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Theoretically, it would complete the Wind Waker trilogy, and be released in 2009 for the Wii. Of course, it would also feature the whimsical cell-shaded graphic style instead of Phantom Hourglass's faux shading.

PROLOGUE: THE LEGEND CONTINUES...

(copied from the Wind Waker Instruction Manual)

Long ago, there existed a kingdom where a golden power lay hidden. One day, a man of great evil found this power and took it for himself, and with it at his command, he spread darkness across the kingdom. But then...just as all hope had died, a young boy clothed in green appeared as if from nowhere. Wielding a blade that repelled evil, he sealed the dark one away and gave the land light. This boy, who traveled through time to save the land, was known as the Hero of Time. The boy's tale was passed down through generations until it became legend.

And then a day came when a fell wind began to blow across the kingdom, and the great evil once again crept forth from the depths of the earth. The people believed that the Hero of Time would again come to save them. But the hero did not appear...

What became of that kingdom...? None remain who know.

(copied material from Phantom Hourglass intro)

Except for two heroes.

There was a young girl, savvy to the seas and head of a band of pirates.

Her name was Tetra. She was pretty, brash, and brave.

Tetra and her handsome pirates set out to explore the vast and unfamiliar seas.

One day at a stop on and island, Tetra met a young boy named Link, dressed in green

After a series of strange events, the two began traveling together...

They found old ruins, and light enveloped Tetra...

At once, she transformed into a beautiful princess.

Her lineage traced back to an ancient, ruined kingdom.

She was Princess Zelda of the Kingdom of Hyrule.

(copied material ends here)

 

It was then that the dark one from the legends appeared, hoping to use Hyrule's Golden Power to transform the world into a wasteland. He attacked Zelda and Link to take their pieces of the power. But the two worked together and vanquished that evil man, once and for all.

However, they had to make a sacrifice to beat him. The king of Hyrule used the Golden Power to wipe out his own kingdom. Zelda vowed to restore Hyrule--but the king's last wish was instead for her and Link to discover their own world. The king was washed away with his kingdom...

Link, Tetra, and the pirates embarked on a journey to discover the new world. Along the way, they faced many trials and tribulations, exploring new islands, defeating fell phantoms, and making new friends.

Their journey still continues to this very day. While memories of their past adventures and friends remain strong in their minds, they would like nothing more than to finally discover the world that awaits them...

OVERHEARD IN A KAIMANA CAFE

Well, let me tell ya, I've seen a lot of things in my day. But nothin' like this. Ya see, it all started when we rolled into this here port. Me and the boys were so impressed by this place that we all split up to enjoy this fine establishment. That was our first mistake. We let our leader, Miss Tetra, and her pet, this shrimp that stowed away with us, wonder off by themselves. That shrimp let our Miss go missing! I tell ya, I was not the happiest sea dog in the world right at that moment.

It was that Gerudo tribe that took her. Now those are some pirates! We'd just about met our match. But we managed to save her anyway. The leader of the Gerudo, Regina--aye, she's a fine one!--told us that they were trying to excavate an ancient land beneath the waves. Now, for some reason, the Miss has a curiosity in stuff like that, so we had to do what she said.

So you wanna know how things turned out? Then ya'd better sit down and grab another cold one. It's a long tale...

END STORY

 

I'll start with some basic information, then post the plot synopsis later.

[[Anything in equals signs are author notes.]]

MAIN CHARACTERS

Link: The Wind Waker. The Hero of Winds. Shrimp. Whatever you wanna call him, it's the same kid. Link, from an island far to the south, has saved the Great Sea on multiple occasions, and now it sees trouble has found him once again.

Tetra: Tetra inherited the pirate ship and its crew when her mother, the late pirate queen Isabelle, passed away. She is the last remaining link in the Hyrule bloodline. In reality, she is the princess Zelda, although she has since last that form.

The Pirates: Gonzo, Senza, Nudge, Zuko, Mako, and Niko. The gang's all here. Although Tetra's sense of justice often gets them into sticky situations, they also have a deep respect for her. Although they've had more than their share of adventure, all they really want is a relaxing night at the local tavern.

Vaati: The Wind Sorcerer. Vaati was freed from his seal at the same time as the dark one spoken of in the legends. Vaati apparently has a strong connection of the Links and Zeldas of the past, and would like nothing more than to become the most powerful sorcerer the world has ever seen. Something in the Velimir Archipelago has attracted his interested, and his destiny will intertwine with Link and Zelda's once more. [[The Velimir Archipelago is a small chain of large islands that serves as the setting for the game.]]

Regina: The leader of the Gerudo pirates, Regina possesses both beauty and brilliance. Although she may appear ruthless and is feared by many, she is deceptively kind-natured. Her current goal is to excavate a land beneath the waves of the Velimir Archipelago. Why she wants do this, however, remains a mystery...

Jolene: A pirate that Link has had skirmishes with before, Jolene is actually a headstrong Gerudo. Apparently, she's the black sheep of the Gerudo, but she does sometimes visit them. Sometimes, she'll serve as Link's guide.

Jeremy: A swordsman Link meets on Kaiman Island. He sort of takes Link under his wing. Even with all Link's past adventures, Jeremy far surpasses him in skill. Jeremy serves as Link's mentor, giving him advice on what to do next.

Clark: A traveling historian who has found his way to Kaiman Island. Clark somehow recognizes Link as the hero he is. Link meets Clark at the library in Kaiman searching for a tome called the Book of Mudora, which is fabled to contain legends long forgotten. However, upon discovering much of the book is incomplete, Clark enlists the aid of Link to restore it.

Lala: The Rito postwoman of the Velimir Archipelago. Unlike most Rito, Lala is cheery and has a bright attitude. Lala is one of the first friends Link meets when she helps him get to the Gerudo Fortress. One of the only few Rito living in the archipelago, the male Rito are always trying to win her over. A young Rito named Koroli, in particular, fancies her.

