of his house to the well.

Walk against the north side to fall in.  Go right when inside and then
swim north to a chest containing 100 rupees.  Now go north and pull the
statue here back until you can pull it left or right.  Pull the
treasure chest ahead of here back into a hole.  Open it for 200 rupees.
Now exit the basement.  We're finally done here, having gotten every
treasure.

                +------------------------------------+
                |    Other Secrets in Hyrule Town    |
                +------------------------------------+

It's time to do a few more things in town before we get new items.  Not
counting Kinstone fusing, there are plenty of other secrets in town.
We'll start at the Funday School.  Right now, you cannot get the final
treasure at the school (you need the third element), but you can get
the other.  Go to the room right of the entrance to the basement and
use the Cane of Pacci on the pot.  Shrink down and exit the school via
the left tunnel.  Climb up the ladder here and grow at the pot.  Open
the chest for a red Kinstone piece.

Enter the Inn, south of the kindergarten, by the southernmost entrance.
Inside, take the stairs up and you'll see two torches.  Light both with
the Flame Lantern and a door to the balcony opens.  Go out and open the
chest here for a Kinstone piece.

In the southwest corner of town is a girl named Anju.  She's lost her
Cuccos and needs them back in the pen.  This game earns you several
good prizes, such as rupees, Mysterious Shells, red Kinstone pieces,
and a Piece of Heart at the very end.  The Pegasus Boots are required
for a few of the latter challenges.  Gold Cuccos are worth many rupees,
while whites are worth ten.  A good way to hurry things up is to throw
Cuccos you're holding and then run to where they land.

Local bakers Wheaton and Pita have a bakery in town.  It's a rip-off,
but you can buy their baked good and you might find a Kinstone piece
inside.

South of Wheaton & Pita's is Borlov's gaming shop.  Borlov is Carlov's
brother.  After hearing his anti-gamble rabble you can play the game.
Open the right chest and you double what you bet (ten rupees).  Pick
the wrong one and you lose your money.  It's also a major rip-off.
Finally, talking to a blonde lady by the cafe earns you a Kisntone
piece.

In town there's a market.  It's the same one where Zelda won the Small
Shield for you.  Use the Gust Jar to collect the dust on one of the
mats and a Zelda secret chime goes off.  When you go there later,
you'll see a salesman named Beedle is set up.  He sells Picolyte, some
of which are good, some of which are a major rip-off.  Buy it and for a
very brief period of time you will have better chances of finding
whatever you bought when you slash grass and the like.  Use it if you
want, but it's not that great.

The gaming shop is a dungeon simulation.  Pay ten rupees to play and
fight off as many monsters as you can.  After some Like Likes,
Tektites, and spiny monsters (flip them with the Cane of Pacci to make
them vulnerable), you'll face Moldorms, Like Likes in disguise, and
Peahats.  After that, a chest forms.  Open it for a Piece of Heart.
All future plays vary in prize.

You can find a Piece of Heart in the water by where you got the Power
Bracelet.  You'll also find a chest with 100 rupees inside in there.
There's a chest with 100 Mysterious Shells inside the area where you
got the Flippers (just swim into the opening in the water as a Minish
to reach it easily).  You must defrost it with the Flame Lantern,
though.  Those are all the secrets that will be covered here.  For now,
let's be satisfied with this.

                +------------------------------------+
                |    The Minish Woods' Mole Mitts    |
                +------------------------------------+

Go to Minish Woods and you'll find a hole (not by Syrup's hut, the
other one).  Within are three Like Likes, 50 rupees, and a blue
Kinstone piece.

                    +-----------------------------+
                    |    The Magical Boomerang    |
                    +-----------------------------+

This upgrade to the Boomerang is far better than the original.  It
involved Kinstone trading.  If you've been using my guide, you have the
right pieces.  First, go to South Hyrule Field.  To the right of the
Wind Crest in the field is Tingle.  Yes, you heard correctly, Tingle.
Tingle was introduced in Majora's Mask as a mapmaker.  He's made quite
a few reappearances ever since, and a lot of people hate him.

To reach him, enchant the hole before him and jump to him.  Tingle and
his brothers/slaves think that Kinstone fusing gives them a better
chance of meeting fairies.  Having a fairy is Tingle's obsession.
Tingle has a pretty common piece.  Watch him dance on the fusing
screen.  Fuse with him and a tree in North Hyrule Field gains an
entrance.  Intriguing...

Tingle and his brethren each have a Kinstone piece.  Go to Trilby
Highlands and dig at the dirt wall across the left bridge to a ladder.
Take it up to one of Tingle's brothers.  Fuse with him and another one
of those trees in North Hyrule Field opens.  By the way, you can talk
to this brother and he'll tell you how many fusions you have left to
do.  Knuckles wants a fairly common piece, anyways.  Now go to Lake
Hylia.  Go to where you fed Fifi the dog when you got the third bottle
and go south.

Here you'll see David Jr., Tingle's only non-relative servant.  He
wants another easily-found green piece.  Again, a tree becomes a cave
in North Hyrule Field.  Finally, head to Lon Lon Ranch.  Go to the
fields and you'll see a tree that sparkles when you go near it.  Ram it
with the Pegasus Boots to uncover a stump.  Shrink, go right, and go
into the tiny Minish road.

At the end is a Piece of Heart.  Become big again and enter the cave
near that stump.  Push the block forward with the strength of three and
then climb the ladder to the last Tingle brother.  Fuse pieces with
Ankle and the final tree opens in North Hyrule Field.

Go to these trees and enter each.  Inside each, enter, take a ladder
down, open the chests, and step on the switches.  You get 200
Mysterious Shells and three red Kinstone pieces this way.  More
importantly, though, a ladder drops through to the main chest in here.

That patch of dirt looked suspicious to me since the day we took Zelda
to Hyrule Castle.  Take the ladder down and open the chest for the
Magical Boomerang!  It goes almost the entire length of the screen, it
can cut down bushes quickly and easily, and it stuns enemies.

                      +------------------------+
                      |    The Remote Bombs    |
                      +------------------------+

As long as we're getting upgrades, let's get upgrades to the bombs.
Warp to Minish Woods using the Ocarina of Wind and enter Minish
Village.  Gentari, the elder of the village, can fuse Kinstones.  He
has an extremely (and seldom used) common piece to fuse with.  It's the
red E.

Fuse with him and Belari gets a spark of inspiration.  What if there
was a bomb that went off only when you wanted?  Go to Belari's house
(Belari is the Minish who lives just outside the village.  He gave you
the bombs) and talk to him.

You can trade all your bombs for the Remote Bombs.  Once you set it, it
only explodes when you press A/B again.  If you want normal bombs again
for whatever reason, just talk to Belari again.

                    +----------------------------+
                    |    The Biggest Bomb Bag    |
                    +----------------------------+

Note: For some reason, the European version of this game does not
include this upgrade.  Sorry guys, but at least you got the game way
sooner.

You can fuse with Belari.  He wants a fairly rare piece, but you should
have at least one.  Fuse with him and a chest appears in the Wind
Ruins.  Warp to Castor Wilds and go to the ruins.  Right before the
Fortress of Winds is the chest, which contains the largest Bomb Bag.
It can hold up to 99 bombs, remote or regular.

                     +--------------------------+
                     |    The Biggest Quiver    |
                     +--------------------------+

As long as you're in the Wind Ruins, go to the second Armos.  Southwest
of it is a stump.  Shrink there and fall into the hole to the north.
Talk to the forest Minish present and he'll tell you that a bean he
planted wouldn't grow.  Fuse with him (it's an E-shaped red) and that
bean will grow into a beanstalk.

Climb the stalk, which is located in Wind Ruins, and you'll reach a
chest on the clouds.  Open it for the biggest quiver.  It holds 99
arrows at a time.

                    +----------------------------+
                    |    The House in the Sky    |
                    +----------------------------+

Go to Hyrule Town and go to the Stranger.  He lives in the yellow house
on the west side of town.  This man is from the Wind Tribe.  Fuse with
him (he wants a zigzag red) and something appears in South Hyrule
Field.  Head over to that something.  It turns out to be a portal, but
to where?  Take it and open the chests in this house for two green
Kinstone pieces.

Exit this room and go to the next floor.  Go north a room in here and
you'll see Gregal, an older member of the Wind Tribe who is sick.  Open
the chest in here for a green Kinstone.  Now whip out the Gust Jar.  A
ghost in here is actually causing Gregal's ailments, and we need to
exorcise it from him.

Suck it up (you must move with it while sucking) and Gregal will be
cured.  Talk to him for 100 Mysterious Shells.  This isn't the only
advantage to helping Gregal, though, as you will see.  This is but a
glimpse of the Wind Tribe.

                  +--------------------------------+
                  |    The Secret of Veil Falls    |
                  +--------------------------------+

NOTE: You really should do the above side quest ("The House in the
Sky") before completing this sub-section.  If you don't, Gregal's
condition will worsen and he'll die; if that happens, he can't give you
a cool (but optional) item later in the game.  So please, do that
before doing this!

Remember when I showed you Veil Falls long ago?  It was right before
going to the Fortress of Winds.  Go to North Hyrule Field and head over
to the northeast corner.  Bomb these blocks and go east to Veil Falls.

This is the quicker route.  Jump over the ridge to the right and swim
over to the Piece of Heart.  Swim back to the ladder, climb it, and go
north over the bridge.

This door here is called Source of the Flow.  Fuse Kinstone pieces with
it (the gold piece that King Gustaf gave you) and the door opens.
Enter this cave.  Light the Flame Lantern so you can see in this dark
cavern.  Kill the Keese and go up the stairs to go north.

Suck this Red Bubble into your Gust Jar to beat it.  If you don't, you
will be seriously disabled because you won't be able to use any weapons
for a little while.

Now bomb the north wall (between the rocks).  Go through the opening
and open the chest for 50 Mysterious Shells.  Go up the stairs and get
out the Flame Lantern.  Light the room, defeat the Ghini, and head up
the stairs to the north.

Kill off the Leevers here and split into three.  Push the block down
and exit the cave.  Open the chest for 100 Mysterious Shells.  Now go
back to where you first bombed the wall and go south.  Return there by
pushing the blocks in the previous room.

Outside, climb the rocky cliff up and read the inscription to the left.
Yep, this is a Wind Crest.  Since we can warp back to it if we want,
hop off the side and enter the cave.  Go forward (the first red rupee
is a Rupee Like) and take the stairs up.  Bomb the wall to the right
and go through to a blue chest.

Within is a bundle of 50 Mysterious Shells.  Exit here and go up the
stairs.  Defeat the monsters in here and open the chest for 100 rupees.
Exit via the right door and climb up the cliff outside.  This is Veil
Springs.  That hump out there is Biggoron, a tremendous Goron the likes
of which have never been seen before (except in a few other games).

Gorons are creatures that can withstand extreme temperatures in either
direction.  They live off of the minerals in rocks alone.  They've been
helping Link for ages.  However, we're interested in going left.  Climb
the ladder and step into the vortex.  The tornado sends Ezlo up to the
Cloud Tops and you with him.

                         +------------------+
                         |    Cloud Tops    |
                         +------------------+

There's a bit of confusion over whether you're dead or not up here on
the clouds.  This is the final frontier as far as the map is concerned.
Go right and you'll see a gold Kinstone piece.  Yes, you can trade with
a cloud.

Enter the red whirlwind north of it and you'll be taken high above.
Use the Mole Mitts to dig through the fluff to the south.  To the right
is a chest; open it for a gold Kinstone piece, the rarest of all types.

Unfortunately, this piece does not match with Mysterious Cloud.  So,
fall through the hole to the north.  Walk north of here to see a shark
in the cloud.  Don't ask, I don't know.  Step into the red whirlwind
ahead of it and you'll be taken up a region.

Dig through the fluff to the north and you'll find a red Kinstone
piece.  Fall through the hole to the left and you'll meet another
Mysterious Cloud.  Fuse with it and a tornado is shown on the Kinstone.
Doing this makes one of the pinwheels near the start begin to spin.  Go
back to the red whirlwind and take it back up.

With the white background here it's a bit difficult to see, but there
is a regular whirlwind to the south.  Get on and take the whirlwind to
a second one and then to a vortex to the northwest.  When you land
start digging through the fluff to go left.

Jump into that whirlwind and you'll be taken to a platform with some
more fluff on it.  From here, go further south.  When you see a
platform with walls of fluff on it (you cannot get over them), go left
to another cloud.  Dig the fluff on here to open the chest for 50
Mysterious Shells.

Dig around the fluff to the south for a green Kinstone piece.  Now fall
into the hole here.  Go right to another whirlwind and take it up.
Fall into the hole to the right.  There's nothing to do here, or so it
would seem.

Defeat all the cloud sharks by slashing them when they jump at you.
This disburses the parts of the cloud to the north, revealing a gold
Kinstone piece and a vortex.  Take both and you'll appear by a chest.
Open it for 50 Mysterious Shells.  Take the whirlwind here south and
dig around the fluff.  You'll eventually uncover a hole.

Fall through and go right to another whirlwind.  Take it up to the
corner of Cloud Tops.  Dig there for a blue Kinstone piece.  Go north
and dig around this fluff for a green Kinstone piece.  Now fall into
the hole to the left.  Fuse with the Mysterious Cloud here and another
pinwheel starts turning.  Take the whirlwind back up to where you were.

Jump into the regular whirlwind to the north and float to the
northeast.  You cannot land on the right cloud with walls; you must
land on the leftmost cloud you can.  Dig a path through the fluff to
the north to reach another whirlwind.  Stop on the north cloud and fall
into the hole in it.

Again, it would seem that you're stranded.  Defeat the enemies here and
the cloud lump bursts.  Take the gold Kinstone piece and then take the
whirlwind back up.  Make a turn (like a half-circle) in the air when
using the regular whirlwind to find a chest with a gold Kinstone piece
in it.  Dig to the north to find two treasure chests, each with 50
Mysterious Shells in each.

Now get back to the whirlwind and sail to the south with Ezlo.  When
you land, fall through the hole.  To the north is what would seem to be
a Lakitu from Super Mario Bros., but it shoots balls of electricity at
you.  Shoot it to death with arrows (alternately, use the Gust Jar or
the Cane of Pacci and slash) and go north to a Mysterious Cloud.  Fuse
with it and another pinwheel spins in the wind.  Go south and ascend to
the cloud above using the vortex.

Now go south again to a chest we've already opened.  Yes, we have been
here before, but this time things are different.  Drop into the hole
and go north.  Shoot the Lakitu here three times or slash it after
using the Gust Jar/Cane of Pacci and fuse with the Mysterious Cloud.
The fourth pinwheel begins to spin.  Take the vortex to the right.
Within this chest is the final gold Kinstone piece.

Dig in the fluff around here for a blue Kinstone piece.  Now play the
Ocarina of Wind to go to Veil Falls.  Work your way back to Cloud Tops
and fuse with the first Mysterious Cloud to the right.  With all five
pinwheels turning, the cloud at the start disappears and a second huge
tornado appears.

The two inhabitants of Cloud Tops take it up.  Take it up yourself and
check the stone to the north.  This is the final Wind Crest.  Go
further north to a house.

                +-------------------------------------+
                |    The Wind Tribe's Light Arrows    |
                +-------------------------------------+

This is the mysterious house that we entered earlier by fusing with the
Stranger.  In fact, the Stranger is one room to the north.  Take the
stairs up and go north a room.  Remember helping Gregal?  Well, that
was well-worth it.  It lets you upgrade your arrows (it's an optional
item) to the Light Arrows.  Note that if you didn't help Gregal before
entering Cloud Tops, he'll be dead and there'll be no way to get the
Light Arrows.

Traditionally, the Light Arrows replaced the Silver Arrows as Ganon's
(Link's normal archenemy and Zelda's usual abductor) only weakness, but
now they're just a cool item to have.  Hold B when firing an arrow and
it will eventually start to sparkle.  This is an indication that is a
Light Arrow.  Anyways, exit this room and go up a floor.  The third
floor has even more Kinstone pieces than the previous floors.  Go north
a room and open the chests for two blue and one red piece.

Now go to the fourth floor.  Go north and you'll see the elder of the
tribe.  Open the chests first (two red Kinstone pieces).  Now talk to
him.  The way to the light force shall open when the sword is infused
with all four elements.  Go south and talk to the girl here.  She tells
you of a strange device in the palace that lets people fly.  Cool.  She
then moves and lets you take the stairs to the roof.  Now go north and
step into the wind.

                       +-----------------------+
                       |    Palace of Winds    |
                       +-----------------------+

It's the ultimate test of Link's valor.  Well, to be fair, we should
have had this element a long time ago.  So, consider this dungeon a pop
quiz.  Follow the carpet to the north.  See the colored orb?  Slash it
to make the bridge extend.  Remember that you can beat Peahats by
sucking them into the Gust Jar and then expelling them.  Go around the
path and go down a second bridge.  Slash the orb here to lengthen the
bridge and go left on it.

Push the middle block forward and one other to the side.  Slash the orb
and traverse the bridge that formed.  Crush the skulls to find some
flashing tiles.  However, you need a bridge.  Shoot an arrow at the orb
to the right (or throw the Magical Boomerang) to make a bridge
materialize.  Cross it, defeat the Stalfos when they drop, and then
cross back to the flashing panels.  Become three and head right.  Push
the block up and then go north.

Stand on the platform when it arrives and takes it across the gap
(slash bombs and run around to avoid being stopped by blocks).  Go
west.  There's no room to be slow here.  Shoot the Stalfos from afar
with Light Arrows and then run to the ladder.  Get on and follow the
trail to the left to see some walking bombs and flame chains.

Avoid both if you can help it and follow this path (take either road at </pre><pre id="faqspan-4">
the fork) to the west once more.  Look down and you'll see an orb.
Boomerang it and use the bridge.  Step onto the platform once the spiky
cylinder has rolled to the right.  Rush left, slash the orb, leave a
bomb by it, and cross the bridge.

If you got the Remote Bombs as I instructed, make it explode now that
you've crossed and the bridge to the north forms.  When you step
forward, two Wizzrobes appear to beat you down.  The easiest way by far
to beat the legions of wizards is to use the Magical Boomerang on them
and then slash them to bits.

Once you've beaten all of them (there are lots of them), open the chest
that forms and take from it Roc's Cape!  Roc's Feather is the normal
jump item, but Roc's Cape is much better.  Made from feathers, Roc's
Cape lets you soar through the air.  Fly to the east and onto a cloud.
Jump your way up these clouds to 2F.  This is where the dungeon really
starts.  The Chuchus here are blue.

Strike them with the Magical Boomerang and they freeze, ceasing to
generate electricity.  Slash them twice after this and they're beat.
Fly off the east edge to another platform.  When the bombs are out of
the way, jump with a running start to the east once more.  In the new
room, push the left block down, the one that was diagonal to it up, and
the one that diagonal to them over the edge.

Now push the rightmost block right.  Here, split into three using the
lower panels and run south.  Slash and turn quickly to hit all four
switches at once.  This causes two enemies to form.  Flip them with the
Cane of Pacci and then attack their undersides.  This causes some gales
to start up.

Go through the door and go north, hiding in the holes while the air is
on.  Use the blocks as shield to the currents on the other side and
work your way south.  When the wind stops, run into the hole by them.
When it stops again, enchant the hole with the Cane of Pacci and jump
to the next tier.  Go west to a new room.

See the square in the wire net?  Jump on it to fall through.  Go left
and jump through another one.  Beware the Rupee Like below that one.
Now go further left to see a platform that travels beneath the wire
nets.  When the timing is right, jump through the square onto it.  Ride
it to the left and jump up to a new wire net.  Go down the stairs and
use Roc's Cape to jump up the clouds to 3F.

This is my kind of dungeon.  There's no backtracking or challenge
involved at all.  This next part can be a tad tricky, though.  Jump off
the cloud and be prepared to split (have two duplicates formed and be
right about to step onto the third panel).  When a platform whizzes
toward you, get on and stay on the left column of tiles.  Go down at
the end and head west once more.  While still split, push the block up
the stairs to the left.

Go down the stairs and down a room.  Push the blocks by the fancy tiles
over the edge.  When a platform finally comes, get on and then fly to
the other platform.  Fly back to the original when you've passed the
first set of blocks and repeat this twice more.

Then fly south.  Jump through the square above and go right.  Jump
through the square below to a platform and ride it to another square.
Run right before the platform beneath you reaches the square and jump
down to it.  Jump up through the last square here and go right.  Jump
through the square and head north.

You'll see several holes, a spiked rod, and a locked door ahead.  Get
into a hole to avoid the spiked cylinder and enchant the rightmost pit
with everyone's favorite cane.  Pop out to go right.  Down the stairs
are three flashing panels.  Form your clones on the upper-left and
lower-left panels while you stand on the lower-right.

 The Spin Attack should hit all three switches, making a Minish portal
appear.  Shrink and go through the tunnel leading south.  Push the
first pot south over the edge and then push the next pot left.  Push
the pot above you up, the one left of it up, the one to the left push
left, upper pot up, lower pot down twice, one left of it down, and then
the one blocking the tunnel up.

This should allow you into the tunnel.  Go through and then go north.
Go through the tunnel to the north when the rod is rolling east.  Go up
from where you come out and grow at the Minish portal you find.  Go
south from here and use the Magical Boomerang (the arrows work, too) to
hit the switch to the left.

This causes a Small Key to fall to you and the door to the right to
open.  Go through and fly to the right.  Go down and head left up some
stairs.  Jump the ridge into a hole and wait for the cylinder to cross
over.  Go through the locked door.

Use Roc's Cape to jump up these clouds to 4F.  Jump off at 4F and
defeat the two Moblins here.  It's fun to knock them off the edge...
Anyways, go left when you're done and stop.  Notice that there are
vents releasing air here periodically.  Wait for them to finish and run
across the bridge.  Fly over the gap and head over the remainder of the
bridge to find a staircase.  Below is a block puzzle.

Push the upper-middle block left and the middle-right block right.  Go
down and head right.  Skip over the Blue Chuchus and go down some
stairs.  Stand against the wall where the air vent is and wait for it
to start.  When it begins pushing you, jump and fly over a huge gap.
At the end you should go north.  Stop at the stairs, push the middle
block right, and go north to a new room.

Fly over the gaps here to go north.  Although there are Lakitus, I
would pass them and keep going.  Take the stairs down in the new room
and jump up the clouds here.  Start at the left side of the top one and
then run across, jumping and flying over the gap below.

Go up the stairs to the south and defeat both the Bow Moblins here.
Further to the right is a chest with a blue Kinstone inside.  Now get
off this wire net and fly to the right to some clouds.  Get to the top
and fly over the long gap like before.  Get on the clouds at the end to
be taken to 5F.

Go south and defeat the Stalfos.  Go south again to see two soldiers
with ball and chains.  They are not actually that tough.  Using Roc's
Cape is essential in this battle.  Steer clear of them when they are
swinging them and wait for them to unleash them.  Fly over to them,
slash one a few times, and retreat.  The Remote Bombs also help.  Drop
one and leave it there.

When an enemy gets close, make it explode.  This is a quick and
painless method of beating them.  They both drop large green rupees
when you beat them.  Take the Small Key from beating both and unlock
the door to the left.  Here's where the place starts to become dungeon-
like.  Go left again and pick up the three pots touching the wall or
edge.  Push the remaining one onto a switch and then split into three
and stand on the other switches.

Go left and stand on the switch.  Jump into the air and fly across the
gap.  As you try to go right, the door slams shut and two Moblins
appear.  Boomerang them and then beat them up.  You'll also have to
face two Wizzrobes.  Beat them and then go right.  See the red Stalfos?
Shoot them from afar and then jump across.

Jump across the gap and go right.  Press the switch, fly across the gap
with the wind, and push the block before the chest to the left.  Open
it for a Small Key.  Push the right corner blocks out and go right a
room.  Go north and open the chest for the Big Key.  Go south and then
east.

Open the door to the south with the Big Key and hit the pots for some
hearts.  Now go forward and fall down the pit.

                          -------------------
                          Mini-Boss: Dark Nut
                          -------------------

You must defeat a Dark Nut here.  This is a very difficult battle
because you're on such a small platform.  Wait for it to lunge at you
with sword extended and then attack the side.  Your best bet is to
knock if off the edge.  The bombs work well, too.  When you've won, the
blue portal forms.  Step into the portal and go back to the starting
point.  Eventually, in one of the earlier rooms before you got Roc's
Cape, you'll see a square and a chest.  Jump through the square to the
chest and open it for a red Kinstone piece.  Now go back to the blue
portal where you fought the Dark Nut.

                          -------------------

Go north on the bridge to a new room.  In here, go right and open the
chest on the elevated platform for the Compass.  Avoid the Stalfos and
Gibdos as you go left to some stairs.  Take them up to 2F.  You see,
now you're actually inside the palace.  Go north and then go right.
Fall into the central pit in here to be back on 1F.  Open the chest and
then hop off the ridge.

Go back up to 2F.  Go south and defeat each Peahat with the Gust Jar.
Now destroy the pots in the northeast corner and split into three.
Split at the ends of the row and in the middle.  Go down quickly to
avoid falling and stand between the four switches.  Slash them all at
the same time to open the door to the left.

Go through and fly over the spiked cylinders to a ladder.  Take it up
to a chest containing a Small Key.  Go right and unlock the door
leading east.  In here, fly to the whirlwind and navigate the airspace
without hitting the bombs.  In my opinion, south is an easier path.
Take it to a door leading north at the end.

In this room are two Gibdos to deal with.  Stun them with the Magical
Boomerang and then slash them until both are defeated.  As a shortcut
around the whirlwind room, if you need to come back, spin attack the
switches to the north.  This way, you can just go around here instead
of going through the whirlwind room, should the need arise.

Head up the stairs to 3F from the room after the whirlwind room and
you'll be back in an old room (remember shrinking on 3F much earlier?).
Go north and slash the Blue Chuchus just as they appear to skip using
the Boomerang.  Now go left.  When you step into the center of the room
you'll be ambushed by fire Wizzrobes.

Stun them with the Magical Boomerang and slash them silly.  Doing this
wins you the Dungeon Map.  Take it and go left.  There are two Floor
Masters here.  Use the Magical Boomerang to freeze them before
attacking them if you're a cautious player.  Pull the lever back and go
south.  Take the stairs up here to 4F.

Go left and defeat two more Gibdos by deploying the Magical Boomerang.
Push the blocks to the right into a pit and then fly across the pit to
a door.  Go north and cross the bridge to a Piece of Heart.  From
taking it, go south and fall in the pit.

Go south from here and take the stairs to 4F.  Look right and you'll
see a bomb traveling across a pit.  Use the Magical Boomerang to hit
the bomb when it is next to the cracked blocks.  Fly across the gap and
defeat the Gibdos here.  Go to the northeast and light both torches to
make the red portal form.

Go down and unlock the locked door here with your last Small Key.  Up
here on 5F, bomb the east wall and go outside.  Defeat the Stalfos and
the fiery Wizzrobes.  Now bomb the northern part of the wall (tap the
wall with your sword and see what part sounds different) and go through
the opening.

Go through the north door and carefully walk around the bombs.  Push
the block before the door forward and the one left of it up.  On the
balcony outside, open the chest for a Small Key.  Now go back to the
previous room.  Destroy the bombs if you'd like and go south.  Stand on
the crumbling tiles and fall through to the locked door.  In here, fly
over the spikes to the right and take the path (defeat enemies as you
go) to the chest.

Push the block in front of it out and open the chest for a blue
Kinstone piece.  Now navigate the path to some fancy tiles and push the
block right.  Glide over there and glide to a platform ahead.  Jump up
these clouds to 5F.  Go right to the great outdoors and open the chest
for a red Kinstone piece.  Go back down to 4F and take the clouds here
up to 5F.  Ahead is the Boss Door.  Enter.

Note: If you want every treasure chest in the dungeon, stop.  In the
main room of 4F, go to the right side and into the southwest corner.
Use the Magical Boomerang to hit the switch (you can control the path
the boomerang takes with the control pad).  Now go around to the other
side of the room and go through the door.  The chest contains 200
rupees.  Now fall through the gap that the bomb circles around in the
tiny passage that connect the two parts of the main room of 4F.  Defeat
the Wizzrobes in here and open the chest for a red Kinstone piece.
From here you can reach the third floor with Floor Masters to take you
to the start.  Then take the red portal to 4F.

                      +------------------------+
                      |    Boss: Gyorg Pair    |
                      +------------------------+

Follow the path to a tornado.  You are fighting two manta ray-like
creatures while riding on them thousands of feet above the earth in the
stratosphere.  By the way, Gyorg was a very hard boss in Majora's Mask,
actually a fish.  You start out on the blue beast, the male.  When his
lady-friend flies below you, jump onto its back and watch the three
eyes form. Now split into three on the flashing panels of her back and
slash each eye at once.  This causes her to open all her eyes, thus
blinding the monster.  She is exploding while you're riding her.  Jump
onto the male manta when he swoops by.  The male opens its eye
occasionally and swings it tail around its back to slice you.  Jump to
avoid the latter and slash the former.  Eventually the male drops and
the female rejoins the battle.  The male is spinning out of control
ahead and complicates the battle.  Split into three on her back and
attack all the eyes.  Keep attacking her until the eyes go bad.  Avoid
the bubbles that the male launches or you will become one Link again.
Once the female retreats again, jump to the blue one and repeat the old
process.  This time, though, green miniatures fly across the screen.
If you can manage to spin attack the eyes at the start and land one
more hit to the eyes, though, you'll make your encounter with him
short.  Jump back to the pink manta ray and repeat the process of
attacking the eyes.  This is even more difficult now due to the
interference of the father.  When you blind her again, the male swoops
in with the kids.  Jump onto its back and slash the eyes in a frenzy.
Now the mother takes a stab at you.  This time, though the male is
dead.  You can slash the kids to beat them.  Blinding her this time
ends the titanic power struggle.  At the end you fall to the palace
below, FINALLY getting the Wind Element.

Wind scatters seeds across the land and is the source of all weather.
But really, who cares?  We're taking the Heart Container and leaving
this place.  These bosses lived up to the Gyorg name of difficulty
(unlike a certain enemy in Wind Waker).  Step into the green portal to
be back in the house of the Wind Tribe.  We can now restore the power
of the Picori Blade.

=======================================================================
==========================Dark Hyrule Castle*==========================
=======================================================================

                       +-----------------------+
                       |    The Down Thrust    |
                       +-----------------------+

Go to Swiftblade's School of Swordsmanship.  Now that we have Roc's
Cape, we can finally learn a new move.  Train with him and he'll teach
you the Down Thrust, a technique that was first introduced in Adventure
of Link (in that game, you actually learned sword moves from knights in
a slightly similar manner).  It's really a simple and effective attack.

You jump and let the force of gravity deliver your sword into your
enemy.  After possessing you, Swiftblade lets you try it for yourself.
Jump and use the sword to perform it.  He gives you the Tiger Scroll.
You now have seven!  That's just enough to learn the final technique.

                    +-----------------------------+
                    |    The Great Spin Attack    |
                    +-----------------------------+

Go to Castor Wilds using the Ocarina of Wind.  Dash across the murky
swamp water to the left and then dash north.  On this piece of land,
look to the southwest for several shrubs.  If you did this earlier (by
using my guide), you already know what to do.  Slash them to expose a
grave and push it forward.

Now take the stairs down to see the ghost of Swiftblade the First, the
ancestor of the Swiftblade that you know.  Take the Piece of Heart if
you haven't already done so.  You must have the other seven Tiger
Scrolls to receive the training.  If you don't have them, refer to the
"Tiger Scrolls" section.

Train with the perished master and he will teach you the Great Spin
Attack, called the Hurricane Spin in other games.  Using the Spooky
Possession technique, he shows you exactly how to do it.  All you must
do is perform a Spin Attack and then press the sword button repeatedly.
Now you know every technique, but you have not perfected them yet.

           +-----------------------------------------------+
           |    The Great Spin Attack Rotation Increase    |
           +-----------------------------------------------+

Go to Waveblade in Lake Hylia.  Notice that you can fuse Kinstone
pieces with him.  He wants a fairly common red piece.  Fusing with him
opens a cave in North Hyrule Field.  Go there and take the cave that
you'd enter to go to Royal Valley.

Take the stairs down and go out the cave to see the waterfall.  The
cave lies within.  This man, almost the best swordsman in Hyrule,
Greatblade, knows the secret to a trick you've already learned.  If
you've already learned the Great Spin Attack, he will teach you to
prolong it.

After giving a lovely visual description, the hack, err, great
swordsman, lets you spin the sword a total of eight times in every
Great Spin Attack.  Remember, if you can't invent your own technique,
just improve someone else's.

               +--------------------------------------+
               |    The Spin Attack Charge Upgrade    |
               +--------------------------------------+

Go to Grayblade, the swords-master of Mount Crenel.  He wants one of
the rarer pieces, the red zigzag.  Trading with him makes a waterfall
in Castor Wilds open to reveal a cave.  Go north from here to see a
cave (the one you fought your first Dark Nut for a gold Kinstone piece
inside) and a vine by it.  Climb the latter and take the northern
bridge.

At the end, go down the vine and go right to a wall of dirt Dig here
for treasure - 50 Mysterious Shells and a Kinstone piece.  Now climb
the vine back up and take the bridge right.  Climb down the vine at the
end and defeat the Eyegore Statue blocking the path leading north.  A
single Light Arrow will kill it (once it's been activated).  Now go
north and swim first to the cave.  Push the upper and lower blocks on
the right side left and then push the central one down or up.

Go left to the Piece of Heart.  Exit the cave and swim into the
waterfall.  In this dojo lives the finest (or maybe the second-finest,
he's not sure) swordsman in Hyrule, Scarblade!  Unlike Greatblade, this
guy's pretty descent.  Although he has no possession technique, he
teaches you how to do the Spin Attack very quickly.  In most Zelda
games you start out able to do this that quickly, so this is a real
advantage in battle.

                +-------------------------------------+
                |    The Split Gauge Speed Upgrade    |
                +-------------------------------------+

The final upgrade requires you to trade with Grimblade, the swordsman
of Hyrule Castle Gardens.  Do so and a waterfall in Veil Falls is
revealed to be the home to another trainer.  Grimblade wants to fuse
with a pretty common piece, red, of course.  You must enter Veil Falls
from Lon Lon Ranch to reach the cave.

To do this, enchant the hole in the northwest corner with the Cane of
Pacci and hop to the next tier.  While you're here, swim to the
northeast, go on land, and dig in the hole to find two treasures -
Mysterious Shells and rupees.  Now swim into the waterfall you opened.
This is the final swordsman, Splitblade the nearly best of Hyrule.

Train with him and he'll make it so that your Split Gauge (used when
splitting on flashing panels) fills faster.  After a wonderful visual
training session, you have learned a new technique.  It's so late in
the game that it isn't that useful (especially since we already fought
Gyorg Pair), but it is all part of our grand preparation session.
Really, it is much faster.

                      +-------------------------+
                      |    The Fourth Bottle    |
                      +-------------------------+

The final bottle is gotten in a series of Kinstone fusions.  To start
with, go to Eastern Hills.  Eenie, the farmer on the right, can be
traded with.  He needs a really common blue piece (if you've been using
my guide than you have it in surplus).  Fusing with him makes the Goron
in Lon Lon Ranch stronger so that he opens a cave and enter it.  Now go
to Crenel Wall.  Climb to the top and go left.  Climb down the ladder.

The cave to the right contains the Crenel hermit, but you don't want to
go in there.  See the dirt?  Dig through and at the very end of the
path is Mysterious Wall.  Fuse Kinstone pieces with it (again, a very
common blue piece) and the Goron that entered the cave will get a
partner to help him bust a wall in the cave.  They are able to do it
with the power of two.

Before you leave, take the Piece of Heart in here.  Now return to
Eastern Hills.  Go to where the farmers live and look at the wall of
dirt by them.  Dig in and you'll find a red rupee and a Rupee Like
(Like Likes that disguise themselves as rupees).

More importantly, though, is the Mysterious Wall here.  Fuse with it
(the same common blue piece as Eenie needed) and a third Goron comes to
help out the other two that are digging out the cave.

With the power of three, they still cannot break through.  Now go to
Minish Woods.  Enter by Syrup's hut (enter Lake Hylia by the southern
entrance and then go south).  Dig the wall here to find another
Mysterious Wall.  Fuse with it (common blue) and a fourth Goron is
added to the group, which allows them to bust through the wall.

Four does the trick.  Now go to Trilby Highlands.  There's a wall of
dirt across the river to the north.  Use the bridge to reach it.  You
can find two blue Kinstone pieces in chests here, but what you really
want to do is fuse with the Mysterious Wall in here.  Doing so adds
another Goron to help break down the solid wall.  To end it all, go to
Lake Hylia.

Go to Fifi's house and go south to see a platform to the right with a
Piece of Heart on it.  Fly to it, take it, and then fly north to land
using Roc's Cape.  Dig here to find the most complex system of tunnels
yet.  Inside are many treasures.

They are three red Kinstone pieces, two blue Kinstone pieces, 100
Mysterious Shells, and a Piece of Heart (take a tunnel into Lon Lon
Ranch).  The Mysterious Wall is in the southwest corner after a
Moldorm.  It wants your average blue piece.  This trade makes a sixth
Goron join the troop.  This finally lets them break through to the
other side of the cave.

Go to Lon Lon Ranch when the grand trade is complete.  Go to the
southeast area that leads to Lake Hylia and take the ladder here up.
Jump off the ridge into a whirlwind and hover left to a new tier.  Jump
south into the long closed-off area and push the stone into the hole to
the right, should the need to come here again ever come.  Now enter the
cave.

Go forward and open the chest here for 200 rupees.  Go further north to
see a big blue chest.  Open it for the fourth bottle.  It is well-worth
the effort we put into this and the time we had to wait.

                  +---------------------------------+
                  |    The Charms of the Oracles    |
                  +---------------------------------+

We're out to get every upgrade available to us (we cannot get one item,
yet) before we set out to de-curse Zelda.  In Hyrule Town, enter the
Happy Hearth Inn (east side of town) via the northern entrance.  Here
you will see (from the left to the right) Din, Nayru, and Farore.
Named after the principle goddesses of Hyrule (the ones that are said
to have created the world and the Triforce with it), they are oracles
that played major roles in Oracle of Ages and Oracle of Seasons (two
Zelda games).

Nayru can control time to an extent, Din can control seasons to an
extent, and Farore is between powers (although she knows quite a few
secrets).  First, go to Din, the dancer from Holodrum.  Fuse Kinstone
pieces with her and a man named Gorman comes to town.  He's had the
idea of renting out his house, which is normally empty.

Gorman was a horse-racer from Majora's Mask.  His other brother, also
named Gorman, was the band leader of the Gorman Troupe.  Regardless,
trading with any three of them is now off limits (for the time being).
Go down to Gorman and talk to him.  He wants to rent his house, but
it's too much of a hassle.  He wants you to find him a tenant.  Go back
up to the oracles and talk to one.  Any one of them will do.

I chose Nayru because her hair matches the roof.  Anyways, talk to
Nayru in her house and she'll give you Nayru's Charm, if your willing
to give up a bottle.  Use Nayru's Charm and your defense is increased.

Go to the town's postal offices and talk to Bremor, a carpenter.  Fuse
with him (he wants a zigzag red Kinstone) and Mutoh, the master
carpenter, gets the idea to build a new house.  Go south and you'll see
a house being built over the home of a Minish that once lived there
(hope you fused with him before this - otherwise you'll have to see him
in his new home).  Keep entering and exiting houses until it is
completely built.

Now talk to Gorman.  He's looking for another female, single tenant.
He claims that he likes his tenants clean, but you never know with that
slime-ball.  Now you can go talk Din or Farore into taking up a new
house.  I chose Din; she has red hair and this is a red house.  Don't
ask.  Talk to Din in here new house and she'll be able to make Din's
Charm.  This temporarily boosts your offensive abilities.

Note that using the charms turns your tunic to that color (red if you
use Din's Charm, blue if you use Nayru's).  If you chose Farore instead
of Din or Nayru, Farore's Charm raises both defense and offense, but to
a lesser degree.  Only two houses are built, which means that one of
the oracles will remain in the Happy Hearth Inn.  Sorry, but that's how
it is.

                     +---------------------------+
                     |    The Joy Butterflies    |
                     +---------------------------+

You must have at least traded with the oracles once (to make Gorman
appear) as described above.  They will now be able to fuse Kinstone
pieces again.  Let's do this fairly by alphabetizing them.  First, go
to Din.  She is either in the Happy Hearth Inn or in one of the houses
you had built above.

Din wants an E-shaped red piece.  Fusing with her makes a butterfly
appear in the Wind Ruins (Mr. Shigeru Miyamoto, the creator of Link,
Donkey Kong, Mario, and a host of other characters, always includes a
secret that has to do with butterflies.  It's his obsession).

Now go to Farore, the green-haired gossiper.  She wants a zigzagged
red.  Fusing with her makes a butterfly appear in Castor Wilds.
Finally, fuse with Nayru, the harpist from Labrynna.  She wants a
wedge-shaped piece.  Fusing with her makes a butterfly appear in Royal
Valley.

First go to Castor Wilds, as it is the closest one.  Go north of the
Wind Crest and you'll see it.  It's by a Peahat.  Touch the butterfly
and you'll collect it.  This particular Joy Butterfly, courtesy of
Farore, allows you to dig with the Mole Mitts faster than before!  Try
it some time; you dig much faster now.  Go to Wind Ruins now.  Just
south of the starting point is the Joy Butterfly.

Touch this one, coming at you from Din, and you'll be able to shoot
arrows faster than you ever could before!  Like the Spin Attack, your
arrows normally start out this fast, they just decided to make it an
upgrade.  The final Joy Butterfly is in Royal Valley thanks to Nayru.
By the way, when going to the north part (where the butterfly is), you
normally have to through a maze.

If you go left three times and up four times, you'll find one Ghini
guarding a treasure chest.  Open it for 200 Mysterious Shells.  Go
north again to be in the north part of the valley.  Take the Joy
Butterfly here and you'll be able to swim much faster, even while
underwater.  Of course, this is the speed you start with in A Link to
the Past.  Now we're getting ready to go ahead to free Zelda.

                          +-----------------+
                          |    Last Stop    |
                          +-----------------+

The next quest leads to the next dungeon and you won't be able to get
out of it for a little while.  I suggest that you enter with all of the
following items, the ones we've been getting in preparation lately: the
Magical Boomerang, the Remote Bombs, the Light Arrows, four bottles
(containing any charms you'd like.  Remember that there is a Fairy
Fountain near the entrance to Western Wood in South Hyrule Field),
faster Mole Mitts, faster swimming, faster arrows, all eight Tiger
Scrolls, and plenty of Heart Containers.  If you don't have all of
these things, either look in Section 3 or read the above sections.
Also, you want to be able to carry 999 rupees, 99 bombs, and 99 arrows.

                       +----------------------+
                       |    The Four Sword    |
                       +----------------------+

Play the Ocarina of Wind and go to Hyrule Town.  Talk to the guard near
here and he tells you that Hyrule Castle is overrun with monsters!  Go
to North Hyrule Town and then into Hyrule Castle.  Everything seems
normal.  Go to the Elemental Sanctuary like before (dodge the guards in
the west side of Hyrule Castle Gardens).  Drop the sword in the altar
of the second room and the sword transforms from the White Sword to the
ultimate blade, the Four Sword!

Link does a Spin Attack a beam is released at the stone slab ahead.
Enter the room that opened, for surly it contains the light force that
Vaati seeks.  How ironic that it was under his nose the whole time!
Approach the stained glass and you see the opening cinema.  But there
is one more scene.  It shows that Princess Zelda holds the power of the
light force!!!!!  And there's Vaati!!!!!  And I just used ten
exclamation marks in two sentences!!!!!

Actually, Vaati is in the form of King Daltus.  Now he tries to put
Ezlo down.  That's it.  Well, not quite.  First he attacks Ezlo.  Ezlo
wakes up a knocked-out Link a bit later and you learn the full extent
of Vaati's plan.  He knew the sanctuary was here and he waited for you
to re-forge the blade so that he could learn where the light force was
hidden.  Well played, my good sorcerer, but you forget that this is a
Zelda game.  Link always wins.  Exit the sanctuary to find Hyrule
Castle is shrouded in darkness.

                     +--------------------------+
                     |    Dark Hyrule Castle    |
                     +--------------------------+

Every guard and person is turned to stone.  In the courtyard are Potho
and two guards. However, we can still save them.  Do a Spin Attack to
free the first guard and then Potho.  Potho tells you that Vaati took
Zelda to the roof.  He still doesn't know how to extract the golden
power.  Free the guard below you and he'll plead that you free the real
king, too.

Things do not look good for Hyrule.  Unfortunately, anything you didn't
do before will never be done because Hyrule Castle has been changed
around into a dungeon.  Except this time, you cannot leave.  Go south
and break the pots for supplies.  It's time to start the dungeon.
You're going down, Vaati!

Go north and head left.  Climb the ladder and defeat the Moblin.  Even
though this is the most powerful kind, the Four Sword is a much more
powerful sword.  Use the Magical Boomerang to stun it and then kill it
with two slashes.  Go north to see some flame chains.  Walk around them
(if you're set on fire, Link will run around and be harder to control.
Go south after the big four-way chain and push this block down to make
a shortcut for later. Now go north.

First, suck in the Red and Blue Bubbles with the Gust Jar.  Defeat the
Stalfos and bomb the wall on the right.  Shrink to Minish size and go
to the previous room.  Go south again and fall into the hole that the
flame chain rotates over.  Go north and head through the tunnel here.
Become big again and press the switch.  This opens the jail cells.  Go
out and head into the right cell.  There's King Daltus.

Free him from his stony curse with a Spin Attack beam and then talk to
him.  All he can do to help is give you a Small Key.  Actually, this is
a major contribution to our cause.  Go south and then west to a new
room.  Go north and take the stairs up to B1.  Like when we made the
not-so-permanent shortcut before, push the block to the south down and
go south.  Open the locked door against the south wall and enter a new
room.

Go south into a hallway.  It is populated by Wizzrobes and a Stalfos.
Take it south and you'll see a door with stairs leading up in it.
Instead of taking them, go right to see two Moldorms in a pit.  Best
each of them and take the north stairs to a large chest.  Open it for
the Dungeon Map.  Now go back to the stairs and take them to 1F.  You
can go south in here if you want to exit the castle.  Everything's
normal outside.  So, if you want to go do something that you skipped
earlier, now's your chance.  Get onto the green carpet and go north.

Through the door is a hallway.  Defeat every enemy on the screen easily
with the Great Spin Attack and then go left.  Go north and then forward
to see four cannon shooting shots at you.  Wait for them to stop,
charge up the Split Gauge, and then divide into four.  You may want to
create each individual duplicate separately.  When you do, stand facing
the cannons and swing the sword rapidly.  You'll reflect their shots
back at them, letting you advance.

When you go forward you'll see some Floor Masters.  You only need to
make contact twice with the Great Spin Attack to beat each of them.
Now go right.  This room took me a while.  You must pass over the blue
tiles in exactly the right way to make the door open.  If you need to,
reset the tiles (they turn red when you walk on them) with the switch.

You want to stand on each tile (they had a lot of these puzzles in the
Oracle games).  Go over twice, up twice, right once, down twice, right
once, up three times, left all the way, up all the way, now over once,
down once, over once, up once, over once, down once, and then go right.
This opens the door, letting you go east.

Go south to a new room.  This is almost exactly the same as a puzzle we
saw in Royal Crypt.  Split into four right when the razor trap here is
heading toward the northernmost block.  Quickly go down, dodging the
blocks that are extended, so that you beat the razor trap to the
switches.  Stand on all four and a chest appears.  Open it for a Small
Key.  Jump off the ridge here, go south, and then go left.

Go south to reenter the main room of 1F.  Open the locked door on the
east side of the room and take the stairs down.  Go right and fend off
some Wizzrobes and Stalfos.  Now go north twice.  Defeat the Stalfos on
the flashing panels and then split.  Form one Link on the upper-left
corner, one that is two down from the first, one on the lower-right
corner, and one that is two above the first.  Now charge up a Spin
Attack with your doubles.

Walk to the cannons and release it when they just fired to break them
all.  Go north.  What a nightmare...  a whole legion of fox warriors!
The safest way to dispatch them is with the Great Spin Attack.  That
being done, tap the left wall with your sword.  When you find a
peculiar noise, bomb the wall and go west.  Go north in here and climb
the stairs.  Hooray, we're back on 1F.  And if you use your map, you
know that there are more fun-filled rooms yet to come.  Go north.

This, the throne of the king, seemingly, is a trap.  Walk forward and a
Dark Nut appears.  Unfortunately for it, we have Remote Bombs.  Drop
one on the arena, wait for him to go over there, and let it explode.
This stuns it, leaving you plenty of opportunity to attack it.  Beating
it opens the door to the right.  Go through and take the treasure, the
Compass.  Wow, Vaati sure did use chests sparingly.  Now go left into
the Dark Nut room.  Push the throne to the side and take the stairs
down.

Even though it's dark, you don't need to use the Flame Lantern.  Let
the Magical Boomerang defeat the Keese and stun the Gibdos long enough
for you to take victory.  Now right and then up the stairs.  Go right
and you'll find two Moldorms.  Go up the stairs to finally be in 2F.
Go south and you'll be outside.  Hmm, this didn't used to be here...  Use
Ezlo and the whirlwinds to float past the cannon and then south to a
new screen.  Defeat the Moblins here and go left to the castle
interior.

This room reminds me of Misery Mire from A Link to the Past.  There are
four flashing panels to the north; split into four on them and be sure
to do so when the flame chain below is turning right and be sure to
have the physically real Link on the right side.  Run down and around
the chain to a block.  Push it down when the flame chain is at its
highest point and then go right to the great outdoors.  Defeat the
foxes here (called Keatons) and go south to another series of
whirlwinds.

Take them south (avoid the cannon fire, obviously.  Also, you can avoid
taking the whirlwind south of the cannons; just keep going) to a new
ledge.  Go south to a door.  Go left past it (as in, do not take it) to
a screen with a Moblin and a Keaton in it.  Defeat both and hit the
switch across the western gap with the Magical Boomerang (an arrow will
also do) and take the bridge.  Defeat the Moblins here and go north
into the castle.  Go north past some flashing panels and you'll see
several switches.

Stand in the exact center and spin attack them to make the door to the
north open.  If you can't do this, split into four and strike them.
North, you'll see two Ball & Chain Soldiers.  Remember that the best
strategy is to use Remote Bombs.  Wait for them to walk into them and
you've got them beat.  Light Arrows are also effective.  Beating them
makes the red portal form.  Now go left.  Go north and you'll be in a
new room.

First, get on the white platform circulating around the room and jump
through the square to the top of the wire net using Roc's Cape.  Hit
both switches to the left and right with the Magical Boomerang to open
the north door.  To reach it, you'll need to destroy the cracked blocks
in front of it.  This is a pretty tough task using the Remote Bombs (it
is one of the only cases when the originals are better).  However, you
can also suck up the bomb monsters with the Gust Jar and fire them at
the blocks, but you'll have to be quick about it.

Even so, there's still another way around it.  Get on the moving
platform and push against the blocks (you know, push forward on the
Control Pad) when you cross paths with it.  When you see Link try to
push it, press B or A, whichever you use for bombs, and then let it
explode later.  When you're done, go north once again to another room
of 2F.

Go right in this room and then you'll see a chain of Sparks, the
electric enemies.  If you use the Magical Boomerang on them, they
become Fairies (in case you're low on health or bottled items).  Make
sure that you do have some fairies bottled, as this will hurt.  Go
north.

                        -----------------------
                        Mini-Boss: Black Knight
                        -----------------------

They're so original!  This is the third time they used this mini-boss.
Well, this is a tough Black Knight, a rare type of Dark Nut, and he has
a fairly small arena.  This is to his advantage (he can corner you
easily).  However, it also helps you a lot.  Plant a Remote Bomb and
let it explode in his face.  This leaves it vulnerable for a few
seconds; slash it a few more times to add insult to injury.  Doing
this, it is very easy to beat this otherwise difficult enemy.  If you
find yourself cornered, use a Great Spin Attack to get yourself out of
there.  It'll be too busy defending against your attack to worry about
whaling on you.  When you've won, a blue portal forms and it also makes
a few of his buddies form.  I hope you have a lot of bombs.  If you run
out, use the blue portal to return to the start so that you can re-
supply yourself.

                        -----------------------

Go south.  If you need to, boomerang the Sparks for fairies.  Now go
right.  You must face two Dark Nuts at once in the most difficult
battle yet!  Seriously, though, it's easy.  Din's Charm is great to use
right now.  Of course, these are two grunt Dark Nuts; they are stunned
longer and they are much weaker than the dark knight.  There is also a
good chance that they'll drop (a) Kinstone piece(s).  Go south once
you've beaten them and jump up through the square onto the wire net.

Take this path south and jump over the ridge.  Go through the door here
to find a red knight, formidable at best.  For a really easy victory,
back it into a corner and bomb it continuously.  Each time it is
stunned, slash a few times and repeat the process.  Beating it opens
doors to the south and west.  Going west takes you to where you fought
the Ball & Chain Soldiers.  From there, go left again to see the
remaining pair of Dark Nuts.

Beat them like the last pair you fought and go south.  It's another
fantabulous tile room.  You must walk across them all, so please allow
me to guide you.  Go straight down, go right once, go up once, go right
twice, go down once, go right all the way, go up once, go left once, go
up once, go left as far as you can, go up once, go left once, go up
once, go right twice, go down once, go right twice more, go up, go
right, and then follow the path out of the blocks.  This opens the door
to the south.

Take it and a group of Ghinis appear.  Defeat them all and go south
again to be outside.  Go left and take the door.  Go up the stairs and
open the chest for a Small Key.  Take the stairs down twice in here and
slash the pots for bombs and arrows.  Now go up once and backtrack back
to where the red portal is.  Go right from here and then go south.
Notice that flashing panels and the flame chains.  This has the
potential to be a very aggravating room, but it isn't.

Go south and spin attack all four of the switches at once (stand in the
center).  Now go right.  Defeat the Fire Wizzrobes if you want and take
the stairs north (press the switch in here to open the door).  Open the
chest for a Small Key (you should have two now).  Return to the red
portal, take it, and then take the blue portal.  Go south and then left
to face the final Dark Nut.  Like before, the Remote Bombs are
effective and the corner-tactic is, too.

That is, get it into the corner so that it can't maneuver and then bomb
it.  Go north when you win.  See the Stalfos?  Ignore them.  There are
two Wall Masters in the room that take priority over them.  Defeat the
latter first and then take out the Stalfos.

Now go north when the flame chain is just passing that way and shoot
all of the eyes (left to right) before the leftmost one opens.  Doing
this makes a door open.  Take it and push the upper two blocks over,
the lower down.  Fall down the hole, defeat the Gibdos, and take the
stairs up twice.  Open the treasure chest for a third Small Key.