Epona: The ranch on Kaiman Island has many steeds, but none gives Rigby, the owner, more trouble than Epona. For some reason, she just can't be tamed. Perhaps Link can calm her down? [[After Epona is tamed, she can be used to travel across land. Once the pirate ship is repaired, she will be stored on board, and can be taken to different islands.]]

Dimitri: A friendly Dodongo that lives at Lake Kaiman. Dimitri seems to be skittish of humans, but when Link saves him from a group of poachers, they become fast friends. [[If Link is not using a motorboat, he can call on Dimitri to cross freshwater bodies of water.]]

Tingle: When Tingle heard that 'Mr. Fairy' had left the southern Great Sea, he immediately packed up shop and dragged his brothers to the Velimir Archipelago. Why? Because Link is his number one source of cash! Tingle sells maps and charts to Link. He may even help him with some other things from time to time. [[Don't hate me. Zelda isn't Zelda without Tingle.]]

Beedle: Beedle is also back, running his chain of shop ships with his usual gusto.

Freedle: The hippie from Phantom Hourglass is another returning character. He likes nothing more than to strum a few riffs on his guitar. He assists Link with the Online aspect of Forgotten Phoenix. [[More on that later.]]

Dona: The mysterious goddess spoken of in the Velimir legends. She appears to Link many times in physical form.

1. In a deus ex machina, Link loses all his equipment from Phantom Hourglass at the beginning of the game when the pirate ship wrecks.

2. Link and Tetra constantly work together. They're partners. You can switch between the two of them. The character that's not being controlled will follow, or can be left behind. It's sort of like Medli and Makar in Wind Waker, except the CPU-controlled character is far more helpful. The CPU-controlled character can fight too. Of course, they can also be set to not fight. They may even heal the player character when necessary. In addition, items can be exchanged between the two of them. It's sort of like Billy and Rebecca in Resident Evil 0, if anyone's played that. SIDE NOTE: If a second controlled is plugged in, the other person can play as the character that isn't being controlled by Player 1. Unfortunately, the camera stays focused on Player 1, so Player 2 may have a hard time keeping up. However, if the two characters are separated, the screen will split. In situations where Link or Tetra are missing for plot reasons, the second player is out of luck. You can even play with friends via Wi-Fi!

3. The main gimmick of the game is elements. After Link rescues Tetra from the Gerudo, the Gerudo leader, Regina, tells them that in order to excavate the underwater world of Calatia, they will have to collect the four elements. Once Link gains an element, he can use it to enhance the properties of most of his items. The four initial elements are Earth, Fire, Water, and Wind. Later, they discover that there are two more elements, Light and Dark. However, using elements drains magic.

HERO'S TUNIC
Link starts out with the Hero's Tunic. The only thing it does is make him look pretty. Only Link can use this item.
Fire--When the fire element is added, Link can withstand extreme heats and actually absorbs any fire-related damage. Using the Fire Tunic doesn't drain magic.
Water--When the water element is added, Link will have no trouble swimming and even breathing underwater. For once, you can actually dive beneath the surface of the Great Sea! He even absorbs any water-related damage. Using the Water Tunic doesn't drain magic.
Earth--Link takes 1/5 less damage. He also absorbs any earth-related damage. Using the Earth Tunic doesn't drain magic.
Wind--When the wind element is added, a protective shield of wind swirls around Link. While it doesn't damage enemies, it does keep them away. However, projectiles can still hurt him, and the whirlwind makes interacting with the environment rather difficult. He does absorb all wind-related damage, though. Using the Wind Tunic doesn't drain magic.
Light--When the light element is added, Link becomes completely invulnerable to all damage, as long as he is in sunlight. He absorbs all light-related damage. Using the Light Tunic drains magic.
Dark--When the dark element is added, Link becomes completely invulnerable to all damage, as long as he is the shadows. He even absorbs all dark-related damage. In addition, he becomes completely invisible in the darkness. Using the Dark Tunic drains health. However, it can't kill Link.

HERO'S BOOTS
Link starts out with the Hero's Boots. They keep his feet warm. Only Link can use this item.
Fire--The Fire Element allows Link to walk on hot surfaces, including magma and even lava (for a limited time). Using Fire Boots doesn't require magic.
Water--The Water Element allows Link to walk across water (gasp?!). Using Water Boots doesn't require magic.
Earth--The Earth Element increases Link's weight significantly (think Iron Boots without magnetism). If he uses these in water, he'll sink to the bottom. Using Earth Boots doesn't require magic.
Wind--The Wind Element decreases Link's weight significantly. Not only that, but if he walks into thin air, he won't fall! He defies gravity (think Hover Boots without a time limit). Using Wind Boots doesn't require magic.
Light--The Light Element gives Link the ability to jump (gasp again?!). However, each jump requires a little magic.
Dark--The Dark Element gives Link the ability to tread without making a sound. Useful in stealth situations, but it drains health. However, it won't kill Link.

WALLET
Both Link and Tetra start out with one of these. It can hold up to 200 Rupees.

PIRATE'S CHARM
A piece of an ancient Sheikah Gossip Stone, both Link and Tetra start out with one of these. It allows them to communicate with each other when split up. If playing Online, the Pirate's Charm can be used for voice chat. Pre-recorded text messages can also be used.

RUPEES
Common pick-ups that can be found in pots, rocks, weeds, and other places. Thanks to the shipwreck at the beginning of the game, Link starts out with 0 Rupees. Green are worth 1, Blue are worth 5, Red are worth 20, Purple are worth 50, Orange are worth 100, Silver are worth 200, Gold are worth 500, and a Platinum Rupee will fill a Wallet to the brim.