Go back to where you fought the last Dark Nut and go right once to the
Sparks.  Boomerang them to heal and then go right again.  Go north to
see a tricky room.  You must light all the torches in here (Flame
Lantern, obviously) as a flame chain rotates around the spike-filled
room.  If you are lit on fire, you run faster (but lose control), which
may help you if you're having trouble lighting them in time.

Also, make sure to light in a counterclockwise fashion and to make sure
to start when the flame chain passes the first torch.  Go north when
you've been successful and you'll find four Ghinis.  Defeat them and go
right.  Take the stairs up to the final Small Key in the dungeon and in
the game.  Go back to where the blue teleport formed and go north.

Open all four of the locked blocks here to make them disappear.  Now
smash the pots to the right to uncover some flashing tiles.  Split into
four and push the large block left.  Now take the stairs up to the
chest containing the Big Key.

Go south, take the blue portal, and then take the red portal.  Make
sure that you have four bottled fairies (unless you want to use another
bottled item) and open the Boss Door to the north.

As soon as you go forward, you hear Vaati laugh.  In only three more
chimes of the bell he will extract from Princess Zelda the light force
and become a god among insects.  Run forward and fly over the Ball &
Chain Soldier.  In the next room, the bell tolls.

Defeat the Keatons here and split into four.  Press the switch and go
north.  Walk forward and the bell tolls again.  Ahead are three Dark
Nuts, two red and one black.  This is our toughest battle yet as far as
common enemies are concerned.  Remote Bomb them to bits and attack when
they are stunned.  Now go north.

                         +-------------------+
                         |    BOSS: VAATI    |
                         +-------------------+

In but a few moments, Zelda will be nothing more than cold, dead stone.
He has not taken all of the mysterious light force housed in her, but
he is confident that what he has will be more than enough to crush you.
He takes you and himself to an arena on the floor below.  Drawing from
the power of the light force, Vaati transforms into a hideous beast,
much like Majora's Mask!  It is time to put an end to this once and for
all!

Vaati's new form, called Vaati Reborn, has two small eyes orbiting
around his tall body.  Slash both once and a huge eye is exposed on
Vaati's chest.  Slash it for as long as you can and eventually the
battle starts over.  Vaati Reborn may cast fire on you, and each few
this he forms new eyes to join his arsenal along with his previous
ones.  They may shoot laser beams at you, so be careful when destroying
them.  Similarly, Vaati Reborn can launch a dark orb at you that
freezes you momentarily.  Fend it off with the shield (although it is a
homing attack).  Finally, Vaati Reborn may warp around the room.  He's
really not that tough, though.  The pots in the corners reform every so
often and may contain valuable items.  In the meantime, Vaati Reborn
will be thinking up new strategies.  After the second series of hits,
he covers them in black orbs.  Use the Gust Jar to suck off these
coverings and you'll find an eye inside.  Some more hit after that make
the ground quake around you and the fiend.  Vaati warps you to a new
arena where he's better-suited to whoop you.

The new, monstrous form that Vaati takes is known only as Vaati
Transfigured.  This is a somewhat harder battle that echoes Gyorg Pair.
Shoot the orbs that surround him and you might just hit an eye.  There
are four and they are Vaati's weak point.  When all four of the eight
eyes are exposed, split into four in a formation proper for slashing
all four at once and then do so.  This causes Vaati Transfigured to
take damage (keep hacking away at him).  Should you run out of arrows
(they also contain hearts), slash the spiky rocks that Vaati throws
around the playing field.  After four rounds, Vaati begins to tremble
once more.  How could a peon like you even hurt him?  He has the power
of the light force!

Vaati explodes, meaning that you've finally ended the madness.  Go
north and walk forward to see Zelda.  Do a Spin Attack and the might of
the Four Sword will revive Princess Zelda.  Hooray!  But suddenly, the
castle begins to collapse.  This is a classic Zelda element.  The exit
to the castle is blocked by rubble, though.  The only choice you have
is to go to the Elemental Sanctuary for cover.  Zelda will follow
behind you.  Go north and up the stairs to the left.  Go down these
stairs to B1.  Follow the green path and go north.  Go down the stairs
to the right and go right one more time.  Go south and break the pots
here for two fairies and some supplies if you're low.  Now, go north
and into the sanctuary from the courtyard.  Before you can, though,
Vaati appears.  With his last breath, Vaati is determined to kill you
and Ezlo.  Now you will witness the true power of the light force.
Feel Vaati's Wrath!

Vaati's final form, Vaati's Wrath, is much like the former phase of
battle, only with arms and a much more menacing look about him.  He is
also bejeweled.  This is definitely a much tougher battle than before
or before that.  Vaati's Wrath uses many electricity attacks, so be
forewarned.  Shortly into the battle, Vaati places one of his
tremendous arms beneath the arena.  When it emerges, enchant it with </pre><pre id="faqspan-5">
the Cane of Pacci.  This freezes the arm in place.  Shrink at the
pedestal to Minish Link and enter the arm by the hole where the
bracelet is placed.  Inside are many tiny gold eyes.  Only one of them
has a moving pupil, though.  Slash this particular eye and keep at it
until the eye disintegrates.  Now exit the arm before it explodes.
Repeat this process with his opposite arm (it is dark inside; light it
with the Flame Lantern) and the mighty Vaati will open the four eyes
before his main eye.  As normal Link, split into four and attack these
eyes all at once as they are charging their electricity attacks.  I
suggest that you charge the Split Gauge while waiting.  Stand a bit
away from them so that you have some time to react.  Swing their
electricity attacks back at them to stun his wrath.  Slash the eye as
much as you can and soon Vaati will regain control of the battle.
Repeat the electricity deflection tactic until Vaati is finally beaten.

After one final explosion, Vaati is defeated.  The cap that he wore
falls to the ground before you.  With Vaati defeated, Ezlo transforms
back into the wise Minish sage that he once was.  Ezlo is the master of
sorcery in the Minish world.  Using the magic cap, Zelda's just heart
returns things to normal.  The light force returns to her, the castle
is restored, and the people are revived.  The monsters that came from
the Bound Chest disappear just as they were created.  The cap is
destroyed by the wish, as well.  Suddenly, the Elemental Sanctuary's
entrance begins to rock.  The shaking indicates that the brief time
every century that the door is open is ending.  Ezlo will miss you, so
he gives you a green cap to remember him by.  Now The Minish Door fades
away.  And let the credits roll...

CONGRATULATIONS!  You beat the game.  But don't stop playing just yet.
I know that you don't have everything because it is impossible.  Yep,
there's more to be done in Hyrule.  Get ready.
-----------------------------------------------------------------------
   _________________________________________________________________
  /                                                                 \
 /                                                                   \
||----------------------------Section 3*-----------------------------||
 \                                                                   /
  \_________________________________________________________________/

=======================================================================
============================The Aftermath*=============================
=======================================================================

Once you've beaten the game, save to continue playing in your new,
special file.  You see, everything is still troubling in Hyrule (you
start out at the entrance of the final dungeon when you begin the file
again), but a golden triangle called the Triforce is on your File
Screen when you choose to start playing.  This means that you've beaten
the game.  This lets you get several items that you couldn't get
without having beaten the game.  Six more figurines and the Mirror
Shield require that you've beaten the game.  You might even find a few
Pieces of Heart that weren't available to you before.  There is no
second quest, but there's still plenty to do.  Hyrule forever!

=======================================================================
==========================Equipment Upgrades*==========================
=======================================================================

One of the best parts of any Zelda game is upgrading your items.  After
all, you want to kick butt in style, not with some puny weapon, right?
Well, the upgrades in this game are a dime a dozen.  Here I will
compile them all, how to get them, and how to get other optional items
that are still pretty useful.  Note that all of Section 3 has the
potential to contain spoilers, so read at your own risk.  A spoiler is
a piece of information that ruins the suspense for you when you are
playing through the game, by the way.

-----------------------------------------------------------------------
Big Wallet

Obtain: The first specialty item that you can find at Stockwell's Shop
in Hyrule Town is the Big Wallet.  It costs 80 rupees and is a good
deal.  Once you have the money, buy it.

Function: At first you can carry only up to 99 rupees, by this upgrade
lets you hold up to 300.  It is very useful, especially considering
that any rupees you would collect after 99 don't count toward your
rupee total.
-----------------------------------------------------------------------
Big Wallet

Obtain: Note that the name remains Big Wallet.  This is because you can
get any of the wallets in any order (the same goes for arrow and bomb
upgrades).  This wallet should be gotten after you have the Pegasus
Boots.  Fuse Kinstones with Mayor Hagen (if you look in his basement,
the first chest contains the one he needs) and a pond in Lon Lon Ranch
dries up.  Enter and open the large chest here for the Big Wallet.

Function: The second Big Wallet that you get lets you hold a maximum of
500 rupees.  In itself, this isn't a particularly good upgrade.  You
will never find an item that costs between 300 and 500 rupees at
Stockwell's, for instance.  However, it is handy in being able to get
the next wallet upgrade, which lets you hold many more rupees.
-----------------------------------------------------------------------
Big Wallet

Obtain: You can get this before the previous wallet, but it is not
quite as obvious.  Once you have the Cane of Pacci, go to the two
farmers in Eastern Hills.  Right of them is a hole.  Enchant it with
the Cane of Pacci and get in.  Jump up to the next ledge and head right
into Minish Woods.  Enter the cave here and you'll find yourself in a
Great Fairy Fountain.  Answer yes to all of her questions and the Great
Fairy awards you with this upgrade.

Function: You can hold at most 999 rupees at once when you have this
upgrade.  This is very useful for obvious reasons.  You will actually
need that capacity increase for buying certain items later on.
-----------------------------------------------------------------------
Big Bomb Bag

Obtain: Once you've bought the Boomerang from Stockwell's Shop, this
item is on sale for 600 rupees.  It's a lot of money, but it pays off
in the long run.

Function: The first upgrade lets you carry thirty bombs at a time.
This is a huge advantage (at first, you can only carry ten a time),
especially in certain areas where many bombs are required.  After all,
you don't want to stop playing through a dungeon just because you're
missing a few bombs, do you?
-----------------------------------------------------------------------
Big Bomb Bag

Obtain: Go to Crenel Wall in Mount Crenel.  As soon as you can, climb
as far to the right as you can.  You'll see a sign by a ledge and a
path that leads to a dead-end.  Bomb that dead-end to reveal a cave.
Enter to find the Great Fairy of the mountain.  When she asks whether
you threw a gold or silver bomb into her pond, answer neither.  Since
she likes an honest person, you receive this upgrade.

Function: This lets you carry up to 50 bombs at a time, which is pretty
descent.  You will probably never use that many in one sitting without
finding more, but it pays to be prepared.
-----------------------------------------------------------------------
Big Bomb Bag

Obtain: Belari is the Minish that lives outside Minish Village in
Minish Woods.  Fuse with him after clearing the Temple of Droplets and
a chest will form right before the Fortress of Winds in the Wind Ruins.
Of course, it holds the bomb bag.

Function: This is one step up from the last upgrade.  Now you can lug
99 bombs at a time around.  This is very nice to have; you never have
to worry about being short a few explosives.  If you ever do, though,
try digging around Mt. Crenel with the Mole Mitts.  Note that this
upgrade is NOT found in the European version of the game.  Well, at
least the game was released way earlier over there, right?
-----------------------------------------------------------------------
Large Quiver

Obtain: The first of the three quivers cost 600 rupees at Stockwell's
Shop.  It appears after you've beaten the boss of Fortress of Winds.
It's pretty expensive, and I'd say that the arrow upgrade series is the
least important of the three capacity chains.  However, it is still
good to have, especially later on in the game.

Function: The Large Quiver holds 50 arrows at a time.  The original
quiver only held 30, making this a considerable upgrade.
-----------------------------------------------------------------------
Large Quiver

Obtain: Go to the second Armos (it is deactivated) in Wind Ruins.  Near
it is a hole.  Use the nearby stump to shrink and then fall in.  Fuse
Kinstones with this Picori and a beanstalk grows where it had planted a
seed.  Climb this stalk to the clouds.  On the clouds is the upgrade.

Function: The new quiver on the block lets you take 70 arrows with you
at all times.  I doubt that you'll ever use this many, but I guess it's
good for all the archers out there.  Yes, there are archers.
-----------------------------------------------------------------------
Large Quiver

Obtain: Once you have access to Royal Valley, go down the first set of
stairs and look to the right to see some stakes around one spot on the
wall.  Bomb this spot and enter the cave that you formed.  Answer the
Great Fairy's questions in the following manner: no, no, yes, no, and
no.  For relating your quest to her, you get this upgrade.

Function: The final quiver upgrade enables you to carry 99 arrows at a
time.  This is useful in select situations.  The final boss comes to
mind.
-----------------------------------------------------------------------
First Bottle

Obtain: The first bottle is needed to progress in the game.  All the
other bottles are optional, but highly recommended, items.  When you
first enter Trilby Highlands, take the ladder down to a cavern.  Bomb
the right wall and enter this new room to find the lair of a Business
Scrub.  Deflect a Deku Nut back at it with your shield and it will sell
you the bottle for a mere 20 rupees.

Function: The bottle can hold a multitude of items.  Many have healing
properties, making them especially useful.  The starter bottle is used
to carry mineral water to plants, but it can be used unlimited times
after that for storing fairies and the like.
-----------------------------------------------------------------------
Second Bottle

Obtain: Fuse Kinstones with Smith.  He's Link's grandfather, the
blacksmith that lives in your house in South Hyrule Field.  A chest
will appear in Eastern Hills; open it for the bottle.

Function: Like the first, the second can carry healing items and other
items, from potions to dog food.  I highly recommend that you get them
all.
-----------------------------------------------------------------------
Third Bottle

Obtain: This is a bit less obvious.  First, you need to have gotten the
Pegasus Boots.  Notice that Stockwell has a bottle behind the counter.
To reach it, go to the cafe to the left of him and push the display
case here to the left to uncover a ladder.  Use the Cane of Pacci to
flip over the pot and shrink.  Climb the ladder and go through the
door.  Follow the path here leading right until you enter the behind-
the-counter part of Stockwell's Shop.  Talk to him as large Link and
he'll give you the bottle if you agree to feed its contents to his dog
in Lake Hylia, Fifi.  Go to Lake Hylia using the Wind Crest and then go
north to Stockwell's house.  Inside is Fifi.  Press R by the food bowl
and the bottle is yours to keep.  To think that Link drinks milk from
the same bottles he keeps dog food in.

Function: The bottles can hold various items, all of which help you
progress in the game.  Fairies are my personal favorite.  They revive
you when you die.  Blue Potions, bought from Syrup, are also very good
(but expensive).  Lon Lon Milk, bought from Malon in Hyrule Town once
you've opened the path to Lake Hylia, is probably the best item, but it
costs a lot.  There are many other items that can be stored, but I
don't care to list them all.  A lot of them are useless, anyways.
-----------------------------------------------------------------------
Fourth Bottle

Obtain: The last bottle is gotten through several fusions.  In the
southernmost part of Lon Lon Ranch on the left is a Goron punching a
wall.  To reach the Goron, go right, enchant the pit with the Cane of
Pacci, jump to the above ledge, and then float by the whirlwind to the
tier above the Goron (jump off).  To open the cave and clear out all
the barriers within, you must do all of these trades (in this order):
trade with the farmer on the right in Eastern Hills, get to the top of
Crenel Wall and go to the Crenel Hermit's cave (at the top, go left and
take the stairs down); use the Mole Mitts to dig the wall by there and
then fuse Kinstones with the Mysterious Wall within, fuse with another
Mysterious Wall in the Mole Mitts tunnels by Syrup's hut in Minish
Woods, fuse with a third Mysterious Wall in the tunnels that require
the Mole Mitts that are reached from the north bridge, fuse with
another Mysterious Wall in the tunnels by the farmers in Eastern Hills,
and fuse with a final Mysterious Wall in the tunnels on the north shore
of Lake Hylia (use Roc's Cape to reach the tunnel).  Needless to say,
you must have cleared the Palace of Winds to get this bottle.  At the
cave that I described earlier, Gorons will appear and break through to
the end of the cave.  At the end are all the treasures, 200 rupees and
the bottle.

Function: As always, the bottle should be gotten.  It lets you carry
invaluable items, from charms to fairies to water.
-----------------------------------------------------------------------
Boomerang

Obtain: One of the earlier items at Stockwell's Shop is the Boomerang.
At the cost of 300 rupees, you'll need any of the wallet upgrades to
afford it.  Once you've bought the Big Wallet from Stockwell, you can
purchase the Boomerang right afterward.

Function: The Boomerang is an extremely important weapon.  It makes
dealing with Moblins, Gibdos, and other harder enemies a breeze.
Although it has low range, hitting most enemies with it causes them to
be stunned for a brief period, allowing you to reposition yourself,
plant bombs, or to just slash them to bits.
-----------------------------------------------------------------------
Magical Boomerang

Obtain: You must fuse Kinstones with Tingle and company to get this.
Tingle is found on the east side of South Hyrule Field, a friend in
Trilby Highlands (the north end), another in Lake Hylia (south of
Stockwell's home), and one in Lon Lon Ranch on the ledge over the
fields.  To reach the fourth one, go to the north end of the ranch,
jump to the next tier with the Cane of Pacci, and use whirlwinds to go
south.  Fusing with all of them makes four caves open in North Hyrule
Field.  Enter each, pressing a switch (also, take the treasure.  You'll
get some Mysterious Shells and three red Kinstone pieces), to make a
ladder appear in the center of North Hyrule Field.  Take it down to the
chest containing the Magical Boomerang.

Function: The Magical Boomerang is a much-improved version of the
original.  It flies farther, faster, and it can cut through lines of
bushes.  It also stuns enemies, but it has much better range.
-----------------------------------------------------------------------
Remote Bombs

Obtain: Any time after the Temple of Droplets, Gentari (the Minish
elder of the village in Minish Woods) is open for fusion.  Fuse
Kinstone pieces with him and Belari is inspired to make a new type of
bomb.  Talk to Belari, who lives just outside the village, and he'll
give you the Remote Bombs.  If you want to switch back to the regular
type, just talk to him again.

Function: The Remote Bombs are not only a Zelda first, but they are
very useful.  When you plant a bomb, it will not explode until you
press the bomb button again.  This lets impatient people bypass a few
seconds of waiting.  It also lets you place bombs in strategic
positions while fighting.  It's the easiest way to defeat a Dark Nut.
-----------------------------------------------------------------------
Light Arrows

Obtain: First, you need to have at the very least the Earth Element
from Deepwood Shrine.  In Hyrule Town, on the west side of town, is a
yellow-roofed house that is home to a stranger.  Fuse with him and a
teleport appears in South Hyrule Field.  Take it to a house in the sky,
home to the last members of the Wind Tribe.  In this house is a man
named Gregal who is haunted by a ghost.  His family cannot see the
ghost, which causes them to think that he's merely ill.  Use the Gust
Jar to capture the ghost (you must move with it as you do to keep your
hold on it) and Gregal will be cured.  Much later on in the game - just
before you enter the Palace of Winds - talk to Gregal and he'll reward
you with the Light Arrows.  But beware: if you don't heal Gregal before
going up to Cloud Tops, he will die, making this item impossible to
acquire.

Function: Light Arrows are a more powerful version of the regular
arrows.  They aren't that much better, but they do have a new charge
feature.  If you hold the bow button long enough, the arrow will start
to sparkle.  Fire it and it will do approximately three times as much
damage as a regular arrow (tests done on an Eyegore Statue).  A lot of
people like the Bow (indeed, it is one of the best Zelda items in any
game), which makes this a great item.  On a different note, Ganon
(Link's usual adversary) is weak to the Light Arrows.  The Light Arrows
were originally called the Silver Arrows, and these projectiles are the
most powerful of them all.  You do not need this to beat the game.
-----------------------------------------------------------------------
Mirror Shield

Obtain: This takes quite a bit of time to obtain.  First, you must have
beaten the game and saved afterward.  Also, you must have gotten the
fourth bottle (it's an earlier entry in this section).  Talk to the
Gorons on either side in the cave that you got the bottle in.  Notice
that you can fuse with both.  Fuse with the one on the left and a Goron
comes to Hyrule Town.  However, you should fuse with the one on the
right to get this upgrade.  This awakens Biggoron up at Veil Springs.
By the way, it's Veil Springs because it is found in Veil Falls (get
it?).  Warp there with the Ocarina of Wind and talk to this gargantuan
Goron.  He wants to eat your shield (steel is a delicacy to Gorons, who
survive by eating minerals alone).  Give it to him and he'll eat it.
At first, this seems to be a really bad trade.  However, if you talk to
Biggoron after a while, he'll repay you with the Mirror Shield.

Function: The Mirror Shield can deflect beams and other energy attacks
that would normally break through the shield.  It is also larger,
covering all your body.  It is a major upgrade to the Small Shield.
-----------------------------------------------------------------------
Din's Charm, Nayru's Charm, and Farore's Charm

Obtain: This really isn't an upgrade, but you should still be able to
get it.  First, you need to have cleared the Fortress of Winds.  Doing
this makes the Happy Hearth Inn open, and in it are three women.  They
are Din, Nayru, and Farore (named after the three goddesses said to
have created the world and the holy Triforce in Hylian myth).  They are
from the Oracle of Ages/Seasons games.  Anyways, fuse with any one of
them and Gorman comes to town.  He owns the blue house to the south
that is never open.  Talk to him and he'll say that he's searching for
a tenant.  Go talk to any one of the three women and tell them that
you've found a house for them.  They'll move into that blue house.  Now
Bremor, one of the carpenters, will stand by the post office.  Fuse
Kinstones with him and Gorman will build another house.  Talk to any of
the oracles and they will move into the house.  The third person will
remain in the Happy Hearth Inn (meaning that you cannot get one of the
charms).  Talk to either of the oracles in their homes and they'll
offer to fill one of your bottles with a charm.  Say yes to take it.

Function: Just like the Links from Four Swords Adventures, your tunic
will turn red, blue, or purple depending on which charm you take.  With
this change in fashion you also receive a new strength.  Din's Charm
makes you red and gives you an attack increase.  Nayru's Charm
increases defense and makes you blue.  Farore's Charm, purple Link,
raises both offense and defense.  You cannot have all three charms
available to you, so choose wisely who you move in.  Each charm lasts
for only a minute.
-----------------------------------------------------------------------
Picolyte

Obtain: This is not an upgrade in the least, but it can help you, and
so I list it.  Once you have the Gust Jar, use it to clear off the dust
on the matt where Zelda won Link the Small Shield at the beginning of
the game.  Later on, a salesman named Beedle (he owned a ship shop, or
is it a shop ship, in Wind Waker) comes to Hyrule Town.  You can buy
his products, colored Picolytes, for 200 rupees apiece.  See "The
Picolytes" for details on unlocking each type of Picolyte.

Function: This is mostly a rip-off.  Picolyte raises your luck.  That
is, it is easier to find certain items for a brief, brief period of
time (like hearts, rupees, and green Kinstone pieces) when you slash
grass and the like.  The best is the Yellow Picolyte.  Go to very
grassy areas, like the southern end of Trilby Highlands, and use arrows
or the great spin attack to uncover tons of red rupees.  The Picolyte
costs 100/200/300 rupees, but you can stand to make some money doing
this.  The Kinstone one might also work out.  Do not buy the others!
-----------------------------------------------------------------------
Joy Butterflies

Obtain: First, you must have made Gorman move to Hyrule Town (read the
charm entry, two above this one).  Then you must clear Royal Crypt.  At
that point, you can fuse with Din, Nayru, and Farore a second time.
Fusing with each make Joy Butterflies appear in (respectively) the Wind
Ruins, Royal Valley, and in Castor Wilds.  Simply touch the butterflies
to catch them.  Each has a different effect.

Function: The butterfly in Wind Ruins allows you to shoot arrows more
quickly.  Without this upgrade, you shoot them at the speed of slug.
The butterfly in Royal Valley lets you swim faster (submerged, too).
This is about the pace that you swim in A Link to the Past.  The
butterfly in Castor Wilds makes you dig faster using the Mole Mitts.
-----------------------------------------------------------------------
Swordsman Newsletters

Obtain: These aren't upgrades, but they do help you and are completely
optional.  First, fuse with the postman to make Marcy, a postal worker,
appear in the post office.  She will sell you a new issue of
Swiftblade's magazine at the cost of 200 rupees.  They help you if you
didn't have a guide, but you do, now don't you?  She sells a new issue
each time you get a new Tiger Scroll.  There are eight issues in all,
and I don't recommend that you buy a single one.

Function: Read these to be informed about beating certain monsters,
using certain items effectively, and to hear rumors about legendary
items (like the Remote Bombs, for example).  However, it's not worth
1,600 rupees.  To save you money, I included the text in a newsletter
section below.
-----------------------------------------------------------------------
Sound Test

Obtain: Not really an upgrade, but it is very nice.  When you have the
Carlov Medal (get it by collecting all 136 figurines), talk to the man
outside of Mama's Cafe.  He will open the house north of it, which
contains a Piece of Heart and the sound test.

Function: Listen to your favorite music, of course!
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

And there you have it.  To have a truly complete game, try to collect
each upgrade and optional item.  I would exclude the Picolyte, if I
were you, though.

=======================================================================
========================Swordsman Newsletters*=========================
=======================================================================

When you fuse Kinstone pieces with the postman, a worker named Marcy
appears in the post office to sell issues of Swiftblade's seriously
overpriced magazine, the Swordsman Newsletters.  There are eight in
all, each costing 200 rupees - yes, that's 1,600 rupees in all!  Each
time you get a Tiger Scroll (see below section), a new one becomes
available.  The letters themselves are just lists of tips and rumors
that could potentially help you in the game.  Because I've gotten some
questions on it, and also because I don't want you to waste your rupees
on this, I decided to add this section for the April 30, 2006, update.
Here, I'll just display the text and comment as I see fit.

The structure is always the same.  First, there's a general tip section
unique to each issue.  Then there's the 'Teach Us, Teacher!' section,
which always discusses enemies.  The third section, 'Swiftblade's
Gossip Column,' discusses either incredible items or incredible enemies
linked to items.  All the rumors are true, although Swiftblade says the
contrary in each.  The fourth section, 'Swiftblade, Signing Off!' is
just Swiftblade's closing comments.  He sometimes includes answers to
reader mail there.  Alright now, here goes nothing...

                  +--------------------------------+
                  |    Swordsman Newsletter # 1    |
                  +--------------------------------+

-----------------------------------------------------------------------
                         Some Walls Go Boom...

It may look like a regular wall, but it may be something you can blow
up.  There's actually an easy way to tell.  And I'm here to teach you!
Build up the power in your sword and start stabbing the wall.  If you
pay attention, you'll find that some spots make a different sound!

                          Teach Us, Teacher!

Monsters got you?  Don't give up!  Start mashing buttons!  You might be
able to escape quickly!

                      Swiftblade's Gossip Column

The Magical Boomerang...  Somewhere in Hyrule, you can find an
incredibly handy boomerang.  It's designed so you can change its
direction after you throw it!  Or so I've been told.  But it's just a
rumor...

                      Swiftblade, Signing Off!

That's it for our first issue!  We plan to bring you helpful questing
hints every week, rain or shine.  Be sure to check with your local post
office for future issues!  See you in issue 2.  Until next time,
warriors!
-----------------------------------------------------------------------

Comments: The first section refers to an old Zelda trick in determining
whether a wall is weak or not.  Hold the sword's button and then walk
into walls to tap them.  If the clink has an unusual sound, it can be
bombed open.  In the second section, the meaning is that you can press
buttons rapidly to escape from a monster's grip, as in a Like Like.
The third column is about the Magical Boomerang, a real weapon.  For
details, see the Upgrade section.  And last, Swiftblade advertises the
next issue.