RECOVERY HEARTS
Common pick-ups that can be found in pots, rocks, weeds, and other places. It restores one Heart Container of health.

PIECES OF HEART
Fragmented Heart Containers. Collecting four Pieces of Heart will create one Heart Container. Pieces of Heart can be gotten in a large number of ways, though they are all optional. There are a huge number of Pieces of Heart, because both Link and Tetra need health.

FOOD SATCHEL
Link can buy a Food Satchel from the pet store very early in the game, in Kaiman Town. It allows him to carry around various assortments of bait and food. Both Link and Tetra can use this item.

ALL-PURPOSE BAIT
It's back, and this time it's even more all-purpose. All-Purpose Bait can be bought from the pet store in Kaiman Town or from Beedle. It is carried in the Food Satchel. Spreading it not only attracts Cuccos, Wild Pigs, and other animals, but even the more feral enemies will stop attacking to gobble this stuff up! It can also be used as fishing bait, although it's considered illegal. Spreading some on the surface of freshwater will summon Dimitri, the Dodongo. It can even be eaten, though one serving of All-Purpose Bait only restores one Heart Container. Both Link and Tetra can use All-Purpose Bait.

BOKO SEEDS
Seeds can be bought from the pet store in Kaiman Town, or from Beedle. They are stored in the Food Satchel. Both Link and Tetra can use Seeds. On their own, all they do is become plants (think Magic Beans). But when an element is added...
Fire--The Fire Element causes whatever the seed is thrown on to combust in a ball of fire. Using Fire Seeds does not require magic.
Water--The Water Element causes whatever the seed is thrown on to be doused in an bubble of water. Using Water Seeds does not require magic.
Earth--The Earth Element causes whatever the seed is thrown on to slowly become overgrown with plant life. This is very effective on smaller enemies. Using Earth Seeds does not require magic.
Wind--The Wind Element causes whatever the seed is thrown on to be sucked up in a small whirlwind. While this doesn't do any real damage, it can be amusing to watch an enemy be flail helplessly. Using Wind Seeds does not require magic.
Light--The Light Element causes the seed to explode in a flash of light (think Deku Nut). Using Light Seeds requires magic.
Dark--The Dark Element causes whatever the seed is thrown on to be turned to stone. Using Dark Seeds requires health, but it can not kill Link or Tetra.

BOKO STICKS
Boko Sticks can be bought at the Kaiman pet shop, or from Beedle. They work exactly like Deku Sticks, except they don't break and can be used as a weapon. They are used primarily for transferring flames, which DOES eventually burn the sticks. They are stored in the Food Satchel. Both Link and Tetra can use this item.

MUSHROOMS
While Mushrooms can be picked in the Emerald Meadows, and some other places, they can also be bought at the Kaiman pet shop. It can be eaten, although the effects are somewhat random--it can heal or hurt. Giving a Mushroom to Koume and Kotake at the potion shop allows them to create potions. Mushrooms are stored in the Food Satchel. Both Link and Tetra can use them.

BEE LARVA
Bee Larva can be bought at the Kaiman pet store or at Flamma Ranch. It can be eaten to restore one Heart Container, but it's better used as bait for fishing. Bee Larva is probably the worst type of bait. It is stored in the Food Satchel. Both Link and Tetra can use it.

WORMS
Worms can be bought at the Kaiman pet store or at Flamma Ranch. It can be eaten to restore two Heart Containers, but it's better used as bait for fishing. Worms are better than Bee Larva, but not as good as All-Purpose Bait or Shrimp. They are stored in the Food Satchel. Both Link and Tetra can use it.

SHRIMP
Shrimp can only be bought at Flamma Ranch, although they can also be caught as fish themselves. They can be eaten to restore four Heart Containers, but they're better used as bait for fishing. Shrimp are the best kind of bait, and one of the few things that will attract the Hylian Loach. Both Link and Tetra can use it.

SHIP PARTS
At the beginning of the game, the pirate ship wrecks just off Kaiman Island. In order to travel to the rest of the Velimir Archipelago, they must gather several ship parts, including a new sail, some patchwork, a steering wheel, an anchor, and a mast.

BOKO SHIELD
A sturdy wooden shield that Link can buy at the Kaiman general store, among other places. However, it burns in flames. Both Link and Tetra can use it.

STEEL SWORD
A sturdy, apparently unbreakable sword that Jeremy used when he was Link's age. Jeremy gives Link this sword after he trains him in the ways of the blade. Only Link can use this blade.

SWORD SKILLS
Jeremy, the master swordsman, is willing to teach Link new skills as the game progresses. When Link meets Jeremy, Jeremy teaches him Back Slice, Helm Splitter, and Shield Attack from Twilight Princess. Later, he'll teach him the Mortal Draw, Jump Strike, Ending Blow, Hurricane Spin Attack, and Great Spin. Tetra can only learn one skills from Jeremy, although she already knows the Back Slice, Helm Splitter, Shield Attack, Mortal Draw, and Ending Blow. What other skills might Jeremy have in store for Link...? Read on...
Back Slice--Jeremy teaches Link this Sword Skill when they first meet. When an enemy is about to attack, Link can press A to parry the assault and roll around behind the enemy, performing a rising slash to the back. Tetra already knows this skill.
Helm Splitter--Jeremy teaches Link this Sword Skill when they first meet. When an enemy is about to attack, Link can press A to parry the assault and roll around behind the enemy, performing a jumping somersault slash to the enemy's head. Tetra already knows this skill.
Shield Attack--Jeremy teaches Link this Sword Skill when they first meet. When an enemy is about to attack, Link can press A to parry the assault, blocking the attack and bashing the enemy with the shield simultaneously. Tetra already knows this skill.