                  +--------------------------------+
                  |    Swordsman Newsletter # 2    |
                  +--------------------------------+

-----------------------------------------------------------------------
                      This Year's Must-Have Item!

Have you seen those sparks that move along walls?  Your sword doesn't
work, so maybe you've just given up fighting them.  But have you tried
ALL your items?  Like...what about your boomerang?  Give that a shot!
You might be surprised at the results!

                          Teach Us, Teacher!

Monster took your shield?  Well, don't get all down about it.  All hope
is not lost.  Beat him up quickly, and you might just get it back!

                      Swiftblade's Gossip Column

The Mirror Shield...  A beautiful, glimmering shield capable of
reflecting monsters' shots.  You can use it to turn their attacks back
at them.  Or so they say...  But it's just a rumor...

                      Swiftblade, Signing Off!

Issue 2 is out the door!  We've got our first reader letter!  Let's
answer it now!  "Hey, Swiftblade, what's your best feature?"  That
would be my eyebrows!  I spend a lot of time grooming these suckers!
See you in issue 3!  Until next time, warriors!
-----------------------------------------------------------------------

Comments: The first section refers to enemies called Sparks that patrol
the perimeter of an object, like a wall.  If you boomerang them, they
disappear and release a fairy.  The second section talks about Like
Likes: they can steal your shield, but you can take it back by killing
them quickly afterwards.  The third section is about a real item, the
Mirror Shield (see the upgrade section).  The fourth section is
Swiftblade signing off and bragging about his eyebrows...  I wish I had
half the eyebrow Swiftblade has...

                  +--------------------------------+
                  |    Swordsman Newsletter # 3    |
                  +--------------------------------+

-----------------------------------------------------------------------
                          Got a Bone to Pick?

You're sure to run into more than a few skeletons on your journey.
That's why this week's newsletter is dedicated to all you bone-
breakers!  A good, solid whack to the head should do the trick.  That's
their weak spot!  Try smacking them with a beam from your Cane of
Pacci.  You should also try your Gust Jar.  That head should just pop
right off!  They go all to pieces once they lose their head.

                          Teach Us, Teacher!

Those darn Bob-ombs!  If you hit them with your sword, they'll run all
over the place and explode!  But don't worry.  This newsletter's here
to teach you how to cope!  Your best bet is arrows!  One shot can take
them down!  You can fire from a safe distance, too!  There's also your
Gust Jar...  Draw them in and shoot them out, and they'll even blow up
whatever they hit!

                      Swiftblade's Gossip Column

Light Arrows are amazing...  They go through grass!  They fell a
monster with one strike!  They're handy!  They're dandy!  They're a
super-duper-ultra-item!  Or so it seems...  Bust it's just a rumor...

                      Swiftblade, Signing Off!

We've got more reader mail this week!  "Hey, Swiftblade!  How many
siblings do you have?"  There are nine of us, not counting the ghost of
Swiftblade the First.  I'm the oldest, but again, that's if you don't
count Swiftblade the First!  See you in issue 4!  Until next time,
warriors!!!!
-----------------------------------------------------------------------

Comments: The first two sections give solid advice on Stalfos and Bob-
ombs, respectively.  It's pretty straightforward, so I really don't
need to elaborate.  Section 3 discusses a real item, the Light Arrows,
and you can learn more in the Upgrades section above.  The fourth
section reveals that there are other dojo leaders to seek out, each of
whom helps you in some way.  This is discussed in the Tiger Scrolls
section.

                  +--------------------------------+
                  |    Swordsman Newsletter # 4    |
                  +--------------------------------+

-----------------------------------------------------------------------
                         Seek Out the Strong!

Have you ever seen a golden monster?  When you fuse Kinstone pieces,
you might get the rare chance to meet one.  They're much stronger than
the regular version of that monster.  Of course, if you beat one of
'em, you'll get something REALLY good!  If you see one, go fight it
instantly!  Just drop everything and go!

                          Teach Us, Teacher!
                   -Coping with a Thorny Situation-

Those thorny little thorn monsters!  Your sword doesn't hurt 'em at
all!  But if you bump 'em with your shield up, they'll totally flip!
There are other ways, though.  Flip 'em with a bomb!  Or your Cane of
Pacci!  Or with a well-placed Down Thrust!  How's that for options?
Your head must be swimming at the possibilities!

                      Swiftblade's Gossip Column

Remote Bombs...  Here's a secret: you can blow them up whenever you
want!  How cool is that?!  Or so it seems... But it's just a rumor...

                      Swiftblade, Signing Off!

I went to Lon Lon Ranch the other day.  I saw the ghost of Swiftblade
the First defeat a cow with his bare hands!  It was kind of sad,
really...  See you in issue 5!  Until next time, warriors!!!!

-----------------------------------------------------------------------

Comments: The first section talks about golden monsters.  After certain
Kinstone fusions, they'll appear in a particular screen.  Octoroks,
Ropes, and Tektites can all be golden.  Each takes many more hits than
usual, but they drop varying huge amounts of rupees when defeated.  The
second section gives a strategy for Spiked Beetle enemies.  Flip them
and then attack their underbellies, as the passage describes.  The
gossip this week is about the Remote Bombs, which once again do exist;
see the Upgrades section for details.  Finally, Swiftblade signs out.

                  +--------------------------------+
                  |    Swordsman Newsletter # 5    |
                  +--------------------------------+

-----------------------------------------------------------------------
                      Fire Up That Chilly Chump!

Have you seen a sorcerer who throws cold curses at you?  Yeah, the one
who keeps disappearing!  That's him!  Well, next time he shows up,
whack him with your lantern!  Fire against ice!  It's the law of
nature!

                          Teach Us, Teacher!

Those pig-faced Moblins...  You see them around the Minish Woods,
right?  They're big and dumb?  Well, they're also rich!  Beat one up
for some quick cash!

                      Swiftblade's Gossip Column

A tidbit about amulets...  I hear that there's a mysterious amulet that
raises your abilities if you use it!  Well, that's what I heard,
anyway...  But it's just a rumor...

                      Swiftblade, Signing Off!

I went to Smith's the other day.  The old guy's still looking pretty
good. ... ...But I AM a little concerned about the guy in green tights
on the hill there...  See you in issue 6!  Until next time,
warriors!!!!
-----------------------------------------------------------------------

Comments: The first article gives advice on Ice Wizzrobes, while the
second talks about Moblins and their extensive rupee drops.  Thirdly,
Swiftblade discusses "amulets;" he's referring to Din's, Nayru's, and
Farore's Charms (see "Upgrades" for details).  Last, he signs out after
giving a nod to Tingle in South Hyrule Field.

                  +--------------------------------+
                  |    Swordsman Newsletter # 6    |
                  +--------------------------------+

-----------------------------------------------------------------------
                          Here's What You Do!

Have you seen a monster wrapped in bandages?  It tries to grab you?
Well, here's a pro tip: bandages burn easily, especially on a mummy!  I
don't have to spell this out, do I?  Yeah, you know what I'm about to
say!  That's right, it's time to light up their world!  FWOOOSH!

                          Teach Us, Teacher!

Those heavy-handed Floor Masters... And their irritating friends, the
Wall Masters...  They're really annoying, but if you beat one, they say
you'll be rich!!  But it's just a rumor... Don't complain to me if it
turns out to be wrong.

                      Swiftblade's Gossip Column

Rupee-stealing nasties...  Those rupee-camouflaged creeps have been
ripping a lot of you off lately.  I've heard that you greedy
adventurers are getting soaked!  In fact, I hear that the greedier you
are, the more it takes!  Or so it seems... But it's just a rumor...

                      Swiftblade, Signing Off!

We've got reader mail again!  "Hey, Swiftblade, do you have a hobby?"
Training!  See you in issue 7.  Until next time, warriors!!!!
-----------------------------------------------------------------------

Comments: First, Swiftblade suggests you burn Gibdos, the mummy enemy
in the game.  Then he advises you kill Floor/Wall Masters for major
dough, and after that he warns against Rupee Likes, Like Likes
initially disguised as rupees.  You walk up to them and then you're
inside them, having your money stolen all the while.  The more they
appear to be worth, the more you lose.  Finally, he signs off after a
nearly rhetorical reader letter.

                  +--------------------------------+
                  |    Swordsman Newsletter # 7    |
                  +--------------------------------+

-----------------------------------------------------------------------
                        For Real Swordsmen Only

You know the Roll Attack, right?  Yeah, the one you do midroll!  I bet
Grayblade told you to attack just as you fish the roll, right?  Well,
actually, you can do it just as you start the roll, too!  But the
timing is very tricky! You can do it!  Hone your skill!  The journey of
a thousand miles begins with a single step!  Or...something!

                          Teach Us, Teacher!

Camouflaged shell-shockers...  These fiends festoon themselves with
grass and rocks to deceive your eyes.  But you can remove their camo
without trying to pick them up, you know!  Hit them with that Cane of
Pacci!  Suck them with the Gust Jar!  How do you like that!?  Now
you're a camo-buster!

                      Swiftblade's Gossip Column

Those short-fused Bob-ombs...  I told you about them in issue 3, but
here's another thing...  Apparently they drop bombs at a higher rate
than other enemies!  Or so it seems...  But it's just a rumor...

                      Swiftblade, Signing Off!

The next one is our last issue!  After that, it'll be time for me to
put down my pen.  As much as I like writing, I'm a teacher at heart.
But I know you'll miss me when I'm gone.  I'm like a star!  A
superstar!  Issue 8, the last one, is coming soon!  Hope you're looking
forward to it!  Until next time, warriors!!!!
-----------------------------------------------------------------------

Comments: Swiftblade reveals here that you can begin a roll attack
early or late into a roll.  Also, he gives tips on revealing Spiny
Beetles, enemies that hide under rocks or shrubs.  He says that Bob-
ombs drop bombs at a higher frequency than other foes, and that issue
8, the final magazine in the series, will be released next.

                  +--------------------------------+
                  |    Swordsman Newsletter # 8    |
                  +--------------------------------+

-----------------------------------------------------------------------
                      The Way to the Sacred Blade

Have you ever wished you could unleash your Spin attack a little
faster?  Or perhaps split faster?  Or maybe you wanted a longer Great
Spin Attack?  It's only natural to want these things.  Every warrior
wants to be his best!  So now for some good news!  I haven't confirmed
it, but there MAY be a way!  All of these things could be yours if you
only figure out how to do it!

                          Teach Us, Teacher!

The one-eyed statue Eyegore...  You have to shoot him with an arrow to
make him move...  But if you beat him, he almost always drops spare
arrows for you!  So don't worry about running out of arrows once you've
beaten him!  Just fire away!

                      Swiftblade's Gossip Column

Armos, fabled creations of the Minish.  I hear that they drop Kinstone
pieces when you beat them!  Or so it seems...  But it's just a rumor...

                      Swiftblade, Signing Off!

That's all the news for you!  If you get lonely, just come over and
spar for a while!  And thanks for reading!  I hope you've enjoyed it as
much as I have.  And now, let me sign off one final time with that oh-
so-familiar farewell...  Until next time, warriors!!!!
-----------------------------------------------------------------------

Comments: First, Swiftblade says it's possible to improve certain
techniques of yours, but he doesn't say how.  In truth, you can by
visiting the lesser brothers of Swiftblade.  They do not teach you a
new technique but merely improve existing ones.  See the Tiger Scrolls
section for details.  Then he teaches about Eyegore Statues, which drop
arrows abundantly.  He says Armos drop Kinstone pieces, which is true,
and then he says good-bye once and for all.  Just like me (or am I like
he?), Swiftblade signs off with a signature farewell phrase.  Until
next time indeed, Teacher (by the way, you can NOT spar with
Swiftblade!).  And there they are: all eight issues of the short-lived
Swordsman Newsletters.  Worth every rupee!

=======================================================================
============================Tiger Scrolls*=============================
=======================================================================

The first game in which you could learn new sword techniques was The
Adventure of Link, the second Zelda game ever.  In it, you could find
two knights and they would teach you the upward cleave as well as the
downward thrust.  This tradition of learning new sword techniques
continued, but it was not nearly as big an aspect of the game as it is
in Minish Cap.  Tiger Scrolls are given to students that learn a
technique.  I will now list all the Tiger Scrolls, how to get them, and
how to get the three hidden upgrades in the game.

-----------------------------------------------------------------------
Tiger Scroll # 1
The Spin Attack

Obtain: Swiftblade truly is the great swordsman of the Blade Brothers
(they all, except for three, claim to be the best).  He teaches you
four different moves, this being the first.  Once you have the Earth
Element, go to his dojo in Hyrule Town.  Train under him to learn this
attack.

Technique: The Spin Attack is easy to perform.  It is also the only
Tiger Scroll that you have to get.  Hold your sword out until it
sparkles and then release the B button to do a 360-degree spin with
sword extended.  This has been Link's signature attack ever since his
third game.
-----------------------------------------------------------------------
Tiger Scroll # 2
The Sword Beam

Obtain: Once you have the Flame Lantern, go to Hyrule Castle Gardens.
The guards to the right should be gone; enter the east side of the
gardens and slash the bushes in the southern corner.  This reveals a
ladder.  Take it down and go north to the dojo.  Light the place up
with the Flame Lantern (kindle a flame in each torch).  You can then
train under the master here, Grimblade.

Technique: When your hearts are full, press B or A (the sword button)
to unleash a beam that acts as a projectile.  It is pretty useful, and
it has been a Zelda classic since the age of NES.
-----------------------------------------------------------------------
Tiger Scroll # 3
The Dash Attack

Obtain: This is really quite simple; I don't see why Link couldn't have
thought of it by himself.  When you have the Pegasus Boots, pay
Swiftblade a visit.  He will use his possession technique to teach you
the move, which is not half-bad.

Technique: Although you won't use it often, this lets you stick your
sword out in front of you when dashing (if both the Pegasus Boots and
the sword are selected items).  It is a great improvement to the
Pegasus Boots.  Without it, you'd run blindly into monsters.
-----------------------------------------------------------------------
Tiger Scroll # 4
The Peril Beam

Obtain: When you have the Flippers, swim left of Mayor Hagen's cabana
in Lake Hylia.  Take the stairs that you find north and go around to a
cave within a tree.  This is the dojo of Waveblade, one of the Blade
Brothers.  If you have ten or more Heart Containers, he will teach you
this move.

Technique: If you have either one heart, three fourths of a heart, half
a heart, or a quarter of a heart remaining, swing your sword to release
a beam similar to the Sword Beam.  Unlike the previous tiger scrolls,
this is a Zelda first.  It is a move of desperation, and you should
hope that you never have to resort to it.
-----------------------------------------------------------------------
Tiger Scroll # 5
The Rock Breaker

Obtain: Once you've gotten the White Sword from Melari, go visit
Swiftblade in Hyrule Town.  He will teach you this technique and give
you a Tiger Scroll to show for it.

Technique: This is a fundamental and very useful move.  It lets you
slash rocks and pots to break them, which is a major time-saver.
-----------------------------------------------------------------------
Tiger Scroll # 6
The Roll Attack

Obtain: This is taught to you by Grayblade, a swordsman that lives up
on Mount Crenel.  When you have the White Sword infused with two
elements, go to the cave that you bought the Grip Ring in.  To the
right of it is a wall.  Climb it and enter the cave at the top.  Before
you can go north, split into two and press both switches.  Now talk to
Grayblade to learn his technique.

Technique: This is quite a handy move to master.  Press the sword
button at the end or beginning of a roll (roll by running and pressing
R) to lunge forward quickly with an outreached blade.  This is useful
when dealing with many enemies or if you want to destroy several pots
at once.
-----------------------------------------------------------------------
Tiger Scroll # 7
The Down Thrust

Obtain: This is the last technique that Swiftblade can teach you.  Talk
to him when you have Roc's Cape and he'll let you train under him for
the last time.

Technique: This is an okay attack.  When you jump, press the sword
button to come crashing down on those below.  Its shockwaves can also
damage enemies.
-----------------------------------------------------------------------
Tiger Scroll # 8
The Great Spin Attack

Obtain: The condition is simple - you must have all the other Tiger
Scrolls.  When you do, go to Castor Wilds.  North of the three statues
that you fuse gold Kinstone pieces with is a piece of land with hedges
on it.  Slash them all to uncover a ladder.  Take it down and go north
to the dojo of Swiftblade the First.  This is the ghost of the first
Swiftblade, possibly the father of the Blade Brothers.  Train under him
to learn the ultimate technique.

Technique: This move was called the Hurricane Spin in Wind Waker and
the re-release of A Link to the Past.  When you have charged a Spin
Attack, release and press the sword button repeatedly to do multiple
attacks at once.  This is very useful, especially in the final dungeon.
-----------------------------------------------------------------------
Technique Upgrade
The Great Spin Attack Upgrade

Obtain: Three of the Blade Brothers did not invent a technique, but
instead perfected one.  You can only get these upgrades after you've
gotten through the Palace of Winds.  Go to Waveblade, the master that
taught you the Peril Beam, and fuse with him.  This opens a cave in a
waterfall in North Hyrule Field.  Swim into the cave and you can learn
the technique here from Greatblade if you have the Great Spin Attack.

Technique: Greatblade's improvement to the Great Spin Attack lets you
rotate more times while doing it.  That is, you can prolong the attack,
making it even more effective.
-----------------------------------------------------------------------
Technique Upgrade
The Spin Attack Upgrade

Obtain: Fuse Kinstone pieces with Grayblade, the warrior that lives on
Mount Crenel.  Doing so makes a cave appear in the waterfall in Castor
Wilds in the northeast corner.  Inside is Scarblade, who will teach you
the upgrade.

Technique: He shows you how to charge your sword for a Spin Attack
faster.  This game has lots of really slow actions (like swimming,
digging, and shooting arrows) for the sole purpose of letting you
upgrade them later.
-----------------------------------------------------------------------
Technique Upgrade
The Split Gauge Upgrade

Obtain: Fuse Kinstones with Grimblade, the Blade Brother dwelling in
Hyrule Castle Gardens.  This opens a cave within a waterfall in Veil
Falls.  Enter it and you'll find Splitblade, the last of the Blade
Brothers.  After a lovely visual description, he gives you one good
upgrade.  He's all right with me.

Technique: Splitblade teaches you how to fill the Split Gauge (when it
fills, you are able to divide into multiple Links on the flashing
panels) much faster.  It is very useful when engaging final boss.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

Those are all the techniques and upgrades in the game.  Upgrades do not </pre><pre id="faqspan-6">
appear on the Tiger Scrolls list, though.  You can check the list any
time you want from the Quest Status start screen.

=======================================================================
============================The Picolytes*=============================
=======================================================================

No seriously, this guide, as of December 17, 2005, includes a section
on obtaining and using Beedle's Picolytes (if this isn't evidence of
the decline of Western civilization, I don't know what is).  To begin
with, several people helped me along in learning of Picolytes, as I
sincerely hate them, and so I thank these people for all they've
contributed to Picolyte research:

- kenpokarateboy2, for telling me of utilizing Yellow Picolyte.
- pinhao1, for discovering the Pico Bloom side quest.
- shen-kara, who also told me how to best utilize Yellow Picolyte.
- sivart0, for a tip on using White Picolyte.
- jack.tootles, for correcting the rupee amounts.

Now then, let's get on with the show...  First of all, what are these
"Picolytes" that the Kirbs hates so much?  You'll see, you'll see...

                    +-----------------------------+
                    |    What's in a Picolyte?    |
                    +-----------------------------+

A "Picolyte" is magical elixir or essence, named for its Picori
origins, and it increases your luck.  One salesman in Hyrule Town,
Beedle, advocates its healthful properties and collects them; he's
found three types so far.  The different colors indicate that they
increase your luck in different ways.  For instance, Yellow Picolyte
increases your luck to find more rupees under shrubs and grass, but it
only works for a short period of time.  Furthermore, they're pretty
expensive, one bottle weighing in at 100 (green/red/white), 200
(yellow/blue), and 300 (orange) rupees.  Most are a major rip-off, but
some can be useful if handled with care.

"But how do I get Picolyte?" you ask yourself aloud.  As a disclaimer
so that you don't sue me, I'm telling you here and now that Picolyte is
not something you want to get your hands into.  There are far better
ways to spend your money, and it's only a short increase in luck.
Plus, it's addicting; just look at Beedle!  I hate to say it, but
"Picolyte" was probably inspired by some very real-life substances...
Just remember, you've been warned.

Now, you remember that mat where Zelda won you the Small Shield at the
beginning of the game, right?  Well, ever since the Picori Festival,
it's been ridden with dirt-dust.  Once you've gotten the Gust Jar from
Deepwood Shrine, suck all that dust up.  You'll hear the "unlocked
secret chime" of Zelda, but nothing happens immediately.  Ah, but just
you wait, you've opened the Pandora's Box of Minish Cap.

In time, a shirtless man named Beedle will set up shop on that mat.
You may remember him from Wind Waker; he ran a line of shop ships in
Wind Waker that sold practical merchandise like Bait and/or Bombs.
Well no more, as now he's a collector of Picolytes, and he's convinced
that you need to buy some of it for 200 rupees per Picolyte.  He has
six bottles, but three are empty; he hasn't found any Picolyte to fill
them with.  Ugh, he's just inviting us to track down some new
products...  Link is such a sap.

                       +-----------------------+
                       |    The Pico Blooms    |
                       +-----------------------+

You may have noticed four plants growing in the barrel of Minish
Village (the same barrel where you got the Jabber Nut), which a Minish
standing nearby is "studying."  To reach him, you'll have to push the
crate blocking your way either left or right.  As it turns out, Pico
Blooms produce different fruits by being exposed to different liquids.
The Picori here wants Lon Lon Milk first.  So leave him and track down
Malon and Epona (this needs to be after you've unlocked their house in
Lon Lon Ranch, a step in the Pegasus Boots quest) in Hyrule Town.  For
just 100 rupees their milk can be yours.  If you care that much, buy
some.  You'll need an empty bottle for this to work, though.

Now that you've gotten Lon Lon Milk, return to Minish Village and give
the milk to the Minish studying Pico Blooms.  He "waters" the flowers
and instructs you to leave while it blossoms.  Note that passing time
is measured by movement (how much you walk), not by the actual number
of minutes that pass by.  When enough "time" elapses, return to him and
approach the Minish.  The line of flowers left of the Picori will
suddenly yield Yellow Picolyte, and making it into a Yellow Pico Bloom.
Although you can't take any from here, Beedle will now start to carry
it at his store.

With that step completed, the Minish needs Mt. Crenel Mineral Water in
order to continue improving the Pico Blooms.  Go off and get some of
that mineral water like you did so long ago...  When this is done, take
it back to the Forest Minish, let him have it, and then waste some time
so that the Pico Bloom can develop.  With this, another row matures.
It is blue, making Blue Picolyte a new product at Beedle's shop.

This time the Minish needs Red Potion to grow the Pico Blooms.  Go see
the good witch Syrup and pick some up for 150 rupees (this quest has
cost you 250 so far...  Is it really worth it?).  Now deliver it to the
gardener and wait out the slow growth process.  When you return, they
grow.  Behold, Orange Picolyte is now in stock!  And with that, the
Pico Bloom side quest is over; you can stop wasting your money on it.

                      +-------------------------+
                      |    The Six Picolytes    |
                      +-------------------------+

You know, six is a fairly unlucky number...  Just sayin'...  So, now
that all six types of Picolyte are available, what do these suckers do?
Well, here - specifically - is what each helps you to do.  The first
three are on the left of Beedle, the second three on the right, going
down-to-up.

Red Picolyte: MAJOR RIP-OFF ALERT!  This makes it easy to find hearts
for a short while.  And guess what?  It only costs 100 rupees!
Seriously, it'd be cheaper to walk a little ways south, enter the South
Hyrule Field fairy fountain, and heal that way then buy this stuff.
Just say no to Red Picolyte.

Green Picolyte: You know what this needs?  A "Buyer Beware" sticker,
'cause this isn't that great.  For 100 rupees, finding more Mysterious
Shells can be yours (for a few seconds).  Even so, it is better to just
play the game (using this guide, you can get plenty of Mysterious
Shells) or buy from Stockwell the Mysterious Shells.  It is useful if
used in fields with the Great Spin Attack, I suppose, just like I
advise for the Yellow and White Picolytes, but you probably won't have
to.

Blue Picolyte: Another rip-off, this one helps you to find items
(bombs, arrows, etc.).  I only suggest using this if you're completely
empty on arrows AND bombs (that way, you can collect them
simultaneously).  Use them in Trilby Highlands as described below this
list of Picolytes.  Again, it costs 100 big ones.

White Picolyte: Perhaps the only other worthwhile Picolyte (the other
being Yellow), this type increases the number of Kinstone pieces you
can find... and it's certainly cheaper than buying individual Kinstone
pieces from the Goron merchant who sets up shop above Beedle.  Since
one green Kinstone alone costs 100 rupees, and 200 and 300 for blue and
red respectively from him, Beedle's White Picolyte can't be wasted
unless you don't even try to slash grass/shrubs/stones.  I should point
out, however, that there are plenty of Kinstone pieces to go around,
and it's pretty easy to get them in Simon's Simulations and by
following the guide...  In the end, this is a waste of money, too,
because of cheaper alternatives.

Yellow Picolyte: For once in his life Beedle tells the truth!  This
stuff really does pay for itself; if used properly, you can get a
boatload of rupees with it.  You may spend 200 rupees, but you'll have
little trouble turning a profit.  See the next sub-section for a tip on
utilizing this and other types of Picolyte.

Orange Picolyte: Why would anyone want Red Picolyte when you could get
this?  Well, aside from the 200 rupee difference?  This makes fairies
appear more often, but it's useless as ever.  Just go to South Hyrule
Field or to any other location with a fairy fountain.  Trust me, it'll
save you a lot of money.

Now that you know the intended purpose of each Picolyte, I'll tell you
the best way to use them.

            +--------------------------------------------+
            |    Using Picolyte to its Full Potential    |
            +--------------------------------------------+

Picolyte is pretty overpriced and useless stuff, but you can use them
effectively in Trilby Highlands (I recommend only using Yellow, White,
and possibly Green Picolyte); specifically, go to the area near the
grass hut that Percy the poet stayed in (southwest Trilby Highlands).
Defeat the Moblins, Octoroks, and Keatons in the area first, and then
enter and exit the grass hut.  Now all the grass in the area is
restored, but the monsters are eliminated.

Now use your Picolyte and run out into the field, slashing every bit of
grass in sight.  Whatever your Picolyte is good for, it should appear
in droves.  If you have the Great Spin Attack, now's the time to use
it.  In this way, Picolytes of the mentioned colors can actually help
you in your quest.

THERE!  That's all there is to know regarding Picolyte, so let it never
be asked of in e-mails again!  The end.

=======================================================================
===========================Kinstone Fusing*============================
=======================================================================

Of the many huge parts of the game, this is one big chunk.  When you've
beaten Deepwood Shrine and you enter Hyrule Town, the Hurdy-Gurdy Man,
a Kinstone enthusiast, walks up to you and gives you the Kinstone Bag.
He also fuses with you.  Well, there are 100 fusions to make, and they
each reward you in different ways.  You see, Kinstones are medallions
(that's what they look like to me) that have been split into two parts.

If the parts are fit together, something good happens.  Kinstone fusing
makes people happy, and it is the only time you'll ever use the L
button in the game aside from on the Start Screen.  When you are
standing by someone so that you can talk to them, wait and see if a
thought bubble appears by them.  If it does, press L to fuse with them.
Fusions do many things, such as opening pathways, creating objects,
influencing characters, etc.  However, they never directly give you
anything.

Finding Kinstone pieces is a breeze.  First, I cover how to get the
majority of them in my guide.  They are found in abundance in dungeons
and in secret areas.  If you're really desperate for Kinstone pieces,
highlight Section 2 and press CTRL (Apple if you have a Mac) and F at
the same time and then search for "Kinstone."  However, there are other
ways to get Kinstone pieces.  First, green pieces are found most often
in grass or from beating enemies.  Moblins and Armos usually have green
pieces in them.  You can also find green pieces by slashing rocks and
the like.

All four of the colors can be found in chests in dungeons or secret
areas.  If you perform a fusion with the Goron on the left side of the
cave (read "Equipment Upgrades" and read about the fourth bottle and
then the Mirror Shield) of the Goron cave, a salesman comes to Hyrule
Town to sell the three basic colors - green, blue, and red.  You can
find pieces inside the baked goods at Wheaton & Pita's in Hyrule Town
(it's their entire marketing campaign), too.  There are many ways to
find Kinstone pieces, but none of them are hard.  If you use my guide,
you will have every piece that you'll need as far as red and blue is
concerned.

The fourth Kinstone color is gold.  Gold pieces are used strictly for
advancing in the game.  All gold Kinstone pieces must be traded.  All
others, though, except for the one you fuse with the Hurdy-Gurdy Man,
are optional.  Each Kinstone piece is a reward in and of itself, but
you get a different prize for completing all 100 fusions.  Talk to
Tingle in South Hyrule Field and he'll give you the Tingle Trophy when
you've fused with everyone.  Of course, fusions are linked to every
other part of the game.

Getting items, getting to places, collecting all the figurines, getting
Pieces of Hearts, getting technique upgrades - all of these revolve
around Kinstone fusing.  Since different people want different stones,
I'll try to make pictures below that resemble the pieces.  In my list,
I list the color's initial and then the nickname's initial.

For instance, RZ stands for the red zigzag piece because that's what it
looks like.  It may be a good idea to write down what my codes mean
before using the list.  Here are my pictures.  They are shown in the
order that they appear in my Kinstone Bag, but that may not be the
order that they appear in yours.

-Blue Pieces-

       __         _
      |  /       | |
      | |        | |__
      |  \       |    |
      |___\      |____|

       BS          BCH

-Red Pieces-

        __         ____       _
       |  \       |  __|     | \
       |   \      | |__      |  \
       |   /      |  __|     |  /
       |  /       | |__      |  \
       |_/        |____|     |__/

        RP          RE        RZ

-Green Pieces-

         ___      ___       ___
        |   |    |  _|     |   |
        |  /     | |       |  /
        |  \     | |_      | |
        |___|    |___|     |_|

         GB       GC        GT

Since the gold pieces are so rare, I won't bother making pictures for
them.  My code name for a gold piece will be "Gold."  Before I make the
list, I should explain one more thing.  You cannot fuse with everyone
at once.  After certain events in the game (I will tell you what they
are, don't worry), more fusions become available.  Sometimes, people
who want green pieces do not want them suddenly.  Do a few more fusions
and check on them each time.

Eventually they'll want the piece again.  Finally, it is possible to do
every fusion and it is impossible to make it so that you cannot perform
all 100 fusions.  In reality, there are more than 100 fusions possible,
but once you hit 100, you stop.  Certain game events move characters
around, so it's just a matter of finding them.

Also note that not all characters can fuse at all (except for a few
characters that can never be seen again.  I don't list any of these
characters, though.  All my fusions can be done at the end of the
game).  Some characters can fuse multiple times.  The best example is
the Crenel Hermit, who fuses five times.  Now it is time to make my
list.  Below is the setup for each entry.

-----------------------------------------------------------------------
#) Location

Person:

Piece Required:

Result:
-----------------------------------------------------------------------

Now to really make the list.  If you don't know how many you have left
to fuse, consult Tingle in South Hyrule Field (to the right of the Wind
Crest).  You can also check with his brothers or David Jr.

Note: Some results and pieces that are required change from person to
person.  The first 22 fusions can and probably will change around a
lot.  I'm just listing who I fused with and what I used, although it
will most likely be different for you.  The other 78 are set in stone,
though.

So, if your game doesn't match my first 22 fusion descriptions, I'm not
wrong and your game is not defective.  These are just very mobile
fusions.  If someone that I list is not available, either you already
fused with them, or they don't feel like it.  Exit the building they're
in (or enter one, depending on their location) and then reenter to see
if they do again.  Many people are fickle, especially Tina, the purple-
haired schoolteacher.

Note: Also, be aware of this fact.  In my game, I didn't do most
fusions until the very end of the game (so that I could cover this
section better).  As a result, many fusions are not possible for me to
make (the guards force many people in their homes in Hyrule Town near
the end of the game).

However, eighteen characters that can be fused with alternate.  That
is, once you fuse enough times, it doesn't matter who with, everyone in
that group stops fusing.  As a result, my first section "After Deepwood
Shrine" has a few alternative fusions.

=======================================================================
                     After Deepwood Shrine
=======================================================================
1) Hyrule Town

Person: Hurdy-Gurdy Man (as soon as you enter Hyrule Town, the Hurdy-
Gurdy Man approaches you to fuse.  He provides you with both the
Kinstone piece and your own Kinstone Bag)

Piece Required: BS

Result: This fusion opens a cave in South Hyrule Field.  Go inside to
get a Piece of Heart.
-----------------------------------------------------------------------
2) Hyrule Town

Person: Stranger (lives in a yellow-roofed house on the west side of
town)

Piece Required: RZ

Result: A teleport appears in South Hyrule Field.  You can take it up
to a house in skies where the Wind Tribe lives.  From here, you can
save Gregal so that you can get the Light Arrows later on in the game.
-----------------------------------------------------------------------
3) Hyrule Town

Person: Anton (boy that stands either in or outside Borlov's Mini-Game
Shop)

Piece Required: GC

Result: A chest appears in Minish Woods.  You'll be able to get it
later on in the game.  Open it for a blue Kinstone piece.
-----------------------------------------------------------------------
4) Hyrule Town

Person: Hurdy-Gurdy Man (man with the organ box in Mama's Cafe)

Piece Required: GB

Result: A chest appears in a Minish Road in Hyrule Town.  Much later in
the game (when you can enter the Funday School), go to the playground
that the kids play in while tiny (shrink in the pot in the school).  Go
to the flower bed to reach the road.  The chest contains a red Kinstone
piece.
-----------------------------------------------------------------------
5) Hyrule Town

Person: Baris (the man drinking coffee in Mama's Cafe)

Piece Required: GT

Result: A chest appears on a Minish road in Lon Lon Ranch.  Once you
have access to the field, shrink at the stump in the northwest corner
and go right to a road.  The chest in here contains a red Kinstone
piece.
-----------------------------------------------------------------------
6) Hyrule Town

Person: Rolf (Romio's dog.  You can talk to him when shrunk using the
pot in the house)

Piece Required: GB

Result: A treasure chest appears in Minish Woods, right of the entrance
to Deepwood Shrine.  Open it for a red Kinstone piece.
-----------------------------------------------------------------------
7) Hyrule Town

Person: Lolly (a kid that stands in front of the fountain)

Piece Required: BS

Result: A cave opens in North Hyrule Field.  Inside are three fairies,
making this a Fairy Fountain.
-----------------------------------------------------------------------
8) Hyrule Town

Person: Mayor Hagen

Piece Required: RE

Result: A pond drains in Lon Lon Ranch, allowing you to take some
stairs down to a chest.  In it is a Big Wallet.
-----------------------------------------------------------------------
9) Hyrule Town

Person: Julietta (a girl that lives in the blue house to the south)

Piece Required: GT

Result: A chest will appear in South Hyrule Field.  Inside is a bundle
of 200 rupees.
-----------------------------------------------------------------------
10) Mt. Crenel

Person: Crenel Hermit (climb to the top of Crenel Wall and go left down
a ladder.  The cave to the right is home to a hermit that lives on the
mountain)

Piece Required: GT

Result: A Golden Rope appears in Eastern Hills.  It is a rare enemy
(all gold enemies are) and it can be defeated (it is much more powerful
and takes many more hits) for a ton of rupees.
-----------------------------------------------------------------------
11) Mt. Crenel

Person: Crenel Hermit

Piece Required: GT

Result: A Golden Octorok appears in Minish Woods.  Like the Golden
Rope, it can be defeated for many rupees, even though it takes a lot of
damage to beat it.
-----------------------------------------------------------------------
12) Mt. Crenel

Person: Crenel Hermit

Piece Required: GB

Result: A chest appears on the road to Minish Village in Minish Woods.
It contains 200 rupees.
-----------------------------------------------------------------------
13) Mt. Crenel

Person: Crenel Hermit

Piece Required: GB

Result: A Golden Rope appears in Hyrule Castle Gardens.  Defeat it for
a heap of riches.
-----------------------------------------------------------------------
14) Mt. Crenel

Person: Crenel Hermit

Piece Required: GT

Result: A pond drains in South Hyrule Field.  Go down the stairs here
for a plethora of rupees.
-----------------------------------------------------------------------
15) Hyrule Town

Person: Bindle (man in the Happy Hearth Inn with Candy)

Piece Required: GC

Result: A chest forms in Lon Lon Ranch.  However, you must enter from
Veil Falls.  The chest contains 200 rupees.
-----------------------------------------------------------------------
16) Hyrule Town

Person: Satchel (a man sitting down in Happy Hearth Inn)

Piece Required: GB

Result: A chest forms in North Hyrule Field.  When you have access to
Royal Valley, take the ladder there up to the chest, which contains 200
Mysterious Shells.
-----------------------------------------------------------------------
17) Hyrule Town

Person: Joel (a kid in Happy Hearth Inn)

Piece Required: RP

Result: A fountain in Hyrule Castle Gardens dries up to reveal some
stairs.  Follow the steps down to a Piece of Heart.
-----------------------------------------------------------------------
18) Hyrule Town

Person: Scratcher (Julietta's cat.  To reach it, shrink in Romio's
house and go up the fireplace, provided that you already used a bottle
of water to extinguish the flames.  Go right on the plank and take the
chimney here down to the house, where you can speak and fuse with the
cat.  The trouble is getting to it without being scratched)

Piece Required: GB

Result: Another fountain in Hyrule Castle Gardens drains.  This
requires that you get past the guards, though.  The reward is gotten a
bit later on in the game.  Down those stairs is a Fairy Fountain.
-----------------------------------------------------------------------
19) Mt. Crenel's Base

Person: Business Scrub (cave in the southwest corner)

Piece Required: GC

Result: A chest appears in Minish Woods, just south of where you teamed
up with Ezlo for the first time.  Inside is a red Kinstone.
-----------------------------------------------------------------------
20) Hyrule Town

Person: Town Minish (inside the carpenters' house.  Climb the ladder
and enter the opening to find it)

Piece Required: GC

Result: A chest appears at the very start of Minish Woods.  Minish
Woods is just a magnet for fusion rewards.  Regardless, this chest
contains 200 rupees.
-----------------------------------------------------------------------
21) Minish Woods

Person: Festari (the Minish that runs the abbey)

Piece Required: GC

Result: A hole appears in the ground in Minish Woods, right before
Minish Village (to the right of the lily pads on the pond).  Fall in
and open the chest inside for a blue Kinstone piece.
-----------------------------------------------------------------------
22) Mt. Crenel

Person: Mountain Minish (lower-right room)

Piece Required: GB

Result: A golden Tektite appears in the southern region of Mt. Crenel.
It is abnormally strong and it takes many more hits, but it leaves
behind one hundred rupees.
=======================================================================
                     After Visiting Castor Wilds
=======================================================================
23) Castor Wilds

Person: Mysterious Statue

Piece Required: Gold

Result: The rock blocking the path to the Wind Ruins in the southwest
corner of Castor Wilds is cracked.
-----------------------------------------------------------------------
24) Castor Wilds

Person: Mysterious Statue

Piece Required: Gold

Result: The rock blocking the path to the Wind Ruins in the southwest
corner of Castor Wild is cracked further.
-----------------------------------------------------------------------
25) Castor Wilds

Person: Mysterious Statue

Piece Required: Gold

Result: The rock in the southwest corner of Castor Wilds is destroyed,
provided that you did the two above fusions as well.
-----------------------------------------------------------------------
26) Trilby Highlands

Person: Percy (man that lives in a cave on the west side)

Piece Required: RE

Result: The tree in Western Wood that blocks the path to Percy's home
is unbent.  If you enter his house, use the Flame Lantern to light the
torches around the stranger within and a Moblin appears!  It bribes you
with 50 rupees on the condition that you won't tell anyone.  Percy then
kicks it out.  Talk to him and he'll give you 100 Mysterious Shells.
-----------------------------------------------------------------------
27) South Hyrule Field

Person: Smith

Piece Required: RP

Result: A chest appears in Eastern Hills.  Inside is an empty bottle.
-----------------------------------------------------------------------
28) South Hyrule Field

Person: Smith

Piece Required: GT

Result: A chest appears in the northern part of Trilby Highlands.
Inside is a red Kinstone piece.
-----------------------------------------------------------------------
29) Castor wilds

Person: Business Scrub (there are several caves on the north wall of
the wild.  One contains a Business Scrub that sells arrows.  He can
fuse, surprisingly)

Piece Required: BCH

Result: A cave-tree in Minish Woods opens.  Inside is a Business Scrub
that sells Kinstone pieces.
-----------------------------------------------------------------------
30) Lon Lon Ranch

Person: Ankle (a strange man that wears tights and is Tingle's brother)

Piece Required: GB

Result: A cave opens in North Hyrule Field.  It is one of four (this
particular one contains a red Kinstone piece) that has switches in it.
Pressing all four of the switches in the caves creates a path down to
the Magical Boomerang.  You need to fuse with Tingle's other brothers,
first, though.
-----------------------------------------------------------------------
31) Mt. Crenel

Person: Mountain Minish (the first of the two diggers in the mines)

Piece Required: GT

Result: A chest appears on Mt. Crenel's Base.  It is on the Minish road
that leads to the hot springs water.  Inside you'll find a blue
Kinstone piece.
-----------------------------------------------------------------------
32) Mt. Crenel

Person: Mountain Minish (the one right by the exit to Cave of Flames)

Piece Required: GB

Result: A chest appears in Minish Woods.  It is right by the exit to
Minish Village (the Wind Crest).  Within is a blue Kinstone piece.
-----------------------------------------------------------------------
33) Mt. Crenel

Person: Melari (he can be found in one of the rooms in the mines)

Piece Required: RP

Result: A beanstalk grows on the top of Crenel Wall.  Climb it up to
the clouds where you'll find many red rupees and a Piece of Heart.
-----------------------------------------------------------------------
34) Mt. Crenel

Person: Mountain Minish (standing on the east side of Melari's Mines)

Piece Required: GC

Result: In the Minish road where it is constantly raining here on Mt.
Crenel forms a treasure chest.  Within is a blue Kinstone piece.
-----------------------------------------------------------------------
35) Mt. Crenel's Base

Person: Forest Minish (lives in a hole in the ground near where you
pick up the big seed and water it to enter Mt. Crenel.  To enter, suck
the debris to the south up with the Gust Jar to reveal a stone that you
can shrink at.  You can figure things out from there)

Piece Required: GC

Result: A chest appears in Mt. Crenel's Base, quite close to where you
fused.  It is to the left, near the "entrance" to Mt. Crenel.  It holds
200 rupees within.
-----------------------------------------------------------------------
36) Hyrule Town

Person: Postman

Piece Required: BCH

Result: Stamp, a postal worker, is inspired to start up a newsletter
run by Swiftblade to help adventurers.  However, he needs Marcy to help
him.  From now on, you can buy the Swordsman Newsletters for 200 rupees
apiece from Marcy.  A new one appears each time you get a new Tiger
Scroll.
-----------------------------------------------------------------------
37) Hyrule Town

Person: Candy (the blonde girl with the pigtails in Happy Hearth Inn)

Piece Required: BCH

Result: A platform appears on the river in Trilby Highlands.  When you
have the Flippers, swim to the tunnel and dig the wall of dirt.  On the
other side is a Fairy Fountain and a red Kinstone piece.
-----------------------------------------------------------------------
38) Eastern Hills

Person: Eenie (farmer on the right)

Piece Required: GC

Result: The Goron in Lon Lon Ranch punching the cave wall becomes
strong enough to break through into the cave.  This is part of a long
trading sequence used to get the fourth and final empty bottle.
-----------------------------------------------------------------------
39) Eastern Hills

Person: Meenie (farmer on the left)

Piece Required: GC

Result: A chest appears on Crenel Wall.  It contains a blue Kinstone
piece.
-----------------------------------------------------------------------
40) Lake Hylia

Person: Fifi (Stockwell's dog)

Piece Required: GT

Result: A chest appears on a Minish road in Lake Hylia (above Mayor
Hagen's getaway).  It contains, of course, a blue Kinstone piece, which
are overflowing from the bag by this time.
-----------------------------------------------------------------------
41) Lon Lon Ranch

Person: Goron (in the cave)

Piece Required: BS

Result: A Goron merchant with a huge backpack comes to Hyrule Town.  He
sells Kinstone pieces of all types.  They are costly, but it is one of
the easiest ways to get rarer stones.
-----------------------------------------------------------------------
42) South Hyrule Field

Person: Tingle (right of the Wind Crest)

Piece Required: GT

Result: A cave opens in North Hyrule Field.  Inside is a switch and a
red Kinstone piece.  If you press all four of the switches in this
area, a path to the Magical Boomerang opens.  You need to fuse with
Tingle's minions first, though.
-----------------------------------------------------------------------
43) Lake Hylia

Person: David Jr. (south of Fifi's house)

Piece Required: GT

Result: A cave opens in North Hyrule Field.  It contains a switch and
200 Mysterious Shells.  Pressing all four of these switches makes a
ladder appear that leads to the Magical Boomerang.  You need to fuse
with Tingle's remaining brothers, though.  David Jr. is not Tingle's
biological brother.  He just awoke one day with Tingle and his bros.
after a shipwreck.
=======================================================================
                   After Beating Fortress of Winds
=======================================================================
44) Minish Woods

Person: Business Scrub (discussed in # 29)

Piece Required: GB

Result: A golden Octorok appears in Western Wood.  It takes many hits,
but it drops one huge rupee when it's beat.
-----------------------------------------------------------------------
45) Trilby Highlands

Person: Knuckle (Tingle's brother, northern end of Trilby Highlands.
Use the Mole Mitts to dig through a tunnel and reach a ladder that you
take up to him)

Piece Required: GC

Result: One of the four caves in North Hyrule Field opens.  Inside is a
switch and a red Kinstone piece.  If you press all four of the switches
(fuse with all four of the Tingle Siblings), a ladder leads you to the
Magical Boomerang.
-----------------------------------------------------------------------
46) South Hyrule Field

Person: Tingle (right of the Wind Crest.  Use the Cane of Pacci to
reach him)

Piece Required: RZ

Result: You must have already gotten the Magical Boomerang to get this.
Tingle's second fusion makes a Golden Tektie appear on Mt. Crenel.  It
is super-fast and it takes many hits, but beating it earns you two
hundred rupees.
-----------------------------------------------------------------------
47) Lake Hylia

Person: David Jr.

Piece Required: GC

Result: A treasure chest forms on a Minish road leading to Melari's
Mines on Mt. Crenel.  It contains 200 Mysterious Shells.
-----------------------------------------------------------------------
48) Eastern Hills

Person: Forest Minish (go to the southernmost end of Eastern Hills.
Pull the mushroom on the right side to be flung right.  Bomb the rocks
above to make a shortcut if you want to return and then shrink at the
stump.  Enter the house and you'll find it)

Piece Required: BS

Result: A beanstalk grows in Eastern Hills.  Notice that, in the
cinema, the wall to the south is shown as solid, even if you've already
blown it up.  Climb this beanstalk to get a Piece of Heart, 200
Mysterious Shells, and 200 rupees.  That's a pretty nice reward.
-----------------------------------------------------------------------
49) Western Wood

Person: Forest Minish (southwestern corner in a house)

Piece Required: BCH

Result: A beanstalk just outside the house grows.  Climb it up to the
cloud tops.  Aside from a total of 320 rupees in red rupees, a chest
here contains a red Kinstone piece.
-----------------------------------------------------------------------
50) Hyrule Castle

Person: Forest Minish (in the gardens, ram into the tree on the right
side using the Pegasus Boots.  Shrink with the stump you unveil and
fall into a hole in the ground to the northeast)

Piece Required: BCH

Result: A tree in Western Wood is unbent, allowing you to dig the patch
of dirt there (Mole Mitts) for rupees.
-----------------------------------------------------------------------
51) Minish Woods

Person: Forest Minish (in Minish Village, living in a vase south of the
elder's home)

Piece Required: GT

Result: A lily pad appears in Castor Wilds.  Go there and shrink at the
stump.  Then take the lily pad across the water to a hole in the
ground.  Within the chest here is a red Kinstone piece.
-----------------------------------------------------------------------
52) Minish Woods

Person: Forest Minish (same one as # 51)

Piece Required: GB

Result: A lily pad appears in Castor Wilds.  That Picori has a knack
for that kind of thing.  Shrink at the stump by where the lily pad
formed in # 51.  Take the lily pad south and go through the log's
hollow center.  Go southeast (even if you don't have the Flippers, it
can be done without entering the water) to the new lily pad.  Ride it
to a vine and climb it to a house.  Take it to a hole that contains a
red Kinstone piece.
-----------------------------------------------------------------------
53) Minish Woods

Person: Business Scrub (from # 44)

Piece Required: GT

Result: A hole forms in Castor Wilds, by the hole where you got the
Bow.  The chest holds a red Kinstone piece.  Joy.
-----------------------------------------------------------------------
54) Hyrule Town

Person: Din/Nayru/Farore (any of them, but only one once.  They are
found in Happy Hearth Inn)

Piece Required: RE

Result: Gorman moves into town and is willing to rent his home, the
blue one to the south.  He wants to sell it to a clean, quiet tenant.
Talk to either Din, Nayru, or Farore and tell them that you've got a
house for them.  They will move in.  Talk to them in their new house
and they'll give you either Din's Charm, Nayru's Charm, or Farore's
Charm (depending on who you moved in).  They raise attack, defense, and
both, respectively.
-----------------------------------------------------------------------
55) Hyrule Town

Person: Mama (blonde in Mama's Cafe)

Piece Required: GC

Result: A platform forms in Lake Hylia.  Use it to reach some tunnels
that you can enter using the Mole Mitts.  Inside is a chest containing
50 rupees.
-----------------------------------------------------------------------
56) Mt. Crenel

Person: Mysterious Wall (dig the dirt wall that is left of the cave
that houses the Crenel Hermit.  Against one of the walls here is a mark
that is the wall)

Piece Required: BS

Result: A second Goron arrives at the Goron cave in Lon Lon Ranch,
allowing the duo to bypass a stone barrier.  This is one portion of the
fourth bottle side quest.  You must have fused in # 38 of this section
before doing this, though.
-----------------------------------------------------------------------
57) Eastern Hills

Person: Mysterious Wall (dig the tunnel by Eenie and Meenie, the
farmers)

Piece Required: BCH

Result: A Goron is added to the pair that are trying to reach the end
of a cave in Lon Lon Ranch.  This is all part of the trade sequence
involved in getting the fourth bottle.  You must have done the above
fusion to do this one.
-----------------------------------------------------------------------
58) Minish Woods

Person: Mysterious Wall (enter Minish Woods from Lake Hylia, which you
should enter from the southern entrance in Lon Lon Ranch.  This takes
you to the northern region of the woods, where Syrup lives.  By the
stairs that lead to the next ledge is dirt that you can dig to find the
wall)

Piece Required: BS

Result: A fourth Goron is added to the trio that is punching their way
through rocky boulders to reach the end of a cave in Lon Lon Ranch.
You must have done the above fusion to do this one.  This is part of
the fourth bottle side quest.
-----------------------------------------------------------------------
59) Trilby Highlands

Person: Mysterious Wall (this time, the tunnel that you need the Mole
Mitts to dig into is north of the entrance to Mt. Crenel's Base)

Piece Required: BCH

Result: A fifth Goron comes to the four existing ones at the cave in
Lon Lon Ranch.  The rocks on the other side of the boulders are their
motivation, mind you.  Ultimately, the reward for all these fusions is
the fourth bottle.  You must do the above mission first, though.
-----------------------------------------------------------------------
60) North Hyrule Field

Person: Forest Minish (go to the east section and charge a tree with
the Pegasus Boots that sparkles when you walk by it.  Shrink at the
stump that you revealed and go to the northeast, climbing up a vine and
falling into a hole.  There's your man.  To enter, you must have broken
the rock over the crack earlier)

Piece Required: GT

Result: A chest materializes in the Wind Ruins.  It holds 200
Mysterious Shells within its wooden frame.
-----------------------------------------------------------------------
61) Hyrule Town

Person: Bremor (the carpenter standing by the post office)

Piece Required: RZ

Result: The carpenters build a new house, if you already had the first
one rented out in fusion # 54.  You can have Din, Nayru, or Farore, not
counting the one that already moved into town, move into this new
house.  Talk to them in their new home for Din's Charm, Nayru's Charm,
or Farore's Charm, depending on who you had move in.  They raise
offense, defense, or both, respectively.
-----------------------------------------------------------------------
62) Wind Ruins

Person: Forest Minish (in the hole by the second Armos)

Piece Required: RE

Result: A beanstalk grows in the ruins.  Climb them to a chest
containing the Large Quiver.
-----------------------------------------------------------------------
63) Lake Hylia

Person: Forest Minish (in the house by the Wind Crest)

Piece Required: RZ

Result: A cave opens in Western Wood.  The prize inside is a Piece of
Heart.
-----------------------------------------------------------------------
64) Hyrule Town

Person: Town Minish (go to the Carpenters' and shrink.  Exit to the
north and enter Dr. Left's house.  Inside, go up the chimney and take
the plank north.  If the second house is not built, which is from
fusion # 61, go to the Minish house here and fuse.  If the house is
built, you'll need the Power Bracelet.  Push the shelves here to the
left, starting with the left, and climb the ladder to reach the
Minish's new home)

Piece Required: RZ

Result: A lily pad forms in Castor Wilds.  Ride it to a hole, inside of
which is a Kinstone piece.
-----------------------------------------------------------------------
65) Hyrule Town/Lake Hylia

Person: Librari (the town elder.  He is found first in the library.
However, at the end of the game the library is inaccessible.  This
means that you need to relocate him.  He moves to Lake Hylia after
fusion # 99 in this section.  Do that before this if it's too late for
you.

Piece Required: GT

Result: A Golden Octorok is created in the Wind Ruins.  Defeat it for
more than a few rupees.
-----------------------------------------------------------------------
66) Tribly Highlands

Person: Forest Minish (go to where Knuckle is.  He is up a ladder found
in a tunnel north of the entrance to Mt. Crenel's Base.  When there,
shrink at the stump to his left and go north up a vine and into a
house.  Inside, fuse with the Picori.

Piece Required: GB

Result: A pond in Tribly Highlands, which that Forest Minish was
referring to earlier, dries up.  Inside are lots of blue rupees.
-----------------------------------------------------------------------
67) South Hyrule Field

Person: Forest Minish (across a bridge in the southwest corner of South
Hyrule Field is a sparkling tree.  Ram it with the Pegasus Boots and a
stump is yours to shrink by.  Go north to a house with the Minish
inside.