HIDDEN SKILLS, CONT.
Mortal Draw--Jeremy teaches Link this Sword Skill after he gets the Gerudo Membership Card. If an enemy approaches Link while his sword is sheathed, he will perform a devastating strike to the enemy's neck, most likely killing them. Tetra already knows this skill.
Ending Blow--Jeremy teaches Link this skill after he gets the Fire Element. When an enemy is knocked on the ground, Link will leap into the air and thrust his sword downward into the enemy, decisively killing them. Tetra can not learn this skill.
Jump Strike--Jeremy teaches Link this Sword Skill after he gets the Water Element. Link charges up his Jump Attack, then leaps at the enemy, causing a shockwave upon landing. Tetra can not learn this skill.
Great Spin--Jeremy teaches Link this Sword Skill after he gets the Earth Element. If Link has full health, his spin attack will have a much more powerful and wider radius. Tetra can not learn this skill.
Sword Throw--Jeremy teaches Link this Sword Skill after he gets the Wind Element. If Link gets knocked down by an enemy, before he hits the ground, he can toss his sword at the enemy. If it connects, it will do major damage, most likely killing the foe. However, afterwards, Link will be left defenseless, and must retrieve his sword. Tetra can not learn this skill.
Razor Shield--Jeremy teaches Link this Sword Skill after he gets the Light Element. If an enemy is about to attack, Link can press R to block the strike with his sword, then counterattack with a powerful return strike. Tetra can not learn this skill.
Slash Charge--Jeremy teaches Link this Sword Skill after he gets the Dark Element. All Link has to do is target the nearest enemy and press A, and he will run at the enemy at full-speed, performing a fatal slash upon reaching the foe. However, Link is vulnerable while doing this, because it must be done from a distance and the animation cannot be cancelled once it begins, except by other enemies.
Hurricane Spin--Jeremy teaches Link this Sword Skill after he gets the Fierce Deity's Mask. After charging up a Spin Attack, Link will spin around the area in a frenzy that can barely be controlled. However, this move does consume magic, and Link will be dizzy afterwards. Tetra can not learn this move.
Triforce Slash--This is the final Sword Skill Jeremy teaches Link. He must have both the Light Force and the White Sword. An enemy is trapped within two Triforce crests, and Link will perform a flying barrage of strikes that will doubtlessly kill the target. Tetra can not learn this move. This is the only way to defeat Vaati.
Tetraforce Slash--This is the only Sword Skill that Jeremy will teach Tetra. She must have both the Light Force and the Spirit Sword. To perform it, Tetra must first stun the foe in any preferred method, and she then unleashes a flurry of quick, powerful strikes in a massive combo chain. This is the only way to defeat the final boss.

LANTERN
Senza, one of the pirates, gives this to Link when he realizes that Link is going to the Gerudo Fortress with or without the pirates. It is used to light up dark spaces. It can even be used at the same time as another item, hanging from the character's belt. It requires Lantern Oil to use. When Link first gets the Lantern, he doesn't have an Empty Bottle, so he must use the Lantern sparingly. Both Link and Tetra can use this item.

TREASURE SPHERES
While not really an item, the Treasure Spheres from Wind Waker are back. They sometimes appear after an enemy is defeated, and flash different colors. The spheres contain various treasures. Smashing it when it's red yields more Recovery Hearts, smashing it when it's green yields more Magic Jars and Rupees, and smashing it when its yellow yields more items like Arrows, Bombs, and possibly spoils.

ENEMY WEAPONS
These also aren't considered items by technical definition. A lot of enemies use weapons to attack. These weapons can be knocked away from the enemy and used against them. Unlike Wind Waker, these items can be carried to different rooms. However, most weapons are very cumbersome when compared to the standard sword. Some examples of enemy weapons are lances, rapiers, pitchforks, greatswords, katana, ninja swords, scythes, huge shields, and even whips, among other weapons. Both Link and Tetra

MAPS
Not just the Dungeon Map, but maps of the entire Velimir Archipelago. Nearly every area in the game has a map. The catch? You have to buy them from Tingle, at a slightly overblown price. In addition, Dungeon Maps are no longer found in the dungeon itself, but must also be bought from Tingle. One important aspect of maps in this game is that they can be brought up in the menu and drawn on with the Wiimote, much like the stylus in Phantom Hourglass. Unfortunately, even the maps must be shared between Link and Tetra, so if they separate, one of them might get lost.

WARP JARS
They're not really items. These are urns found in the various dungeons of the game. They can be used to get around a dungeon quickly. Jumping into one jar will transport Link to another. However, typically, the second and third Warp Jar in a dungeon are somehow blocked, and must be reached manually before they can be used.

COMPASS
The Compass allows Link to see where he is in a dungeon, as well as where the boss room and treasure chests are. There is one Compass in every dungeon. Like maps, the Compass must be shared between Link and Tetra, so one of them could get lost.

KEYS
Keys unlock locked doors in dungeons. They can also only be found in dungeons. Each key has a theme--for example, the Ignis Temple (fire dungeon) uses Fire Keys. Keys must be shared between Link and Tetra, so if they split up and one of them finds a door, they must have the key to open it.

GRAPPLING HOOK
Link finds this item in the first dungeon, the Gerudo Fortress. It can be used to grapple onto poles, branches, etc. and swing across gaps. You can also climb up and down the rope. Like in Phantom Hourglass, the Grappling Hook can also be used as a tightrope or a human slingshot, or to steal spoils from enemies. Both Link and Tetra can use this item.
Fire--When the Fire Element is used, the claw of the hook becomes searing hot, and will actually damage enemies if used. The Fire Hook does require magic.
Water--When the Water Element is used, the hook becomes usable underwater. If used on land, it will freeze whatever it touches. The Water Hook only requires magic if used on land.
Earth--When the Earth Element is used, the hook becomes a constricting vine that, when used on enemies, holds them in place and saps their energy. The Earth Hook does require magic.
Wind--When the Wind Element is used, the hook's length is doubled, allowing Link or Tetra to grapple to objects much farther away. The Wind Hook does require magic.
Light--When the Light Element is used, the Grappling Hook will allow Link or Tetra to actually pull out the souls of enemies. The Light Hook requires magic.
Dark--When the Dark Element is used, instead of pulling Link or Tetra to an object, the object will be pulled to them. The Dark Hook requires health, but it can't kill its user.