Piece Required: RP

Result: Syrup, the witch in Minish Woods, gets a spark of inspiration.
She finally figures out how to finish her Red Potion, which she then
adds to her merchandise lineup.  Buy it if you'd like.
=======================================================================
                  Once You've Procured the Flippers
=======================================================================
68) Lake Hylia

Person: Forest Minish (go to Mayor Hagen's lakeside cabin and shrink at
the stump north of it.  Now get into the water and swim north to a
vine.  Climb it to a hole, inside of which lives a Picori.

Piece Required: BCH

Result: A beanstalk grows in Lake Hylia.  To reach it, though, you'll
need Roc's Cape from Palace of Winds.  When you do have it, go to
Stockwell's house and go down the ladder.  Fly across the islands to
the right and then to the northernmost shore, on which is a wall of
dirt.  Dig into it with the Mole Mitts.  After a lot of navigating,
you'll be led to the beanstalk after three ladders.  Climb it for a
Piece of Heart, 200 rupees, and 200 Mysterious Shells.  I'll take it.
=======================================================================
                  After Clearing Temple of Droplets
=======================================================================
69) Minish Woods

Person: Gentari (the elder of Minish Village)

Piece Required: RE

Result: Belari, the Picori that made the bombs for you, gets the idea
to make the Remote Bombs.  Talk to him and he'll exchange your regular
bombs for the Remote Bombs, which only explode once you've pressed the
bomb button after they've been placed.  This is very useful if you want
to set them in strategic places in battle and such.  If you want the
old bombs back, just talk to Belari again.
-----------------------------------------------------------------------
70) Minish Woods

Person: Belari (Minish that made the bombs for you.  He lives outside
of Minish Village)

Piece Required: RZ

Result: A treasure chest appears before the Fortress of Winds in the
Wind Ruins.  Open it for a Big Bomb Bag.
=======================================================================
                          After Royal Crypt
=======================================================================
71) Hyrule Town

Person: Din (Happy Hearth Inn, or a house if you moved them in
somewhere)

Piece Required: RE

Result: A Joy Butterfly appears in the Wind Ruins.  Touch it to catch
it.  Catching it makes you shoot arrows faster.  To do this and the
next two fusions, you must have performed fusion # 54.
-----------------------------------------------------------------------
72) Hyrule Town

Person: Nayru (Happy Hearth Inn, or a house if you moved them in
somewhere)

Piece Required: RP

Result: A Joy Butterfly appears in Royal Valley.  Catch it and you'll
be able to swim faster.
-----------------------------------------------------------------------
73) Hyrule Town

Person: Farore (Happy Hearth Inn, or a house if you moved them in
somewhere)

Piece Required: RZ

Result: A Joy Butterfly appears in Castor Wilds.  Catch it and you'll
be able to dig faster with the Mole Mitts.
-----------------------------------------------------------------------
74) Royal Valley

Person: Dampe (the gravekeeper)

Piece Required: BS

Result: The upper-right gravestone in the northern reaches of Royal
Valley is pushed forward, revealing a staircase.  Take it down to find
a pink Ghini named Gina and a chest containing 100 Mysterious Shells.
-----------------------------------------------------------------------
75) Royal Valley

Person: Dampe

Piece Required: GB

Result: A crack in the ground forms in the Wind Ruins.  Take it down to
find a red Kinstone piece.
-----------------------------------------------------------------------
76) Royal Valley

Person: Gina (see # 74)

Piece Required: GB

Result: A cave forms in the waterfall of the river in Hyrule Town.
Swim into the opening and nab the treasure in the chest - 200
Mysterious Shells.
-----------------------------------------------------------------------
77) Royal Valley

Person: Gina (see # 74)

Piece Required: BG

Result: A bent tree in Western Wood is straightened, allowing you to
open a chest that was behind it.  The treasure is 100 Mysterious
Shells.
-----------------------------------------------------------------------
78) Royal Valley

Person: Spookter (ghost wearing the blue hat in the graveyard)

Piece Required: BS

Result: Borlov, the brother of Carlov and the owner of a gaming shop in
which you must choose between two chests (one contains nothing, one
contains twenty rupees), thinks up a new element of risk to the game.
This new level of difficulty makes it more fun, I guess...
-----------------------------------------------------------------------
79)) Royal Valley

Person: Spookter (ghost wearing the blue hat in the graveyard)

Piece Required: BCH

Result: Spekter, the troublesome prankster ghost that lives in Hyrule
Town (he's also Spookter's brother), passes on to the next life (that's
two references to Christianity in this game so far).  Why is this good
for you?  He's no longer blocking the way to Anju's house, so you
shrink and get in (shrink at Romio's house and exit via the southern
tunnel).  The many Cucco chicks beat you up in here.  All you can do is
go on the roof using the chimney, which is really kind of pointless.
Earlier in the game you could've talked to the Cucco, but now that it
is gone, what's the use?
-----------------------------------------------------------------------
80) Cloud Tops

Person: Gale (go to South Hyrule Field after performing fusion # 2.
Warp to the house in the sky and fuse with the first lady in this room.
Note that Gale is outside on the lower region of Cloud Tops until
you've made all the pinwheels near the start spin)

Piece Required: RP

Result: A cave opens in Veil Falls.  Swim into the waterfall for a
Piece of Heart.
-----------------------------------------------------------------------
81) Cloud Tops

Person: Caprice (woman on the second floor in Gregal's room)

Piece Required: GT

Result: A treasure chest appears near the Wind Crest in Veil Falls.
Inside is a blue Kinstone piece.
-----------------------------------------------------------------------
82) Cloud Tops

Person: Flurris (woman on the third floor)

Piece Required: GC

Result: A Golden Rope appears in Castor Wilds.  Like all golden
enemies, defeat them for a huge increase in rupees.
-----------------------------------------------------------------------
83) Cloud Tops

Person: Flurris (woman on the third floor)

Piece Required: GC

Result: A toppled tree in Western Wood straightens up, allowing you to
dig a patch of dirt beyond it for many rupees.
-----------------------------------------------------------------------
84) Cloud Tops

Person: Hailey (girl on the fourth floor.  She'll be near the beginning
of Cloud Tops if you are unable to enter it from the skies themselves)

Piece Required: GC

Result: A Golden Tektite appears in the mountainous Veil Falls region.
Defeat it to amass a considerable amount of rupees.</pre><pre id="faqspan-7">
-----------------------------------------------------------------------
85) Cloud Tops

Person: Siroc (leader of the Wind Tribe)

Piece Required: GB

Result: A chest appears in the northern sector of Royal Valley.  It
contains a red Kinstone piece, as if you needed it.
-----------------------------------------------------------------------
86) Cloud Tops

Person: Siroc

Piece Required: GC

Result: Another treasure chests forms in the graveyard part of Royal
Valley.  And, just like the last one, it contains a red Kinstone piece.
-----------------------------------------------------------------------
87) Veil Falls

Person: Source of the Flow (door that needs half of the gold piece you
got from King Gustaf)

Piece Required: Gold

Result: The path to Veil Springs is opened, which ultimately takes you
to Palace of Winds.
-----------------------------------------------------------------------
88) Cloud Tops

Person: Mysterious Cloud

Piece Required: Gold

Result: One of the pinwheels near the beginning of Cloud Tops start to
rotate.  When all are spinning, a tornado leading to the house in the
sky is made.  The gold pieces are found in Cloud Tops.
-----------------------------------------------------------------------
89) Cloud Tops

Person: Mysterious Cloud

Piece Required: Gold

Result: One of the pinwheels near the beginning of Cloud Tops start to
rotate.  When all are spinning, a tornado leading to the house in the
sky is made.  The gold pieces are found in Cloud Tops.
-----------------------------------------------------------------------
90) Cloud Tops

Person: Mysterious Cloud

Piece Required: Gold

Result: One of the pinwheels near the beginning of Cloud Tops start to
rotate.  When all are spinning, a tornado leading to the house in the
sky is made.  The gold pieces are found in Cloud Tops.
-----------------------------------------------------------------------
91) Cloud Tops

Person: Mysterious Cloud

Piece Required: Gold

Result: One of the pinwheels near the beginning of Cloud Tops start to
rotate.  When all are spinning, a tornado leading to the house in the
sky is made.  The gold pieces are found in Cloud Tops.
-----------------------------------------------------------------------
92) Cloud Tops

Person: Mysterious Cloud

Piece Required: Gold

Result: One of the pinwheels near the beginning of Cloud Tops start to
rotate.  When all are spinning, a tornado leading to the house in the
sky is made.  The gold pieces are found in Cloud Tops.
-----------------------------------------------------------------------
93) Hyrule Town

Person: Tina (purple-haired teacher)

Piece Required: GT

Result: Note that Tina is a very fickle character.  She hardly ever
wants to fuse.  Keep entering and exiting the school.  Each time you
reenter, check to see if she wants to fuse.  Fusing makes a chest
appear near the beginning of Trilby Highlands.  It contains a red
Kinstone piece.
=======================================================================
                        After Palace of Winds
=======================================================================
94) Lake Hylia

Person: Mysterious Wall (take the stairs south from Stockwell's house
and fly across the platforms to the right using Roc's Cape.  Dig the
wall to the north)

Piece Required: BS

Result: The sixth and final Goron goes to the Goron cave (provided that
you did fusion # 59).  This lets them break through the rock barrier,
letting you open chests for 200 rupees and the fourth bottle.
-----------------------------------------------------------------------
95) Lake Hylia

Person: Waveblade (swordsman that lives west of Hagen's cabin)

Piece Required: RP

Result: A waterfall in North Hyrule Field opens.  If you swim into it,
you'll enter the dojo of Greatblade.  He teaches you how to swing your
sword more times when performing the Great Spin Attack (if you already
learned it).
-----------------------------------------------------------------------
96) Mt. Crenel

Person: Grayblade (climb the wall right of where you bought the Grip
Ring to find the cave he lives in)

Piece Required: RZ

Result: A waterfall in Castor Wilds opens to the world.  A swordsman
named Scarblade that lives there teaches you how to speed up your Spin
Attack by making you wait for less time when charging it.
-----------------------------------------------------------------------
97) Hyrule Castle

Person: Grimblade (swordsman living in the gardens.  Slash the bushes
in the southeast corner to find the ladder leading to him)

Piece Required: RE

Result: A waterfall opens in Veil Falls.  If you swim in, a master
named Splitblade will teach you how to speed up the division process on
flash panels.
=======================================================================
                   When Hyrule Castle Becomes Dark
=======================================================================
98) Minish Woods

Person: Forest Minish (living in Minish Village.  Go to the abbey and
go right a screen to find a Piece of Heart.  Get in the water and swim
to the right to a house with a Minish in it)

Piece Required: RE

Result: A platform appears before a dirt wall in Veil Falls.  You'll
find a Piece of Heart and 50 Mysterious Shells in here.
-----------------------------------------------------------------------
99) Minish Woods

Person: Forest Minish (described in above entry)

Piece Required: RZ

Result: A crack appears in the ground near the Wind Crest in Lake
Hylia.  When you enter, get in the water and dive to avoid the rolling
spiked cylinder.  Do this to avoid the spikes until you reach a hole
(use the Gust Jar to suck in the debris).  Repeat this until you reach
a ladder.  Note that you can jump over the spiked cylinders with Roc's
Cape.  Take the ladder to a house where a Picori lives.  Yes, it's
Librari.  Talk to him for a full Heart Container.  That's a sweet deal.
You can also perform fusion # 65 with him.
-----------------------------------------------------------------------
100) Lon Lon Ranch

Person: Goron (far right in the cave after performing fusion # 94)

Piece Required: RZ

Result: Biggoron awakens in Veil Falls.  After you beat the game, talk
to him and he'll eat your shield.  Come back later and he'll spit out a
new one, the Mirror Shield.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

Once you've fused with everyone, talk to Tingle twice.  To reach him,
warp to South Hyrule Field and use the Cane of Pacci on the hole to the
right.  The Tingle Trophy takes the place of the Kinstone Bag.  The
Tingle Trophy makes fairies appear more often.  From then on, you
cannot fuse Kinstone pieces.  Congratulations!

=======================================================================
===========================Pieces of Heart*============================
=======================================================================

It's time to put that algebra to use.  You start with three hearts and
you get five Heart Containers from bosses.  That means that we have
eight in total if we get no Pieces of Heart.  You see, every four
Pieces of Heart that you get adds a heart to your arsenal, meaning more
health for you.  In The Legend of Zelda and Adventure of Link, the two
NES titles, you got full Heart Containers (even though Adventure of
Link had a Life Meter instead of hearts).

In A Link to the Past, though, Pieces of Heart were introduced.  This
makes for many side quests, so I thought I'd explain them here.  First,
how many are there?  Well, if x is the number of Pieces of Hearts, then
8 + x/4 = 20.  Therefore, there are forty-eight Pieces of Heart in the
game (although in reality, four of them are combined into one complete
Heart Container at the end).  I list them first by location and then by
when you can get them.  Quite a few heart pieces are tied into Kinstone
fusions.  Here's the setup.

-----------------------------------------------------------------------
#) Checkpoint (what you need to be passed or have)

Description:
-----------------------------------------------------------------------

Let the games begin.

=======================================================================
                             Hyrule Town
=======================================================================
1) Cane of Pacci

Description: Go to Mama's Cafe and shrink at the pot.  Go south through
the tunnel and go south to the bridge over the entrance from South
Hyrule Field.  Take it right and go to the northeast to the hotel.
Climb a vine here and go forward.  Enter the Happy Hearth Inn by the
flowery path and you'll find a pot and a Piece of Heart.  Grow at the
former and then take the ladder.
-----------------------------------------------------------------------
2) Pegasus Boots (optional)

Description: This is rather difficult and you almost need the Pegasus
Boots to do it.  Anju is a girl to the right of the southern entrance
that has lost her Cuccos.  She times you to see how many you can
retrieve.  If you meet her conditions and beat every challenge, you get
a Piece of Heart.  The Cuccos get progressively further away and the
time limit is pretty stiff, but if you memorize where the closest
Cuccos are, you'll beat the time.  I think that the 50-second 5 Cucco
challenge is the hardest, so the last ones are easier.  If you want to
catch gold Cuccos (they're worth more rupees), make sure you throw them
periodically so they rush forward.  This is both a time-saver and a
safety measure; gold Cuccos can fly out of your hands.  The final
challenge has you catching three in fifty-five seconds, which is still
very easy.  The Cuccos are all gold, but the throwing method discussed
earlier still works.  The Flippers help here, too.
-----------------------------------------------------------------------
3) Fortress of Winds

Description: Go to the gaming shop, which should be open by now.  Pay
Simon the rupees he wants to play a dungeon simulation.  After many a
monster battle, you'll get a Piece of Heart.
-----------------------------------------------------------------------
4) Flippers

Description: Go to where you get the Power Bracelet.  In the first
chamber, swim from the out bridge to the left and take the Piece of
Heart.
-----------------------------------------------------------------------
5) Roc's Cape

Description: Jump into the bell and it will ring, dropping down a Piece
of Heart.
-----------------------------------------------------------------------
6) Four Sword

Description: Go to the Funday School and shrink at the pot in the
second room.  Go into the playground using the right tunnel leading
south and go right to a Minish road between the flowers.  Go forward
and split into four at the flashing panel.  Push the block forward and
open the chests for three red Kinstone pieces.  You'll also find a
Piece of Heart.
-----------------------------------------------------------------------
7) 136 Figurines

Description: When you have every figurine in the game (see the next
section), talk to the man sitting out in front of Mama's Cafe.  For
giving him viewing rights of your complete set of figurines, he lets
you take whatever you want from his house (he claims that's because
he's rich).  His house, which is usually locked, is to the north.
Inside is a Piece of Heart, 600 rupees, and the Sound Test (check the
phonograph).
=======================================================================
                          North Hyrule Field
=======================================================================
8) Smith's Sword

Description: Go to the northwest and take the stairs down.  Go down
again and you'll find a Piece of Heart.
=======================================================================
                            Hyrule Castle
=======================================================================
9) Access to Western Wood

Description: Once Vaati has taken over the king, two guards stationed
on the right side of Hyrule Castle Gardens are repositioned to the
doors.  This lets you go to the southeast corner.  Slash there to find
a ladder.  Take it down to Grimblade's dojo, which has a Piece of Heart
in it.
-----------------------------------------------------------------------
10) Fusion # 17

Description: Fusing with Joel, the kid in the Happy Hearth Inn in
Hyrule Town, makes a fountain dry up in Hyrule Castle Gardens.  Take
the steps down to a Piece of Heart.
=======================================================================
                            Lon Lon Ranch
=======================================================================
11) Access to Lake Hylia

Description: Once you're in the fields, go north to see a tree that
sparkles when you near it.  Charge it with the Pegasus Boots to reveal
a stump.  Shrink down and go right to a Minish road.  Go forward to the
end to find a Piece of Heart.
=======================================================================
                            Eastern Hills
=======================================================================
12) Fusion # 48

Description: After fusing with the Forest Minish in the southwest
corner of Eastern Hills, a beanstalk grows to the north.  Climb it to
find the Piece of Heart in question.
=======================================================================
                             Minish Woods
=======================================================================
13) Smith's Sword

Description: Go down the normal path until you reach the first stump
that you can shrink at.  Do not shrink.  Instead, go left to a fork in
the road.  Follow the path north to the entrance of Deepwood Shrine and
a Piece of Heart to boot.
-----------------------------------------------------------------------
14) Ezlo

Description: When inside Minish Village, go to the abbey where Festari
lives and go right a screen.  A Piece of Heart is lying there in plain
sight.
-----------------------------------------------------------------------
15) Access to Lake Hylia

Description: Enter Minish Woods by Lake Hylia (so that you're in the
north region and you're able to visit Syrup).  When you do, go to the
southwest to find the Piece of Heart.  If you have the Flippers, just
swim north at the pond to the heart piece.
-----------------------------------------------------------------------
16) Flippers

Description: Exit Minish Village from Gentari's (the elder) house.  Go
left over the bridge and go north to see three different caves.  One
contains a blue Kinstone piece, another a blue Kinstone piece, and the
left one contains a Piece of Heart at the end of an icy path as well as
a red Kinstone piece.
=======================================================================
                           Deepwood Shrine
=======================================================================
17) Gust Jar

Description: When you beat Madderpillar, suck in the web to the south
(in that room) to create a path to a Piece of Heart to the south.
-----------------------------------------------------------------------
18) Gust Jar

Description: Before the mini-boss (one room to the right) is a ton of
debris.  Capture it with the Gust Jar to find a switch.  Pressing it
makes a blue portal appear.  If you step into that teleport from the
first room, you'll be taken to the tier with the Piece of Heart on it.
=======================================================================
                          South Hyrule Field
=======================================================================
19) Earth Element

Description: When you enter Hyrule Town after beating Deepwood Shrine,
the Hurdy-Gurdy Man forces you into performing fusion # 1.  If you
enter the cave that was opened as a result of it, you'll find a Piece
of Heart.
-----------------------------------------------------------------------
20) Flippers

Description: In the southwest corner of South Hyrule Field is a tree.
Charge it with the Pegasus Boots and shrink at the stump to become
Minish Link.  Hop the ridge to the right and swim north to a small cave
in the water.  Upon entrance, go north to a Piece of Heart.
=======================================================================
                              Mt. Crenel
=======================================================================
21) Bombs

Description: In Mt. Crenel's Base, go past the two whirlwinds and then
go left all the way.  Go north to a dead-end in Mt. Crenel.  Bomb here
to open a cave.  Bomb the blocks here for a blue Kinstone piece, 50
rupees, and a Piece of Heart.
-----------------------------------------------------------------------
22) Bombs

Description: Enter Mt. Crenel by the vine from Mt. Crenel's Base.  Head
up the stairs to the left and you'll see a bit of wall between two
rocks.  Bomb the wall here to find a Fairy Fountain and a Piece of
Heart.
-----------------------------------------------------------------------
23) White Sword

Description: Go right of the cave where you bought the Grip Ring and
climb the cliff wall to the right.  This lets you reach a cave.  Step
on both switches in here after splitting in two and then go north to
Grimblade's dojo.  Take the Piece of Heart to the left.
-----------------------------------------------------------------------
24) Fusion # 33

Description: Fuse with Melari after stepping foot in Castor Wilds for
the first time.  A beanstalk grows on the mountain, leading to a Piece
of Heart in the skies.
-----------------------------------------------------------------------
25) Mole Mitts

Description: Get to the top of Crenel Wall and go left.  Take the
ladder down and dig the wall of dirt here to be in some tunnels.
You'll find a Piece of Heart in it.
=======================================================================
                            Cave of Flames
=======================================================================
26) Cane of Pacci

Description: At the start, take the blue portal and enchant the hole to
the south.  Jump up and go south.  Use the track as a bridge and bomb
the wall the pots surround.  Doing so makes a path to the Piece of
Heart.
=======================================================================
                             Western Wood
=======================================================================
27) Fusion # 63

Description: A tree in Western Wood straightens after you fuse with the
Forest Minish living in the house by the Wind Crest.  Behind it is a
Piece of Heart.
=======================================================================
                             Castor Wilds
=======================================================================
28) Bow

Description: North of the three statues that you must fuse gold
Kinstone pieces with is a group of hedges.  Slash them away and push
the gravestone here forward to make a stairway.  Go down and take the
Piece of Heart.  This is the dojo of Swiftblade the First.
-----------------------------------------------------------------------
29) Flippers

Description: In the northeast corner of Castor Wilds is a cave.  To
reach it, you'll have to shoot down an Eyegore Statue.  Inside, push
the blocks to the right to reach the Piece of Heart.
-----------------------------------------------------------------------
30) Fusion # 51, Flippers

Description: In a vase in Minish Woods is a Picori that you can fuse
with.  Doing so makes a lily pad appear in Castor Wilds.  Shrink at the
stump and take it south.  Now go to the southeast to find a log that
you can walk through.  Do so and go further southeast to some water
that you can swim in.  Hug the north wall and enter a watery cave.
There's a Kinstone piece in the first room.  Go north and defeat the
enemies here.  Push the right blocks to find a Piece of Heart.
=======================================================================
                              Wind Ruins
=======================================================================
31) Bow

Description: When in Wind Ruins, get to the second stump.  Shrink there
and go left.  Head down the vine (the crack contains a red Kinstone)
and then take the middle vine down in the new screen.  From there,
enter the cave.  Navigate the narrow walkways while avoiding/defeating
the Pestos to reach a Piece of Heart.
=======================================================================
                          Fortress of Winds
=======================================================================
32) Bow

Description: Take the first door to the right and then go up the
stairs.  Go south and up the ladder.  Go north and shrink at the Minish
portal.  Go left twice and fall in the hole.  You should fall to a room
in 1F.  Go right through the tiny tunnel and grow at the portal.  Now
take the Piece of Heart.
=======================================================================
                              Lake Hylia
=======================================================================
33) Flippers

Description: By Stockwell's house is a pond.  Get it and dive down in
there for a Piece of Heart.
-----------------------------------------------------------------------
34) Flippers

Description: South of the Temple of Droplets and west of Mayor Hagen's
cabin is a Piece of Heart on land.  Take the ladder up to it.
-----------------------------------------------------------------------
35) Flippers

Description: Swim west of Mayor Hagen's waterfront cabin and get on
land using a ladder leading north.  From there, enter the cave-tree to
find Waveblade's dojo.  There's a Piece of Heart within.
-----------------------------------------------------------------------
36) Roc's Cape

Description: Right of Stockwell's house is a chain of islands.  Jump
across them to find a Piece of Heart rather easily.
-----------------------------------------------------------------------
37) Roc's Cape

Description: Fly forward to the north shore of the lake from # 36.  Dig
here and go left.  When you can, dig south and go down to find a Piece
of Heart in Lon Lon Ranch.  Yes, technically it's in Lon Lon Ranch, but
I don't think it belongs there.
-----------------------------------------------------------------------
38) Fusion # 68, Roc's Cape

Description: In the tunnel mentioned in # 37 are three ladders that
you'll have to use to reach a seemingly pointless pond.  But, if you
performed fusion # 68 with a Forest Minish living north of Mayor
Hagen's house, a beanstalk is to be climbed here.  A Piece of Heart is
at the top.
=======================================================================
                             Royal Valley
=======================================================================
39) White Sword (Three Elements)

Description: When in Royal Valley, go to the northern graveyard
section.  Push the upper-left grave forward and take the stairs down to
a Piece of Heart.
=======================================================================
                              Veil Falls
=======================================================================
40) Cane of Pacci

Description: Go to the north end of Lon Lon Ranch and enchant the hole
there with the rod.  Jump to the next level from there and follow the
path down to a Piece of Heart.
-----------------------------------------------------------------------
41) Flippers

Description: Enter Veil Falls from northeast North Hyrule Field and
jump off the ridge to the right to swim to the Piece of Heart.
-----------------------------------------------------------------------
42) Fusion # 98

Description: A platform appears before a dirt wall in the water.  Dig
into it and go forward to a Piece of Heart.
-----------------------------------------------------------------------
43) Fusion # 80

Description: A waterfall opens when you perform the correct fusion.
Swim into it to find a Piece of Heart sitting there in the watery cave.
=======================================================================
                           Palace of Winds
=======================================================================
44) Roc's Cape

Description: Go to the central room of 4F on the map.  In here, push
some blocks in the northwest corner into a pit and fall in to be drop
down to a walkway much earlier in the dungeon.  Go forward to the Piece
of Heart.
=======================================================================
                        Hidden Heart Container
=======================================================================
45-48) Fusion # 99

Description: By fusing with the correct Forest Minish once you have the
Four Sword, a crack appears in the ground by the Wind Crest in Lake
Hylia.  Fall in as Minish Link and go right, jumping over the spiked
cylinders with Roc's Cape.  Take the ladder at the end up to Librari.
Talk to him for a whole Heart Container.  Thanks elder Librari!
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

And there you have it - every single last one.  If you want to
challenge yourself, try to get through the game without picking up a
single Piece of Heart or Heart Container (boss-inclusive).  That's an
old Zelda challenge called the Three-Heart Challenge.  Happy hunting.

=======================================================================
==============================Figurines*===============================
=======================================================================

So, you're probably wondering why you keep collecting Mysterious
Shells.  This is an element of play from The Legend of Zelda: Link's
Awakening.  The only difference is that in Link's Awakening you got a
sword for collecting Mysterious Shells.  In this game, you bet them in
a slot machine sort of game.  On the west side of town is a cave-tree
home to Carlov, a sculptor of figurines (remember him from Wind
Waker?).

Figurines are not only fun, but they have a use.  If you get them all
(136 in total), you get the Carlov Medal.  Talk to the man sitting in
front of Mama's Cafe in Hyrule Town with it and he'll open his house to
the north of it, letting you get a Piece of Heart, 600 rupees, and a
phonograph that lets you listen to the game's music (sound test).

However, there is a bit of strategy and a lot of luck involved in
getting figurines.  Each time you play you have a certain chance of
getting a new figurine.  You start with a 100 % chance of getting a new
one, and it slowly dwindles down to 0 %.  The more Mysterious Shells
you bet (you can hold 999 at a time), the more likely you are to win.
However, betting two shells does not double your chances of winning, as
it should by the basic laws of probability.  Instead, it raises your
chance of winning by 1 %.