ELEMENTAL KEYS
These keys are essentially Big Keys, used to get into boss chambers. However, in a departure from past Zeldas, there are two Elemental Keys in each dungeon (save the Gerudo Fortress). The boss doors have two locks, and must be unlocked simultaneously. This ensures that both Link and Tetra will face the boss together.

HEART CONTAINERS
Heart Containers are life-sustaining jewels that increase a person's overall health. They are generally only carried by the foulest of creatures. Either Link or Tetra can use a Heart Container.

GERUDO MEMBERSHIP CARD
Regina gives a Gerudo Membership Card to Link, Tetra, and all the pirates. This allows them all to walk freely within the Gerudo Fortress.

SPOILS BAG
Regina also gives this to Link. It's a much larger version of the Spoils Bag from Wind Waker. It's used to hold spoils dropped by enemies. Both Link and Tetra can use the Spoils Bag.

SPOILS
I could list all the different types of spoils, but that'd take a while. There are many different types of spoils--in fact, unique enemies almost all have their own individual spoil. Some examples are Chu Jelly, Tectite Heart, Keese Incizor, Gibdo Wrapping, Dodongo Stomach, and Bari Tentacle. Spoils can be traded online or sold, and some even have special purposes. They can also be given to Koume and Kotake at the Kaiman potion shop to create who-knows-what. Both Link and Tetra can use spoils.

GOLD ARURODA EYE
For those who don't remember, Arurodas are scorpion-like enemies from Adventure of Link. However, there is a sub-species in this game called Golden Arurodas. They mainly crawl around walls. They behave a lot like Gold Skulltullas, except they are active day and night, and upon being struck, will fall to the ground and attack. Once vanquished, it will leave behind its eyeball. Getting all 100 Gold Aruroda Eyes will cure the poison a nest of Gold Arurodas inflicted a group of orphans with at the Kaiman Villa. Gold Aruroda Eyes are stored in the Spoils Bag, and can be used by Link or Tetra.

BOOK OF MUDORA
This legendary tome is found in the Kaiman Library by Link and Clark, the historian. However, when they find it, it is incomplete. Link agrees to help Clark fill in the missing material. Here's what can be found in the Book of Mudora. Keep in mind that all these sections are incomplete, and can only be finished by collecting Mudorian Pages.
The Legend of Hyrule--This section of the book describes the legend of Hyrule up until the beginning of Forgotten Phoenix.
The Story So Far--Clark fills in this section himself. It describes the events of Forgotten Phoenix.
Hylian Translator--As Link and Tetra collect certain Mudorian Pages, they can gradually learn to understand the ancient Hylian language.
Friends and Fiends--This section houses character profiles and bestiaries. Instead of collecting Mudorian pages, pictographs of different subjects will fill in this section. Think Nintendo Gallery.
Items--This is a list of all the items Link and Tetra have gathered, and reminds them what they're for.
Checklist--This section doesn't require any Mudorian pages. It basically has a list of all the collectibles in the game, and is a handy way to help someone figure out their completion percentage.
Calendar--The world of Forgotten Phoenix runs on a yearly, twelve-month calendar. It strictly adheres to the real-time clock, ala Animal Crossing. There are weather changes, holidays, and seasons. But don't worry: time travel is possible. The calendar records what's going on on what days, where different characters are going to be at certain times, and even allows Link to make notes via the Wiimote.
Maps--The maps purchases from Tingle go here.
Sword Skills--This section serves as a reminder of how to pull off those Sword Skills taught by Jeremy.
Spoils--This section records all of the spoils Link and Tetra have found, as well as the different recipes for cooking them together.
Album--This is basically a scrapbook section that has videos of all the cinematic cutscenes from the game.
Mini-Games--This section records the high scores in mini-games.
Notes--The last section is your doodle page.

MUDORIAN PAGES
As described above, these torn pages basically just fill in the missing pieces of the Book of Mudora. They fill in the 'Legend of Hyrule' and 'Hylian Translator' sections. Some pages even have Spoils recipes on them.

PICTO BOX
This camera is used to take pictographs (photos). While it is used in some sidequests, the main purpose of the Picto Box is to take pictures of the various characters and enemies, and then give them to Clark to fill in the 'Friends and Fiends' section of the Book of Mudora. If you like, pictographs can be stored in the 'Album' section of the Book of Mudora. The Picto Box can hold five pictographs at a time. Both Link and Tetra can use it.

HERO'S CHARM
This item makes a come-back from Wind Waker. It can be attained by finding 25 Gold Aruroda Eyes. It allows Link or Tetra to see the life force of enemies. Both Link and Tetra can use this item.

MAGIC JARS
These are pick-ups that can be found in the weeds, rocks, and other places. They restore magic. They come in large and small varieties.

DELIVERY BAG
Lala gives this to Link just before he leaves Kaiman Island. It's used to carry letters, coupons, decorative items, and more. Both Link and Tetra can use this item.

LETTERS
Letters are carried in the Delivery Bag. They're pretty self-explanatory--occasionally, you'll be asked to drop a letter in the postbox, or perhaps even deliver a letter to someone personally. However, the main difference in the Letters is that the ones that Link or Tetra receive from someone else will be stored and can be kept for later reading. In addition, if you would like to send a letter to a friend via Wi-Fi connection, you can do that, too! Of course, you can also send Letters to non-playable characters, and even attach gifts, such as Spoils or expendable items. Both Link and Tetra can use Letters.