So, you should only bet more than one Mysterious Shell when you have a
1 % chance of getting a new figurine.  After all, with a 2 % chance of
winning, you'd have to play fifty times to get a new one (at most).
But if you wanted a surefire new figurine, you'd have to bet 99
Mysterious Shells, forty-nine more than you'd normally have to.  If you
don't have the patience for this, you can bet more shells more often.

You might even restart the game each time you don't get a new figurine.
Note that each time you play, each figurine has assigned to it a
certain percentage.  That is, if you play and bet enough shells to get
an 80 % chance of winning, you get a figurine, and you reset it, then
you will get that same figurine if you bet enough to have an 80 %
chance.  Just an observation.

Finally, you don't have the opportunity to get all 136 figurines at any
given time.  Carlov makes new figurines that he puts into the dispenser
as you meet new characters.  For instance, if you have not fought
Mazaal, it is impossible to get his figurine.  At first you'll only
have 130 slots (as if there are a total of 130 figurines).  Beating the
game adds six new slots to the holding machine (so you can get a total
of 136 unique figurines).  Below is a list of characters that you must
fuse to unlock (their figurines cannot be gotten without doing the
proper fusion).

# 10 - Marcy (fuse with the postman)
# 36 - Joy Butterfly (fuse with either Nayru, Farore, or Din twice)
# 37 - Gina (fuse with Dampe)
# 45 - Goron (get the fourth bottle in the long trade sequence)
# 66 - Goron Merchant (fuse with Goron on far left in Goron cave)
# 111 - Golden Octorok (fuse with Crenel Hermit)
# 112 - Golden Tektite (fuse with Mountain Minish in # 22)
# 113 - Golden Rope (fuse with Crenel Hermit)

Now for the list.  I include the game script that Carlov writes with
each figurine.  More often than not, Carlov gives lousy descriptions of
characters.  Nonetheless, he does sometimes reveal new information.
The game lists the figurines in pretty weird order, too.  I personally
think that the figurines in Wind Waker were better.  Also, the Carlov
Medal is kind of creepy.

-----------------------------------------------------------------------
#) Name

Script:
-----------------------------------------------------------------------

Above is the setup of each entry.  I think it's rather self-
explanatory.

-----------------------------------------------------------------------
1) Capless Link

Script: A young boy who lives in Hyrule.  He is close friends with
Princess Zelda.
-----------------------------------------------------------------------
2) Ezlo and Link

Script: A young boy on a quest with Ezlo to restore the Four Sword.
With the sword's power, he hopes to remove the curse on Princess Zelda.
-----------------------------------------------------------------------
3) Princess Zelda

Script: A bright and cheery princess from Hyrule's royal family.  She
loves to sneak out of the castle to visit her good friend, Link.
-----------------------------------------------------------------------
4) Ezlo (Cap)

Script: A strange creature that looks at first like a cap.  He speaks
roughly and treats Link like a child, but he actually really likes
Link.
-----------------------------------------------------------------------
5) Sorcerer Vaati

Script: When the young Minish donned Ezlo's magic cap, he took this
evil form.  Now, he searches for the light force in his quest to become
all-powerful.
-----------------------------------------------------------------------
6) King Daltus

Script: The king of Hyrule.  Reported to have been a fine swordsman, he
appeared in the Picori Festival tournament as a youth and fought to a
draw with Smith.
-----------------------------------------------------------------------
7) Minister Potho

Script: The supporting pillar of Hyrule.  He is also in charge of
Princess Zelda's education, so when she goes missing, he gets
frustrated.
-----------------------------------------------------------------------
8) Smith

Script: The finest swordsmith in Hyrule.  As a young man, he was a
great swordsman.  He and King Daltus are friends and enjoyed a pleasant
rivalry as youths.
-----------------------------------------------------------------------
9) Mayor Hagen

Script: The mayor of the town of Hyrule.  He's a big collector of odd
masks.  He's built a shelter into his garden just in case monsters ever
attack Hyrule.
-----------------------------------------------------------------------
10) Marcy

Script: Second in command at Hyrule's post office.  She's mellow and
laid-back, entirely unlike the high-strung and easily excitable Stamp.
-----------------------------------------------------------------------
11) Stamp

Script: A busy, hardworking postal employee, although he can be a touch
edgy.  The stamp he uses is his own personal one, so please don't
borrow it.  Thanks.
-----------------------------------------------------------------------
12) Rem

Script: The proprietor of Rem's Shoe Store.  Using his "secret
technique," he makes shoes in his sleep.  Princess Zelda is his single
biggest source of income.
-----------------------------------------------------------------------
13) Dr. Left

Script: A gruff-talking academic type who is obsessed with studying the
Picori.  He doesn't seem to be aware that they are actually living in
his own house.
-----------------------------------------------------------------------
14) Carlov

Script: A sculptor of finely crafted figurines.  Many consider him the
best sculptor in all of Hyrule.  He enjoys collecting Mysterious
Shells.
-----------------------------------------------------------------------
15) Borlov

Script: Owner of the Chest Mini-Game Shop.  Carlov's younger brother.
He detests gambling, but he has the made the biggest gamble of all:
entrepreneurship.
-----------------------------------------------------------------------
16) Stockwell

Script: This handy neighborhood gear seller, also called Stockwell the
Well-Stocked.  He complains that he's been too busy lately to see his
dog, Fifi.
-----------------------------------------------------------------------
17) Simon

Script: His mysterious dungeon-simulation game is very popular in
Hyrule.  It gives players the illusion of fighting real monsters in
real dungeons.
-----------------------------------------------------------------------
18) Gorman

Script: He wants to rent out his house in town, but he's too
overbearing to attract a tenant.  He doesn't even seem to realize what
the problem is...
-----------------------------------------------------------------------
19) Anju

Script: This young woman tends to her cuccos in Hyrule Town.  If you
help her gather her loose cuccos, she'll give you a reward.
-----------------------------------------------------------------------
20) Brocco

Script: Hyrule's vegetable vendor.  He sells fine produce.  He also
argues constantly with the fruit vendor, Pina, over the health benefits
of vegetables.
-----------------------------------------------------------------------
21) Pina

Script: Hyrule's fruit vendor.  She hates vegetables, so she won't even
sell tomatoes, even though they technically ARE fruits.  Freak.
-----------------------------------------------------------------------
22) Beedle

Script: Though he is an adult, he is very good at finding Picolyte made
by the Minish.  And he is very, VERY convincing about their healthful
properties.
-----------------------------------------------------------------------
23) Postman

Script: A very serious deliveryman.  He continues to make every
delivery right on time every day.
-----------------------------------------------------------------------
24) Crenel Hermit

Script: A hermit who lives on Mount Crenel.  He has lots of Kinstone
pieces.  He brags that he won the festival tournament when he was
younger.
-----------------------------------------------------------------------
25) Monster Lady

Script: A weird old lady living in Percy's house without his
permission.  She doesn't want you to turn on the lights.  She might
actually be a...
-----------------------------------------------------------------------
26) Dampe

Script: The gravedigger at the cemetery.  They say he has the power to
speak with the dead.  He fuses the Kinstones he digs up with the local
ghosts.
-----------------------------------------------------------------------
27) Gustaf, Royal Spirit

Script: The spirit of an ancient king of Hyrule who wishes to secure
peace in his land from beyond the grave.  He was very fond of the
people of the Wind Tribe.
-----------------------------------------------------------------------
28) Syrup

Script: A wizard who lives in the Minish Woods.  She sells magic items
with odd powers.  She's looking for an apprentice to whom she can teach
her mystic spells.
-----------------------------------------------------------------------
29) Great Butterfly Fairy

Script: The Great Butterfly Fairy of Minish Woods.  She provides you
with a larger wallet, allowing you to carry more Rupees with you.
-----------------------------------------------------------------------
30) Great Mayfly Fairy

Script: The Great Mayfly Fairy of Mount Crenel.  She provides you with
a larger bomb bag, allowing you to carry more bombs with you.
-----------------------------------------------------------------------
31) Great Dragonfly Fairy

Script: The Great Dragonfly Fairy of Royal Valley.  She gives you a
larger quiver, allowing you to carry more arrows with you.
-----------------------------------------------------------------------
32) Percy

Script: A poet who lives in Western Wood.  He comes home from a long
journey to find his house occupied by an unwanted guest.  Poor guy...
-----------------------------------------------------------------------
33) Nayru

Script: She's looking for a house in Hyrule to move into.  She is
descended from a line of oracles in the land of Labrynna.
-----------------------------------------------------------------------
34) Farore

Script: She's looking for a house in Hyrule to move into.  She's a very
helpful person, but people take advantage of her nature.  This really
bothers her.
-----------------------------------------------------------------------
35) Din

Script: She's looking for a house in Hyrule to move into.  She is a
famous dancer from the land of Holodrum.
-----------------------------------------------------------------------
36) Joy Butterfly

Script: A rare butterfly said to bring happiness to those who catch it.
If you see one on your journeys, try to grab it!
-----------------------------------------------------------------------
37) Gina

Script: A strange Ghini who wants to fuse Kinstone pieces, which is
somewhat peculiar for a monster.  She has a lot of pieces, so keep on
fusing!
-----------------------------------------------------------------------
38) Festari

Script: A Minish living in Minish Village.  He speaks some human
languages.  He sees that Link is human with one look.  He's a bit of a
human enthusiast.
-----------------------------------------------------------------------
39) Gentari

Script: The elder of the Forest Minish.  He has lived among humans for
a long time.  He knows where the four elements are.  He has a twin
brother in Hyrule's library.
-----------------------------------------------------------------------
40) Forest Picori

Script: Not visible to the eyes of adults, they delight in making
humans happy by hiding helpful items and Rupees under grass and rocks
all over the world.
-----------------------------------------------------------------------
41) Librari

Script: The Town Minish elder is Gentari's twin brother.  Those large
wings that he is so proud of are trophies from a duel with a cucco as a
young Minish.
-----------------------------------------------------------------------
42) Town Picori

Script: These Minish like humans so much that they moved from Minish
Village into Hyrule itself!  They try to make humans happy, but it
sometimes backfires.
-----------------------------------------------------------------------
43) Melari

Script: He lives without his seven apprentices in Mount Crenel, which
contains all the mineral riches they will ever need.  He seems gruff,
but he's trustworthy.
-----------------------------------------------------------------------
44) Mountain Picori

Script: These seven students followed Melari from Minish Village to
Mount Crenel.  Their song is actually a sign that they are full-fledged
Mountain Minish now.
-----------------------------------------------------------------------
45) Goron

Script: These rock- and iron-eaters once lived on Mount Crenel in
Western Hyrule.  Now their numbers are few, and they live quietly in a
cave.
-----------------------------------------------------------------------
46) Minish Vaati

Script: Before he became a sorcerer, he was a simple Minish.  He had
always been entranced by the evil that lives in the hearts of men...
-----------------------------------------------------------------------
47) Vassals

Script: These vassals serve the king of Hyrule. They are loyal and
diligent.  Like the king himself, they are courteous yet frank.
-----------------------------------------------------------------------
48) Library

Script: The Royal Hyrule Library.  Although the library is well loved,
many forget to return their books, causing no end of trouble for the
librarians.
-----------------------------------------------------------------------
49) Blade Brothers

Script: All of these self-trained swordsmen have won the fighting
tournament at the Picori Festival before.  They see great potential in
Link.
-----------------------------------------------------------------------
50) Wheaton & Pita

Script: This couple bakes bread in Hyrule.  Their tasty pastries hold a
secret...  If you're extra lucky, there'll be a helpful item hidden
inside!
-----------------------------------------------------------------------
51) Funday School

Script: This is where all the children of Hyrule learn.  Link and
Princess Zelda studied here, too.  The two teachers are twins named
Tina and Dina.
-----------------------------------------------------------------------
52) Mama's Cafe

Script: This is the best place in town to relax.  You can also pick up
some good tips, from the latest gossip to observations about the world.
-----------------------------------------------------------------------
53) Happy Hearth Inn

Script: This generous inn gives a gift to every guest who stays the
night.  Guests can unwind in the lobby on the second floor.
-----------------------------------------------------------------------
54) Zill and Friends

Script: Zill's the one with the drippy nose.  He likes to wander around
town with his friends.  He knows a lot about Hyrule, and he might even
give you some tips!
-----------------------------------------------------------------------
55) The Carpenters

Script: These carpenters may be rough around the edges, but they do
good work.  They may seem tough, but they're in touch with their
feminine side.
-----------------------------------------------------------------------
56) Young Couple

Script: Romio and Julietta grew up next door to one another.  They're
dating now,, but they plan to marry once they get their pet's approval.
-----------------------------------------------------------------------
57) Peaceful Hyrule 1

Script: Carlov's Peaceful Hyrule Scenery Series No. 1
-----------------------------------------------------------------------
58) Peaceful Hyrule 2

Script: Carlov's Peaceful Hyrule Scenery Series No. 2
-----------------------------------------------------------------------
59) Peaceful Hyrule 3

Script: Carlov's Peaceful Hyrule Scenery Series No. 3
-----------------------------------------------------------------------
60) Cucco!

Script: With a boisterous crow and a cute crest, these feathered
friends are the most popular pets in Hyrule.  The baby chicks like
small bugs.
-----------------------------------------------------------------------
61) At Lon Lon Ranch

Script: This small ranch lies just outside Hyrule Town.  Father-and-
daughter team Talon and Malon run it, and they sell the finest milk in
Hyrule!
-----------------------------------------------------------------------
62) The Wind Tribe

Script: The people who built the Wind Ruins.  They now live above the
clouds, suspended by their own magic ability to control the wind.
-----------------------------------------------------------------------
63) Gregal & the Ghost

Script: An old man plagued by an evil spirit.  Coming to his aid will
bring you benefit in the end, so if you meet him, you must find a way
to help him.
-----------------------------------------------------------------------
64) Tingle Siblings?

Script: Tingle (in green) and his twin younger brother Ankle (in
purple) and Knuckle (in blue).  They believe fusing Kinstones will help
them meet fairies, so they are recording Kinstone data on their maps.
David Jr. is not technically a relative.
-----------------------------------------------------------------------
65) Eenie & Meenie

Script: The Hyrulean vegetables grown in their fields are exquisitely
delicious.  Apparently, Brocco sells the best of their crops.
-----------------------------------------------------------------------
66) Goron Merchant

Script: This Goron appears when you successfully fuse certain Kinstone
pieces.  He will sell you expensive, but rare, Kinstone pieces.
-----------------------------------------------------------------------
67) Spookter & Spekter

Script: Ghosts from Royal Valley.  The one in the blue cap is Spookter,
and the one in the red cap is Spekter.  Spookter tries to be scary, but
he's just not.
-----------------------------------------------------------------------
68) Sluggula

Script: Appears in Minish dungeons.  They drop from the ceiling
unexpectedly.  They are slow, so take your time, and defeat them one by
one.
-----------------------------------------------------------------------
69) Scissors Beetle

Script: Appears in Minish roads & dungeons.  These monsters have sharp
mandibles.  Hit them when they shoot these away.  Avoid their attacks
to get in close.
-----------------------------------------------------------------------
70) Moldworm

Script: Appears in Minish roads.  They come out of the ground when they
sense prey.  If you get swallow, you'll take damage and get all dirty.
Watch out, because when you're all dirty, Pestos will come after you.
-----------------------------------------------------------------------
71) Spiked Beetle

Script: Appears in dungeons. Covered in hard, spiny shells. Few attacks
work on them.  You have to flip them over to hurt them.
-----------------------------------------------------------------------
72) Eyegore Statue

Script: Appears in Castor Wilds.  They move when you put an arrow in
their eye.  No other attacks work.  You can always just let them pass...
-----------------------------------------------------------------------
73) Business Scrub

Script: Appears in caves, etc.  Normally stay underground.  They'll pop
out and spit seeds at you, but if you get to know 'em, they're not so
bad.
-----------------------------------------------------------------------
74) Armos

Script: Appears in the Wind Ruins.  Built by the Minish for the Wind
Tribe long ago.  They look like stone statues, but if you get too
close, they move!
-----------------------------------------------------------------------
75) Keese

Script: Appears in various areas.  These bats live in dungeons and
caves.  Their movement is unpredictable, so use ranged weapons from a
safe distance.
-----------------------------------------------------------------------
76) Keaton

Script: Appears in various areas.  This thieving fox preys upon
travelers and merchants.  He may not be strong, but he will attack very
quickly, so be careful.
-----------------------------------------------------------------------
77) Ghini

Script: Appears in Royal Valley, etc.  These dark beasties are
attracted to light, and if they attack you, they may suck your life
away.
-----------------------------------------------------------------------
78) Gibdo

Script: Appears in the Palace of Winds.  These mummies keep coming at
you when you attack.  It's better to fight from a distance if you want
to avoid damage.
-----------------------------------------------------------------------
79) Rollobite

Script: Appears in dungeons.  His hard shells protects him from swords,
but once he rolls into a ball, you can use the Gust Jar to draw them
in.
-----------------------------------------------------------------------
80) Spark

Script: Appears in dungeons.  They cling to walls and move quickly.
Normal attacks may not work, but the boomerang is pretty effective.
-----------------------------------------------------------------------
81) Dark Nut

Script: Appears in Castor Wilds.  These armor-clad soldiers are tough.
Use your shield and rolling skills to find an opening in their
defenses...
-----------------------------------------------------------------------
82) Red Dark Nut

Script: Appears in the Palace of Winds.  These Dark Nut commanders are
strong, but if you relaz and wait for your opening, you can still
defeat them.
-----------------------------------------------------------------------
83) Chaser

Script: Appears in dungeons.  They move quickly to chase you once they
spot you.  Your shield will block them, but keep on your toes!
-----------------------------------------------------------------------
84) Rock Chuchu

Script: Appears in Veil Falls.  These tough Chuchus wear rocks on their
heads.  The rocks protect them from damage, so you'll have to find a
way to knock the rocks off before you'll be able to destroy them.
-----------------------------------------------------------------------
85) Moldorm

Script: Appears in various areas.  These guys move quickly and
randomly.  Trap them in a corner and take them out quickly.
-----------------------------------------------------------------------
86) Door Mimic

Script: Appears in Royal Crypt.  They look like doors, but they're
really traps!  If you get too close to one, it will fall down on you!
-----------------------------------------------------------------------
87) Peahat
</pre><pre id="faqspan-8">
Script: Appears on Mount Crenel, etc.  These strange beasts hover on
propeller-like leaves.  You can pull them out of the sky with your Gust
Jar.
-----------------------------------------------------------------------
88) Helmasaur

Script: Appears in various areas.  Their fronts are protected with
metal masks, but their backsides aren't!  Pop off that mask for an easy
battle.
-----------------------------------------------------------------------
89) Wall Master

Script: Appears in dungeons.  If these guys grab you, they'll send you
back to the start of the dungeon.  Dodge them as they fall, then
attack.
-----------------------------------------------------------------------
90) Floor Master

Script: Appears in dungeons.  If these guys grab you, they'll send you
back to the start of the dungeon.  Watch out when he attacks with
others.
-----------------------------------------------------------------------
91) Acro-Bandits

Script: Appears in Eastern Hills, etc.  Five of them pop out at once.
If you smack each one as they pop out of the ground, they're a piece of
cake.
-----------------------------------------------------------------------
92) Bob-omb

Script: Appears in dungeons.  They often gather in groups in narrow
areas.  Once activated, they go a little crazy.  Take them out with
arrows.
-----------------------------------------------------------------------
93) Bombarossa

Script: Appears in dungeons.  They float in the air and explode when
touched.  Walk carefully, and you may escape unhurt.
-----------------------------------------------------------------------
94) Like Like

Script: Appears in caves, dungeons, etc.  Don't let them grab you:
they'll eat your shield if they hold you long enough.  Swing your sword
you escape.
-----------------------------------------------------------------------
95) Rupee Like

Script: Appears in caves, dungeons, etc.  This Rupee Like has a Rupee
dangling from its head stalk.  This clever lure attracts greedy and
delicious heroes.
-----------------------------------------------------------------------
96) Rope

Script: Appears in various areas.  They'll come straight for you if
they spot you.  Just swing your sword when they charge at you.
-----------------------------------------------------------------------
97) Boulder

Script: Appears on Mount Crenel, etc.  These huge boulders come
crashing down from cliff walls.  They fall in a random pattern, so
watch your step!
-----------------------------------------------------------------------
98) Ball & Chain Soldier

Script: Appears in the Palce of Winds.  They're not fast, but that iron
ball is a bruiser!  Try to hit them after they swing the ball.
-----------------------------------------------------------------------
99) Spiny Beetle

Script: Appears in various areas.  They hide under common rocks and
grass.  Be careful, because they can pop out when you least expect it!
-----------------------------------------------------------------------
100) Spear Moblin

Script: Appears in Minish Woods, etc.  They rush you on sight.  They
also block head-on attacks with their spears, so circle around to
attack.
-----------------------------------------------------------------------
101) Bow Moblin

Script: Appears in various areas. They fire arrows at you on sight.
Block these with your shield and then close in to attack.
-----------------------------------------------------------------------
102) Cloud Piranha

Script: Appears in the sky.  They swim through clouds like fish in
water.  Attack them in that brief moment they pop out!
-----------------------------------------------------------------------
103) Mulldozer

Script: Appears in Minish roads, dungeons, etc.  There are red and blue
ones.  They may look small and weak, but their hard shells make them
formidable.
-----------------------------------------------------------------------
104) Pesto

Script: Appears in Minish roads, dungeons, etc.  There are red and blue
ones.  The blue ones are stronger and throw things down on your head.
-----------------------------------------------------------------------
105) Puffstool

Script: Appears in Deepwood Shrine.  These mushroom beasties scatter
spores all over dungeons.  When their caps are red, they are
invincible.
-----------------------------------------------------------------------
106) Wizzrobe

Script: Appears in the Palace of Winds, etc.  They fire magic bolts
from afar.  Hit them when they appear so they don't cast another spell!
-----------------------------------------------------------------------
107) Fire Wizzrobe

Script: Appears in the Palace of Winds.  They wield fire magic.  Hit
them when they appear so that they don't cast another spell!
-----------------------------------------------------------------------
108) Ice Wizzrobe

Script: Appears in the Palace of Winds.  They wield ice magic.  They're
weak against fire, so attack with fire for a quick battle!
-----------------------------------------------------------------------
109) Wisp

Script: Appears in dungeons.  They float in midair.  They won't hurt
you, but if you touch them, you won't be able to use your sword for a
while.
-----------------------------------------------------------------------
110) Octorok

Script: Appears in various areas.  There are red and blue ones.
They've appeared in every Zelda game to date.  They spit rocks, so be
careful.
-----------------------------------------------------------------------
111) Golden Octorok

Script: Appears in...  Well, we're not sure!  The legendary Golden
Octorok.  It can't be confirmed, but they are said to shoot chunks of
pure gold...
-----------------------------------------------------------------------
112) Golden Tektite

Script: Appears in...  Well, we're not sure!  The legendary Golden
Tektite.  Its basic attacks is the same, but it has much more power.
-----------------------------------------------------------------------
113) Golden Rope

Script: Appears in...  Well, we're not sure!  The legendary Golden Rope.
It's much more aggressive than the normal ones: it will attack you on
sight.
-----------------------------------------------------------------------
114) Crow & Takkuri

Script: Appears in various areas.  The black one is Crow.  If you touch
Takkuri, he will steal Rupees from you, so be careful!
-----------------------------------------------------------------------
115) Lakitu

Script: Appears in the sky.  They float on clouds.  They don't move,
but they do throw lightning bolts.  Steal their clouds with the Gust
Jar.
-----------------------------------------------------------------------
116) Stalfos

Script: Appears in dungeons.  Blue ones jump, and red ones throw bones.
See what happens when you remove their heads with the Gust Jar.
-----------------------------------------------------------------------
117) Beetle

Script: Appears in various areas.  They appear under rocks and grass.
If they grab you, you won't be able to move.  Swing your sword to get
away.
-----------------------------------------------------------------------
118) Chuchu

Script: Appears in various areas.  Chuchus come in many colors.  Each
color is a little different, but ranged weapons work well against all.
-----------------------------------------------------------------------
119) Tektite

Script: Appears on Mount Crenel, etc.  They move by jumping long
distances.  Their movement can be unpredictable, so attack them when
they are still.
-----------------------------------------------------------------------
120) Trap

Script: Appears in various areas.  A trap with sharp blades.  Some are
triggered by nearby intruders, while others follow a set path.
-----------------------------------------------------------------------
121) Leever

Script: Appears in Wind Ruins, Veil Falls.  These baddies move freely
underground when attacking.  You never know where they will pop up, so
keep your shield raised and at the ready!
-----------------------------------------------------------------------
122) Maderpillar

Script: Appears in Deepwood Shrine, etc.  This caterpillar moves in a
zigzag pattern.  If you hit him on the nose, he gets upset and starts
running around.
-----------------------------------------------------------------------
123) Spiny Chuchu

Script: Appears in various areas.  These Chuchus project spikes from
their bodies at the first sign of danger.  Try a well-placed bomb.
-----------------------------------------------------------------------
124) Big Octorok

Script: Appears in the Temple of Droplets.  Frozen solid by the power
of the Water Element.  He's been frozen so long that his hunger is
unbearable.
-----------------------------------------------------------------------
125) Gyorg Pair

Script: Appears in Palace of Winds.  Females are larger than males.
They fly around the Palace of Winds preying on adventurers.
-----------------------------------------------------------------------
126) Biggoron

Script: This is a legendary Goron with a body bigger than a mountain.
This Goron is so big, in fact, that no one has ever seen all of it at
once.
-----------------------------------------------------------------------
127) Big Green Chuchu

Script: Appears in Deepwood Shrine.  A perfectly ordinary Chuchu.
Though not much of an enemy usually, they are terrifying to anyone
Minish-sized.
-----------------------------------------------------------------------
128) Gleerok

Script: Appears in the Cave of Flames.  A Gleerok with a hard, rocky
shell found in Mount Crenel.  Hiding in lava, this beast spews fire on
everything it sees.
-----------------------------------------------------------------------
129) Mazaal

Script: Appears in the Wind Ruins.  Constructed by the Wind Tribe to
repel intruders, this study machine cannot be destroyed by any external
force.
-----------------------------------------------------------------------
130) Big Blue Chuchu

Script: Appears in the Temple of Droplets.  An ordinary blue Chuchu.
Fighting him while Minish-sized in daunting, but just try to avoid that
electric attack.
-----------------------------------------------------------------------
131) Zelda & Link

Script: These two became fast friends because of Smith and the king of
Hyrule.  Zelda wishes that sometimes unreliable Link were just a wee
bit stronger.
-----------------------------------------------------------------------
132) Minish Ezlo

Script: The Minish Ezlo, before he was cursed by Vaati.  HE is a famous
Minish sage.  Even among Minish inventors, he was renowned for his
amazing creations.
-----------------------------------------------------------------------
133) Black Knight

Script: Appears in Dark Hyrule Castle.  This is the strongest Dark Nut,
with a good balance of attack and defense.  They will do anything to
stop you.
-----------------------------------------------------------------------
134) Vaati Reborn

Script: The sorcerer Vaati took this form after draining the power of
the light force from Princess Zelda.  The evil beams from his eyes are
devastating.
-----------------------------------------------------------------------
135) Vaati Transfigured

Script: Once Vaati's body has been shattered, this dark form rises up,
all that remains of the evil sorcerer.  Only the sacred Four Sword can
defeat him.
-----------------------------------------------------------------------
136) Vaati's Wrath

Script: This is the embodiment of purest evil, the final form of the
power-mad Vaati.  Its mind is consumed with a hunger for destruction.
Find its weakness.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

That is each and every figurine there is.  Like I said, use the Carlov
Medal that you receive from getting all of them to talk to the figurine
collector outside Mama's Cafe.  He'll let you into his house to the
north, which contains 600 rupees, a Piece of Heart, and the Sound Test.

=======================================================================
=============================Wind Crests*==============================
=======================================================================

Once you've beaten Mazaal in Fortress of Winds, you receive the Ocarina
of Winds.  You can use it to warp to Wind Crests that you've activated.
To help you make shortcuts for yourself, I'll list where to find them
all, just in case.

Hyrule Town: Right by the Funday School in the northeast corner.  This
is probably the most useful of the crests.

South Hyrule Field: Right of Link's house is a Wind Crest.  It is
convenient for going to Link's house in a hurry.  You can rest in the
bed on the second floor, which restores all your health.

Minish Woods: Once you exit Minish Village from the house of Gentari
the elder, you'll find the corresponding crest rather easily.

Mount Crenel: Left of Melari's Mines and south of Cave of Flames is
another Wind Crest.  It is in quite a good location.

Castor Wilds: East of the three Mysterious Statues in the southwest
corner lies a Wind Crest.  It is also a useful shortcut to Wind Ruins.

Lake Hylia: This comes ready with the Ocarina of Wind.  It is the only
way to get on that ledge.

Veil Falls: Outside, before the cave that leads to Veil Springs, is a
Wind Crest.  Once you have the warp to Cloud Tops, this is a less
useful crest.

Cloud Tops: The last Wind Crest lies here.  It is right before the
house of the Wind Tribe, making it easy to enter.  You can also fall
down the hole here for quicker access to Veil Springs.

In almost every Zelda game there is a musical instrument.  Four Swords
Adventures is the exception.  Ocarinas have gained favor in the Zelda
world.  However, the Ocarina of Wind holds true to its roots as a
simple flute.  In the first game, The Legend of Zelda, the Flute played
the same tune that this instrument does.  It took you to the different
dungeons that you've cleared.  Also, Nintendo recycled that The Legend
of Zelda flute tune for Super Mario Bros. 3, earning another Zelda game
another Mario cameo.

=======================================================================
=============================Rupee Trick*==============================
=======================================================================

There are many easy ways to make rupees.  Anju's Cucco mini-game is a
good example.  Kinstone fusing is the best.  However, if you want
guaranteed rupees, there's one shining trick to use.  I first
discovered it in Wind Waker, although it is present in games as early
as A Link to the Past.  If a pot in a certain room contains a rupee, it
will contain the same rupee each time you enter.  That is, if you take
a rupee from under a pot, exit, and then reenter, the rupee will be
there.  The best place to practice this trick is in Mt. Crenel.  One
particular cave has you throw a bomb across a gap to hit a switch,
which makes a bridge form.  The southern part of that cave should have
two pots, one of which contains a red rupee (worth 20).  Keep exiting
and entering the cave, taking the rupee each time.  Even with the
biggest wallet, it's only 50 trips (which is lessened by the presence
of rupees in the left pot).

justinmarkbrown sends in this alternate tip: "Go to South Hyrule Field,
to Smith's house.  Stand right in front of the door (outside of his
house) and turn left without moving.  Dig right there with the Mole
Mitts and there will be 20 rupees every time.  If you dig around the
rest of the front yard you will probably find 40+ rupees.  I think this
is easier because it's not as far out of the way as Mt. Crenel.  You
can also enter and exit Smith's house more quickly than you can the
cave."

If you like Picolyte and you have the Great Spin Attack, then
kenpokarateboy2 has this trick for you: "First, buy yellow picolyte
(the one that makes it easy to find rupees).  Second, go west from the
town, then head south over the rock that you pushed in the hole.  Go
down the steps, past the secret bomb cave, and kill all these monsters.
Then go west as soon as possible.  You will be in a field of solid
grass.  Kill all the monsters, then enter and leave a cave to revive
any grass that you cut.  Stand in the middle of the field and use the
Yellow Picolyte.  Then Great Spin Attack all the grass, and you will
find about 17-25 red rupees, making back much more than what you spent
on the [Yellow] Picolyte.  I also use this trick with the [White]
Kinstone Picolyte if I run short."

Also, I suppose I'll list the rupee conversions here.

Green Rupee - 1
Blue Rupee - 5
Red Rupee - 20
Big Green - 50
Big Blue - 100
Big Red - 200

I hope this trick serves you well.  One more thing, though.  Certain
Kinstone fusions make golden enemies appear.  There are Golden Ropes,
Golden Octoroks, and Golden Tektites.  Golden Ropes are much faster and
they have more health.  Golden Octoroks shoot many rocks in succession,
and also take many hits.  Golden Tektites jump around at high speeds
and take many hits (they're the hardest to beat).  Well, beating these
nine enemies always results in a big rupee.  Which one depends on which
you beat.

=======================================================================
============================Zelda Timeline*============================
=======================================================================

Note: Reading this might spoil the endings for a few of the Zelda
games.  Read only if you know what happens in each, because I need to
draw from important game events to make the timeline.  Read at your own
risk.

The Legend of Zelda is a series of twelve separate games at the present
time.  Since these games were not released in an order that made sense,
many people argue with one another about just how it should be
organized.  That's what this timeline is here for - to express my views
on the subject.  I think that the series in bad need of better
organizing.  Many timelines are awful and don't make sense.  The
timeline must abide by certain rules.  But before that, here's a list
of every Zelda game that either was new when it was released or had
something new on it.

The Legend of Zelda
1987 for the NES
Zelda II: The Adventure of Link
1988 for the NES
The Legend of Zelda: A Link to the Past
1991 for the SNES
The Legend of Zelda: Link's Awakening
1993 for the GB
The Legend of Zelda: Ocarina of Time
1998 for the N64
The Legend of Zelda: Majora's Mask
2000 for the N64
The Legend of Zelda: Oracle of the Ages
2001 for the GBC
The Legend of Zelda: Oracle of the Seasons
2001 for the GBC
The Legend of Zelda: A Link to the Past/Four Swords
2002 for the GBA
The Legend of Zelda: Ocarina of Time/Master Quest
2003 for the GCN
The Legend of Zelda: The Wind Waker
2003 for the GCN
The Legend of Zelda: Four Swords Adventures
2004 for the GCN
The Legend of Zelda: The Minish Cap
2005 for the GBA

Note that these release years are all North American.  First, notice
that A Link to the Past and Ocarina of Time are listed twice.  This is
because those games had a new game on them when they were re-released.
Ocarina of Time had Master Quest, which was a harder version.  Master
Quest has the same events in it as Ocarina of Time, so it will not be
counted.  A Link to the Past was re-released with a multi-player game
called Four Swords.  It is an actual game, and it shall be counted.

As I said, there are a few rules one must follow when making their
timeline.  Here are common errors people make.  First, what Link or
anyone else looks like has nothing to do with the chronological scheme
of things.  Wind Waker Link was a very popular look so Nintendo showed
him that way in a few extra games.  This doesn't make Link different.
Secondly, items (unless they are extremely important, like the Master
Sword) do not determine anything.  That is, whether Ganon used his
trident in one battle or not does not give us a good timeline.  Third,
there is only one timeline.

Many people think that there are two (the Alternate Timeline Theory)
because Link time-traveled in Ocarina of Time.  If you think about it,
this is a really stupid theory.  After all, at the end of Ocarina of
Time, Zelda sends Link back to relive the seven years of his childhood
that he lost (to quote Zelda exactly, "Link, give the Ocarina to me...
As a sage, I can return you to your original time with it.").  It is as
if the latter part of Ocarina of Time never happened.  Fourth, there
will be no dates.

Many people try to use dates in their timeline and that is completely
false.  Fifth, comic books have no bearing on the timeline.  Sixth and
foremost, if it's not in the game or the manual, then it is speculation
and it doesn't count.  For instance, one could add tons of different
events that weren't in the games or manuals and connect things together
(like Ganon revivals, descendants, and other "events").

Now we can truly start.  This is quite anticipated because everyone
wants to know how Minish Cap is placed on the timeline.  Remember that
the timeline tries to string the games together in an order that makes
sense for the existing games only.  It will be modified should a new
game be released.

Note: In my timeline, it is very important to remember that Link did
not have the Triforce piece of Courage at the end of Ocarina of Time.
He had it when he was an adult, but Zelda sent him back to the past "to
regain his lost years."  Even if you do disagree with this for whatever
reason, it wouldn't matter (if he did, Link would lose the Triforce of
Courage in Majora's Mask due to what the King of Red Lions says in Wind
Waker).  Also, the timeline focuses a lot on Ganon.  Ganon is the only
character that is completely unique (that there are no descendants of)
and he has different conditions in each game.

Ocarina of Time is obviously the first game.  This is a universally
accepted fact and it should not be argued with.  Then comes Majora's
Mask.  Again, this is universally accepted.  The best reason for
Majora's Mask coming next is that Link has the Ocarina of Time in it,
although there are many more.  Now here's where my timeline becomes
unique.  Now, recall that I said earlier that the adult part of Ocarina
of Time didn't matter.

Well, it basically never happened as far as the timeline is concerned
because Link was sent back to his past to relive his childhood.  Ganon
is, therefore, trapped in the Sacred Realm/Dark World whatever you want
to call it at the end of Majora's Mask.  There are only a few games
that start out with Ganon in the Dark World.  Four Swords could come
next (although it really can't, as I will explain later) and Four
Swords Adventures would follow.

This cannot be because the Four Sword, which is used in both those
games, is broken and you must restore it in the re-release of A Link to
the Past in an optional side quest.  Yes, it seems like a cheap shot,
but it is how things happened.  The only other game in which Ganon
starts out imprisoned is A Link to the Past.  Therefore, it is the only
game that actually can come next logically.

This presents a new problem.  At the end of A Link to the Past, it
would seem that Ganon is dead.  Yes, one might think that Ganon really
is dead, but in truth, he is not.  Again, this is a very random
observation, but in the credits of A Link to the Past (by completing
different events you can see different credits) they show Link's uncle
and the king of Hyrule.  This is important because both of these people
were dead earlier in the game.

Also, in one scene of the credits ("The Bully Makes a Friend"), they
show two characters on Death Mountain that would normally be in the
Dark World in the Light World.  This means that, when Link's wish was
granted by the Triforce, he wished those that died as a result of Ganon
back to life and that all those in the Dark World be transported to the
Light World.  Well, this includes Ganon, which means that Ganon is
alive again and he's in the Light World.  There are only two games like
this at the beginning and Wind Waker cannot come yet (if it did,
Adventure of Link would later and this is impossible).  Therefore, the
original The Legend of Zelda has to come next.

Ganon dies at the end of The Legend of Zelda.  Even more importantly,
he dies leaving a pile of ashes behind at the end of The Legend of
Zelda.  This is very important.  There are only two games in which
Ganon is dead throughout the entire game.  These games are Link's
Awakening and Adventure of Link.  Now, all games in which Ganon is dead
in must be consecutive, right?  If you disagree with me, think about it
for a second and you'll realize what I mean.  So, this leaves us to put
Link's Awakening and Adventure of Link in the right order.

At first glance, it seems like it doesn't matter, but it actually has a
huge bearing on the timeline.  Remember that in Wind Waker the King of
Red Lions tells us that the legendary hero of ages long past left the
land of Hyrule and lost the Triforce by doing so (the guidebook of
Link's Awakening says that Link traveled to many different lands to
seek enlightenment)?  Well, Link gets the Triforce piece of Courage in
Adventure of Link.  If Adventure of Link came first, Link would lose
the Triforce piece in the very next game.

Besides, the next two games in the timeline (the games in which Ganon
is resurrected) has Link using his piece of the Triforce at the very
beginning.  Even though the instruction booklet of Adventure of Link
says that Link never left Hyrule after The Legend of Zelda and before
Adventure of Link.  However, we know that Link MUST have the Triforce
piece in the game after these two, and that Link's Awakening must come
either before or after this one.  So, Link's Awakening comes first
(Link would not lose the Triforce piece in this scenario) and then
comes Adventure of Link.  Easy.

Now, we are out of games in which Ganon is dead, and that means that he
must be resurrected in the next game.  However, it takes two games to
revive Ganon.  These games are the Oracle of Ages and the Oracle of
Seasons.  In the secret ending in a Beowulf-like plot, Kotake and Koume
(Ganon's surrogate mothers) revive their son after trying to kill Link.

After another defeat by Link, Ganon is sent back to the Dark World
right after being revived.  There are few games remaining, and they are
rather easily sorted.  First, Four Swords comes before Four Swords
Adventures.  The proof for this is rather obvious.  The Four Swords
Adventures manual refers to three separate occasions in which Vaati
appeared (Four Swords, Four Swords Adventures, and a very long time
ago).

Well, this means that Four Swords comes next and then comes Four Swords
Adventures.  Now we're left with two games, The Minish Cap and Wind
Waker.  The Four Sword was forged in The Minish Cap, but it was used in
Four Swords (Adventures, too).  This means that Wind Waker comes next.
So far, I have only covered the previous eleven games.  Now I'll give
Minish Cap a home on the timeline.

There are three proofs of my theory.  I'll list them in order of their
obviousness.  First, the Four Sword was created in Minish Cap.  It is
later used in Four Swords.  Therefore, Minish Cap must come before Four
Swords.  However, the Four Sword also made a brief appearance in the
re-release of The Legend of Zelda: A Link to the Past, which means that
Minish Cap comes before ALttP.  However, since Zelda had a piece of the
Triforce in Minish Cap (that's what the light force is, obviously),
then Minish Cap must come BEFORE Ocarina of Time.  If Minish Cap came
after Ocarina of Time or Majora's Mask, then Ganon would not have the
complete Triforce in A Link to the Past, which he does.  That is proof
one.
Proof two and three are a bit smaller and not as effective, but they
get the job done.  First, Vaati appeared as a black eye-like creature
in Four Swords and Four Swords Adventures.  Well, a figurine in Minish
Cap (# 135.  To quote it exactly, "Once Vaati's body has been
shattered, this dark form rises up, all that remains of the evil
sorcerer.

Only the sacred Four Sword can defeat him.") says that Vaati's human
body had been shattered.  This means that Vaati appeared in FS and FSA
the way he did because something happened to him before.  The
instruction manual of FSA makes reference to a boy who split into four
to beat Vaati before even Four Swords.  This just supports what I said
earlier, although this proof alone cannot move this before Ocarina of
Time.

The third "proof" is implied.  At the end of Minish Cap, Ezlo returns
to his Minish-sage form and he gives Link a green hat, a token to
remember him by.  This seems to imply that this is the first time Link
ever wore such a hat, and it became a tradition afterward for heroes of
Hyrule.  That's a bit of a stretch, though.  Why would the Kokiri have
adopted it?  Like I said, proof one up here is the best answer to the
placement question.

Below I have a list made of where the games in the timeline go
according to my theory.  Notice that Oracle of Ages comes before Oracle
of Seasons.  I decided to alphabetize them.

The Minish Cap
Ocarina of Time
Majora's Mask
A Link to the Past
The Legend of Zelda
Link's Awakening
The Adventure of Link
Oracle of Ages
Oracle of Seasons
Four Swords
Four Swords Adventures
The Wind Waker

Now I will try to clarify things by explaining a few items mentioned
here.

                            +-------------+
                            |    Notes    |
                            +-------------+

---------------------------The Picori Blade----------------------------

A lot of people would consider the Picori Blade and the Four Sword the
same weapon.  Well, newsflash people, they aren't.  First off, "Four
Sword" and "Picori Blade" are definitely human names.  That is, these
are the titles of the swords as declared by the Hylians.  Why,
therefore, would these titles be different?  And, if you think about
it, the broken Picori Blade is mended by Melari using two elements.
This makes it the White Sword.  Well, the Picori Blade must not contain
any elements at all.  So, these two swords are different, which keeps
my timeline in check.  By the way, if you think that Four Sword is the
Minish name for the Picori Blade, you're wrong.  After all, it is
referred to as the Four Sword by many humans.

----------------------The Light Force = Triforce-----------------------

Vaati and the guards of Hyrule make several references to the light
force."  This is the Triforce, but to be specific, it is the Triforce
piece of Wisdom.  We find out that Zelda contains the light force near
the end of the game.  They show stained glass that details the legends
of the Picori in the Elemental Sanctuary.  Since they show Zelda
holding one golden triangle, we can safely assume that this is her part
of the Triforce.  By the way, Vaati does take some of the Triforce from
Zelda, but she gains it back when she wishes on the Minish cap at the
end.

-------------The Adventure of Link/Link's Awakening Theory-------------

It's not uncommon for people to say that Link's Awakening, which we
find out is a dream, happened during the raft ride in The Adventure of
Link (when you have to raft from western Hyrule to the east).  Well,
this can be easily disproved.  Who could forget the opening cinema in
Link's Awakening.  Remember Link, journeying on his ship into the
storm.  Well, ships and rafts are two different vessels.  I think that
that is a very important difference made in his journey across the sea.
It doesn't affect the timeline that much, but it is a storyline flaw in
many a timeline.

------------------------The Wind Waker Theories------------------------

Many people think that the timeline should start with OOT, MM, and then
go to WW.  At first, I could not disprove this theory.  But now I can.
In WW, Ganon died.  Since it's the last game in my timeline, this makes
no difference.  However, it does in the proposed theory.  You see, if
this were true, than Adventure of Link would have to come after Wind
Waker.  In Wind Waker, recall that all knowledge of Hyrule was lost.
Adventure of Link had towns named after characters from Hylian myth
(the sages of Ocarina of Time, plus Mido and someone named Kasuto).  If
all knowledge of Hyrule was lost, how could they regain it?  Clearly,
Wind Waker comes last in the series.

----------------------The Nature of the Triforce-----------------------

The King of Red Lions and Sheik, collectively, told us a lot about how
the Triforce works.  First, the Triforce does one of two things when a
person touches it.  But first, I should explain that the Triforce is
divided into three equal parts, each representing the goddesses that
created the world.  There is Wisdom (Zelda), Power (Ganon), and Courage
(Link).  When there is an imbalance of virtue in the person that
touches it (that is, they believe in one of these forces more than the
others), that person receives the one that they believe in most.  The
other two pieces are placed in other "chosen ones."

The person who touched it must gather the pieces to get a wish granted.
You see, the Triforce grants a wish that reflects a person's soul.
Regardless, there is another possibility.  If someone with balance in
the virtues touches the Triforce, their wish is granted automatically.
However, the Triforce has another strange property, revealed to us by
the King of Red Lions in Wind Waker.  If a person that harbors a piece
leaves the land of Hyrule, then they lose their piece.  This is very
important to know in understanding the order I placed the games in.

Note that the Triforce piece of Courage is used by Link in the
beginning of Oracle of Ages.  I hope this clarifies things - why Link's
Awakening must come before Adventure of Link.  In AoL, Link gets the
Triforce piece of Courage.  If he got it in that game and Link's
Awakening came next, he would lose it right away.  And since Ganon's
revival has to come next, he would have no Triforce piece in Oracle of
Ages, which we know that Link does.

------------------------A Re-Release Side Quest------------------------

I mentioned that the re-release of A Link to the Past allowed me to
safely determine the placement of Minish Cap.  I think, personally,
that this is pretty under-the-belt, but in A Link to the Past's remake,
they included a side quest that involved the Four Sword.  Since it was
forged in Minish Cap, Minish Cap must come before.  Since Zelda has her
Triforce piece in Minish Cap but not in Ocarina of Time or Majora's
Mask, Minish Cap comes first.  If I didn't explain things well above,
here it is in simplified form.

These are the most common e-mail objections I get, so I disproved them
in full for you above.  If you want to argue with me, please read all
the notes above and consider how your theory affects the timeline as a
whole.  I'll be happy to disprove you, but you could lessen my e-mail
load that way.  You can write to me at Kirby0215@aol.com.

=======================================================================
=================================FAQ*==================================
=======================================================================

It's interrogation time!  I put down a question that I get often (FAQ
stands for Frequently Asked Questions) so I don't get it in e-mail, or
just good questions in general.  Please read every question before e-
mailing me.

Question: Where do I find the swordsmen?
Answer: Look in "Tiger Scrolls."  I write these sections for a reason.

Question: I need help in ______.
Answer: Good for you.  You have a guide.  I cannot help you if you
cannot read, so just use the section appointed to each dungeon.  I'd
like to think that I'm very specific in my guides, but I guess I may
slip up every now and then.  Once you've read through the section
carefully (and I mean actually read it.  It's frustrating when you get
the same question over and over because people are too lazy to actually
read the guide), then you can e-mail me.  I will investigate, should
your problem be significant.

Question: How do I make the stupid dog move in the west side of Hyrule
Town?
Answer: Once you have the Cane of Pacci, go to Mama's Cafe and shrink
at the pot.  Exit to the south and go over the plank to the left to be
on the west side.  Talk to the dog (Minish can speak animal) and he
will move quite politely.

Question: Do I have to collect the figurines?  What do you get for it?
Answer: No, you do not have to collect them (although I think it's
pretty fun).  If you collect all 136 figurines, Carlov gives you the
Carlov Medal.  Talk to the man outside Mama's Cafe and he'll let you
into his house to the north.  Inside you'll find a Piece of Heart, 600
rupees, and the Sound Test.  Hooray.

Question: What?  136 figurines?  I only have 130!
Answer: Once you beat the game, six new figurines are added to the lot.
Note that you cannot get figurines if you haven't seen a character.

Question: How do you get the Tingle Trophy and what does it do?
Answer: Complete all 100 fusions.  You can check on your progress with
Tingle on the right side of South Hyrule Field.  As for its function,
it makes fairies appear more often when you slash bushes, kill
monsters, etc.

Question: Is this game worth getting?
Answer: Did you read my introduction?  Of course it is!  I don't write
guides for games I dislike, my friend.  The Legend of Zelda appeals to
everyone because it is the core of so many other games.  If you've ever
played a game with a bird's eye view, if you've ever played an RPG, or
if you've ever play a game that has a save feature, then you've played
something invented in The Legend of Zelda.  Its innovative format is
the basis of tons of games, much more than I could ever list.  The
Zelda title alone should tip you off; this game is worth buying.

Question: Who is Link?  You keep talking about him in the walkthrough.
Answer: Although you can name your character in Zelda games, his real
name is Link.  Please, note that the main character is not Zelda (some
people still think that).

Question: Can I use your guide on my site?
Answer: Sorry, but no.  Please refer to my legal section for details.

Question: What other games have you written guides for?
Answer: This is my twentieth guide.  Pretty cool, huh?  I know what
you're thinking...  Anyways, you can see what other guides I've written
at the following link:

http://www.gamefaqs.com/features/recognition/46879.html

Question: How can I contact you?
Answer: First, I'd like to set out a few guidelines.  All contact
occurs through e-mails (not IMs or anything else), which must relate to
the guide (no chain letters, socializing, etc.).  Please put "Minish
Cap" or the name of the guide in the subject.  Make sure to examine the
entire guide before e-mailing me.  In my prime, I answered e-mails
pretty regularly, but now it's on a very irregular basis with lots of
gaps, so it's in your best interest to read the guide instead of
waiting for me to answer your questions.  I don't open attachments.
Finally, be specific in your question.  Thanks in advance.  You can e-
mail me at:

Kirby0215@aol.com

Those are all the questions for now.  Follow the guidelines in the
above question when e-mailing me.  Now time for the best part...  The
legal section!  Woo!
-----------------------------------------------------------------------
   _________________________________________________________________
  /                                                                 \
 /                                                                   \
||----------------------------Section 4*-----------------------------||
 \                                                                   /
  \_________________________________________________________________/

=======================================================================
====================Credits and Legal Information*=====================
=======================================================================

I know that all of you just skipped down here.  It's the best section
in the guide, right?  First, though, we list the credits.  After all,
those who help me get credit here.  Hence the name.  Lets-a get
started, hmm?

                           +---------------+
                           |    Credits    |
                           +---------------+

First, I'd like to thank myself.  Why?  Because shameless self-
promotion is doing wonders for my reputation.  Plus, I wrote this
gigantic thing, I played the game, and I answer e-mail.  The man!  The
myth!  The legend!

Second, a huge round of applause to Nintendo.  They rule and you know
it.  After all, there would be no guide without the big N.

Third, I'd like to thank GameFaqs for giving me such a convenient way
to post my walkthroughs.

Now that the cliche boilerplate credits are over, let's thank the
individuals who have helped me lately.

- justinmarkbrown, who sent in tips on bomb gathering and rupee-
collecting.

- blackdakkon, for reminding me that The Legend of Zelda's Flute tune,
which is used in this game for the Ocarina of Wind, is also the tune of
the whistle in Super Mario Bros. 3.

- shen-kara, for sending me a tip on how to best utilize Yellow
Picolyte, as well as kenpokarateboy2 for reinforcing that for the
"Rupee Trick" section.  Also, thanks to sivart0 for telling me how to
best use White Picolyte, which helps one get Kinstone pieces.

- pinhao1, for telling me all about Pico Blooms.  See "The Picolytes"
to learn of these secret side quest.

- laurellien, for correcting an inaccurate strategy for the fourth
mini-boss.

- the_master1789, who corrected a typo in which I said "shield" instead
of "bottle" under the "Cave of Flames" section.  Woops...

- meatwadrulze, who corrected a mistake in which I said "shield"
instead of "sword."  I must really like that word...

- auron106, for correcting a mistake in Fortress of Winds in which I
said you have to get hit by spikes in the process of reaching a door,
when in fact you can slowly maneuver past them.

- Stars099, for telling me that the Lakitu enemies in Cloud Top can be
beaten via Cane of Pacci and sword.

- jack.tootles, for telling me that you can perform the roll attack at
the beginning of the roll, and for correcting the rupee amounts for
Picolyte and Goron Kinstone pieces.

- Master Jaken, who corrected two statements I made that weren't true
(the first about the new home of the Town Minish whose home is built
on, the second about exiting Dark Hyrule Castle).

- bhanna, who sent in a tip regarding spiked cylinders: boomerang them
and walk right through to avoid damage.

- email_is_great, for telling me that you can also shoot three arrows
into Mazaal's hands instead of slashing them after one arrow.

- doctorluigi, for correcting a rupee figure in the "Royal Valley" sub-
section (I said 100, but it's actually 200).

- gameaddict3, who sent in the tip about firing the bomb enemies into
cracked blocks using the Gust Jar in Dark Hyrule Castle.

That's it for now, but I'm sure the list will grow.  Now for the best
part...  That's right; the legal section is next!  It's about as fun as
watching a slow-motion, foreign-language, three-hour movie about the
process of making tofu products.

                      +-------------------------+
                      |    Legal Information    |
                      +-------------------------+

First of all, I take no credit for the creation, distribution,
productions, idealizing, or in any way making this game.  That honor
goes to Nintendo, not me, and I do not deny this.

Second, this document is Copyright 2005-2007 Brian McPhee.

Third, this may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission. Use
of this guide on any other web site or as a part of any public display
is strictly prohibited, and a violation of copyright.

To phrase that first item legally, all trademarks and copyrights
contained in
this document are owned by their respective trademark and copyright
holders.

To make it clear for those of you who might having problems absorbing
information, no one but the website GameFaqs may use my guides on their
sites, books, magazines, etc.

I know I shouldn't keep on the edge of your seat like that, but I can't
help myself sometimes.  I must say, playing this game has been
completely and utterly awesome.  It has been a blast, truly.  I can't
wait until I write another one.  Now, you will experience something
beyond compare, beyond time itself.  Yep, it's time to make my great
escape, my signature move, my catch phrase, if you will.  Drum roll,
please...  See ya later.