COMPLIMENTARY ID
Beedle mails the Complimentary ID to Link or Tetra after they earn a Silver Membership by purchasing 20 items from his shop. When the Complimentary ID is used at Beedle's Shop Ship, he unleashes a barrage of praise upon the player. Yeah, it's useless. Additional Complimentary IDs can be earned at 80, 140, 200 items, etc...Both Link and Tetra can use this item.

FREEBIE CARD
Beedle mails the Freebie Card to Link or Tetra after they earn a Gold Membership by purchasing 40 items from his shop. When the Freebie Card is used at Beedle's Shop Ship, he allows the player to purchase one item for free. This is best used on rare and expensive items, such as a Piece of Heart, or a rare Spoil. Additional Freebie Cards can be earned at 100, 160, 220 items, etc...Both Link and Tetra can use this item.

FILL-UP COUPON
Beedle mails the Fill-Up Coupon to Link or Tetra after they earn a Platinum Membership by purchasing 60 items from his shop. When the Fill-Up Coupon is used at Beedle's Shop Ship, he completely restocks the player on health and magic. He fills the Quivers and Bomb Bag. He fills the Food Satchel with random food. He fills the Lantern full of oil. He fills any Empty Bottles with something random. This is best used when Link and Tetra are running low on supplies. Additional Fill-Up Coupons can be earned at 120, 180, 240 items, etc...Both Link and Tetra can use this item.

DAGGER
This is Tetra's dagger that she keeps in a holster on her side, although she has never used it in any of the games thus far. While it is not nearly as long as Link's Steel Sword, it is much more damaging, and Tetra uses a more deadly fighting style in general. Tetra officially becomes playable when the pirate ship arrives at Flamma Island.

EMPTY BOTTLE
Link and Tetra get their first Empty Bottle when they get a free sample of Flamma Milk at the Flamma Ranch from the caretaker, Rigby. There are five other Empty Bottles scattered across the Velimir Archipelago. Empty Bottles are used to contain potions and other liquid items. The six Empty Bottles can be spread out between Link and Tetra.

FLAMMA MILK
Flamma Milk is a gourmet brand of milk produced by the Flamma Ranch. It can be bought at Flamma Ranch, or from the Kaiman Tavern. It's kept in an Empty Bottle, and contains two servings. Not only does it restore eight Heart Containers, but it also doubles its drinker Attack power until he or she takes damage. This can be very effective if used on Tetra, since she is already stronger than Link. Flamma Milk can be used by both Link and Tetra, obviously.

SPRINGWATER
Freshwater can be bottled from a number of sources, including lakes, ponds, rivers, etc. It's stored in Empty Bottles. Water can be used to douse flames or water planted seeds. Of course, once the Water Element is gained, the Water becomes rather useless, unless you don't have any magic. The water can also be consumed, although this does nothing. However, if in a hot area, such as the Ignis Temple or Flamma Volcano, it can keep its drinker cool. Both Link and Tetra can use Water.

SALT WATER
Salt water can be bottled from the Great Sea. It's stored in Empty Bottles. Salt water can also be used to douse fires, but it can't be used to water plants. Also, if it is consumed, it will likely cause its drinker to lose one Heart Container. Salt water can be very bad if consumed in a hot area, as it will only parch its drinker. Both Link and Tetra can use Salt Water.

HOT SPRING WATER
Hot Spring Water can be taken mainly from the Hot Springs in Goron Village. However, some Secret Caves also have underground hot springs. Hot Spring Water is kept in Empty Bottles. Hot Spring Water has strong healing qualities, and the Gorons especially love it. Pouring it out can douse fires and water seeds, just like regular water, but it is better used for consumption, as it will restore all Heart Containers. However, it only lasts for about three minutes, and then it becomes just regular Water. Both Link and Tetra can use Hot Spring Water.

LANTERN OIL
Lantern Oil can be purchased from the Kaiman general store. However, Yellow Chu Jelly can also be cooked into Lantern Oil by Koume and Kotake at the Kaiman potion shop. Lantern Oil is used to fuel the Lantern. It is stored in Empty Bottles. Both Link and Tetra can use it.

BOTTLE BUGS
Bottle Bugs are back. Obviously, they are stored in Empty Bottles, and can be purchased from the Kaiman pet store. Up to three Bottle Bugs can be kept in one Empty Bottle. While they do not do much on their own, if released near a patch of soft soil, they may dig into it and kick out a hidden Golden Aruroda. They can also be released near an enemy, and they will crawl all over the enemy, distracting it. Once the bugs are released, one of the three can be re-bottled, however, it will not magically contain three bugs again, as in Ocarina of Time. Both Link and Tetra can use Bottle Bugs.

POTIONS
Potions are here, too! As if their return was to be doubted...Anyway, they are kept in Empty Bottles. Initially, only Red and Purple Potions can be bought from Koume and Kotake's potion shop. However, they will add to their selection after certain types of Chu Jelly are brought to them. Both Link and Tetra can use potions. Here are the different varieties.
Red--Red Potions restore eight Heart Containers.
Green--Green Potions restore the entire magic meter.
Blue--Blue Potions restore eight Heart Containers and the entire magic meter.
Purple--Purple Potions have a completely random effect--it can have the effects of any of the other potions, a mixture of them, or perhaps even decrease Defense, Attack, or slow the drinker down.
Gold--Gold Potions is a more powerful version of Flamma Milk--it restores all Heart Containers, and instead of powering its drinker up until they are damaged, the effect is timed instead.

FAIRY
Fairies are back, but they are much, MUCH rarer than in previous Zeldas. They can only be purchased from the Kaiman pet shop for a large price, or they can be found in Fairy Fountains. Sometimes, there might be one in a Secret Cave. There are no fairies before boss rooms or the like. Fairies are kept in Empty Bottles. They have the same design as in Wind Waker. Using a Fairy restores eight Heart Containers, or you can wait until you die, and the character will be brought back with five Heart Containers. However, be wary that if one character has a Fairy, and the other dies, the Fairy must be manually used to revive the other character. Both Link and Tetra can use Fairies.

THE WIND WAKER
Rigby's son, Joseph, found the Wind Waker (which Link lost at on the beach of Flamma Ranch one day, and has played with it ever since. After Link tames Epona, Joseph gives the Wind Waker to Link. The magical baton conducts the wind in a siren-like song. The Wind Waker works very similarly to the one in the game named after it, however, the sound has been modified to be slightly more musical, as you couldn't really create your own tunes. Another new feature is that you can save your compositions and send them to a friend via Wi-Fi. Neat, if completely useless. Only Link can use the Wind Waker. There is another very integral difference--other elements can be added! However, the Elemental Requiem must be learned first.
Fire--When the Fire Waker is used, it allows Link to control any nearby fire. Using the Fire Waker does not require magic.
Water--When the Water Waker is used, the clouds unleash a torrent of rain, similar to the Song of Storms. You can also change the tide of the ocean, and in some cases, the water level of certain bodies of water. Using the Water Waker does not require magic.
Earth--When the Earth Waker is used, Link can control any nearby plant life. Using the Earth Waker does not require magic.
Wind--The Wind Waker already has this element--it has the same effect as before. Using the Wind Waker does not require magic.
Light--The Light Waker floods the room with light, eliminating any darkness. Some enemies can be defeated this way. However, using the Light Waker requires magic.
Dark--The Dark Waker floods the room with darkness, and everything becomes pitch black. The Lantern is a must-have if the Dark Waker is used. Unfortunately, it also consumes health, although the Dark Waker cannot kill its user.

EPONA'S SONG
After Rigby and Joseph decide to give Link Epona, Joseph teaches Link Epona's Song. It serves exactly the same purpose--when conducted, the tune of Epona is carried on the wind, bringing her to Link's side. It is the first song Link learns. Both Link and Tetra can ride Epona, separately or together.

DIMITRI'S MELODY
After Link gets the Wind Waker, the next time Link summons Dimitri with some All-Purpose Bait, he will teach Link Dimitri's Melody. When conducted, the tune of Dimitri is carried on the wind, bringing him to Link's side. Both Link and Tetra can ride Dimitri, separately or together.

CABANA DEED
Once Link has both the Empty Bottle and Epona from Flamma Ranch, he can win the Cabana Deed from Rigby in horse races. It's a lot like the Private Oasis from Wind Waker, but more useful than that. The oasis is on its own island, Pacis Island. The oasis features many amenities, such as a hot spring and a small souvenir shop. However, the main purpose of the Cabana Deed is that once you buy it, you unlock Online mode, and can connect to Wi-Fi from there. The Cabana Deed is stored in the Delivery Bag, and both Link and Tetra can use it.

HYLIAN SHIELD
This can be purchased at Goron Market. It's required to progress in the game, as the volcanic
eruptions on Flamma prevent passage to the volcanic crater. Unfortunately, this means only
one of the characters can get there safely. The Hylian Shield can be used by either Link or
Tetra--one gets the Boko, one gets the Hylian.

ADULT'S WALLET
The Adult's Wallet can be gotten by meeting Tingle for the first time at his tower on top of Mt.
Flamma. Tingle will give this to whoever speaks to him first--Link or Tetra. However, the wallet
can be traded between the two, and Rupees can also be split up. The Adult's Wallet can hold up
to 3000 Rupees.

ROOM KEY
The Room Key can be purchased at the Kaiman Villa hotel once the Adult's Wallet is gained. It
gives Link and Tetra their own room at the hotel. While not as useful as the Cabana Deed, the
Villa does provide a bellhop, and it is necessary to complete several sidequests. Both Link and
Tetra can use the Room Key.

BOOMERANG
The Boomerang is the dungeon treasure at the Ignis Temple. It works similar to the Boomerang
from the Wind Waker. Unfortunately, it is impractical to draw a path with the Wiimote. Anyway, you
target up to five targets in any order, and then release it. The Boomerang will travel to each target
in the specified order. However, if it is stopped in mid-flight, it will return to its user. The
Boomerang can be used by both Link and Tetra.
Fire--Using the Fire Element enshrouds the Boomerang in a coat of flames. The Boomerang
normally doesn't do much damage, if any, but the Fire Boomerang actually hurts. It can also be
used to light multiple torches. The Fire Boomerang does require magic.
Water--Using the Water Boomerang turns the Boomerang into an object that becomes
completely aqueous after being thrown. When it hits its target, it immediately splashes into water,
then reforms in its user's hand. This is useful for putting out a lot of water at the same time in
indoor areas where the Water Waker is useless. It also douses enemies, causing them to be
stunned longer than usual. Using the Water Boomerang requires magic.
Earth--Using the Earth Boomerang increases the power of the Boomerang significantly. Although
it still can't actually cause damage, like the Fire Boomerang, it will still likely bowl over whatever
is in its path, and is more likely to destroy any inanimate targets.
Wind--Using the Wind Boomerang is a lot like the Gale Boomerang from Twilight Princess. A
whirlwind flies around the Boomerang, allowing Link to power windmills and smaller objects and
enemies to him. It is particularly useful for defeating Golden Arurodas. The range of the Wind
Boomerang is also significantly greater. Using the Wind Boomerang requires magic.
Light--Using the Light Boomerang works like a throw-able Deku Nut. It temporarily stuns
enemies. It is very handy in escape situations. Using the Light Boomerang requires magic.
Dark--Using the Dark Boomerang temporarily blinds any enemies it touches. They will run
around aimlessly, trying to hit what they can't see, so it's important not to make much noise. It is
very handy in escape situations. Using the Dark Boomerang requires health, but it can't kill its
user.

FIRE ELEMENT
The Fire Element is the reward for completing the Ignis Temple. While it doesn't do much on its
own, it can be combined with other items for extraordinary effects. The Fire Element is one of the
four elements needed to access the ancient land of Calatia from the depths of the Great Sea.
Both Link and Tetra can use it.

FISHING POLE
Rigby's wife, Maya, runs the fishing hole behind Flamma Ranch. While she will let you rent the pole for a small price, he must pay a large amount (you have to have the Adult's Wallet) to buy one. Alternatively, you can also catch all the fish in the fishing hole, and she'll give you one for free. It works a lot like the fishing pole from Twilight Princess. It can also be combined with lures and bait for better results. Both Link and Tetra can use the Fishing Pole.

LURES
Lures are used to attract fish to the bait. Both Link and Tetra can use Lures. They are kept in the Delivery Bag. There are many different kinds of Lures.
Standard--The Fishing Pole comes pre-equipped with Standard Lure. Maya will let Link or Tetra use it for free in the fishing hole. It's a standard bobber that sinks underwater when a fish pulls on it.
Popper--The Popper Lure can be used for free at the fishing hole, but Link or Tetra must buy it if they want to use it outside the fishing hole. The Popper Lure is a small ball that pops along the surface when reeled in. It attracts deep-swimming fish.
Spinner--The Spinner Lure can be used for free at the fishing hole, but Link or Tetra must buy it if they want to use it outside the fishing hole. The Spinner Lure is shaped like a minnow, and has propellers on both sides, making a lot of noise. It attracts the shyer fish.
Frog--The Frog Lure can be used for free once Link or Tetra have caught all the fish at the fishing hole, save the Hylian Loach. However, they must still buy it to use it outside of the fishing hole. The Frog Lure is shaped like a frog, so it attracts the bigger fish that normally wouldn't bother.
Sinker--The Sinker Lure is an illegal lure (as All-Purpose Bait is illegal bait). It can be bought from the shady traveling Goron merchant, Yingoro. Sinking Lure works very well, as it just sinks straight to the bottom of the water bed. It is very shiny, attracting all sorts of fish. Any fish caught with Sinker Lure or All-Purpose Bait is not recorded in the Book of Mudora, and if Maya catches Link using either, she'll kick him out and charge an entrance fee next time.
Big Catch--The Big Catch Lure works just like the Sinker Lure, except it isn't so shiny, so it's actually legal. It can be attained by buying it from one of Beedle's 'special' shop ships where he wears a golden helmet. The Big Catch Lure is necessary to catch some of the bigger saltwater fishes.

FRESHWATER FISH
There are many different types of fish. Most freshwater fish can be caught in rivers, ponds, lakes, and other bodies of water. The fishing hole has all the freshwater fish. If caught in the fishing hole, Maya will keep the fish herself, but if caught outside, the fish will be kept in the Food Satchel. They can be eaten for various effects, or sold for great profit. Fish can be used by both Link and Tetra. Freshwater fish include Greengills, Hyrule Bass, Hylian Pikes, Flamma Catfish, Reekfish, Zora Tuna, Baby Zola, Spiralfish, and the Hylian Loach.

SALTWATER FISH
The only difference between freshwater fish and saltwater fish is that the saltwater fish are much more varied and are generally larger and worth more. They are kept in the pirate ship's freezer, since most are too big to fit in the Food Satchel. They can be eaten for various effects, or sold for great profit. All fish are recorded in the Book of Mudora. Saltwater fish include Skippyjack, Toona, Loovar, Rusty Swordfish, Stowfish, Neptoona, Great Seadragons, Anglerfish, Lionfish, Velimir Marlin, Flying Fish, Bellumfish, Velimir Starfish, Aruroda Larva, Sea Frogs, Coral Puffers, and the Tritonfish.

ENEMY FISH
While is possible to even catch aquatic enemies, although doing so is pointless, because they can't be kept and must be thrown back, and aren't recorded in the journal. Enemy fish that can be caught include Octomines, Like Likes, Dodongos, Geldarms, Aruroda, Bari, Baby Dodongo, Shell Blades, Desbreko, Gyorgs, Skullfish, and Boko Likes.

TRASH
As always, trash can be sometimes caught, especially in dirtier water. Trash is placed in the Delivery Bag, with the exception of the Empty Bottle that can be caught at Unda Coast. It can be sold for a usually small profit, or can be discarded. Trash includes Logs, Old Boots, Food Wrappers, Old Fishing Rods, Wooden Masks, Old Hats, Hero's New Clothes, Strange Magnifying Glass, Powder Kegs, Bombs, Rupees, and Diamond Rings.

MAGIC JARS
Magic Jars are pick-up items that can be found in weeds, under rocks, and other various places. They refill Link and Tetra's magic meters. They come in two varieties: large and small. Link and Tetra learn to use magic after attaining the Fire Element at Ignis Temple. They can both use Magic Jars.

ELEMENTAL REQUIEM
When Link and Tetra return to the Gerudo Fortress to learn where to find the next element, the goddess Dona appears and teaches them the Elemental Requiem. It is a song for the Wind Waker. The Elemental Requiem has different effects depending on what element is equipped to the baton. Although it's been discussed before, to summarize its effects--Fire's Requiem lets Link control fire, Water's Requiem makes it rain, controls the tide, and water level, Earth's Requiem allows Link to control nearby plant life, Wind's Requiem controls the direction of the wind, Light's Requiem floods the area with light, and Dark's Requiem floods the area with darkness.

PIRATE'S SWORD
After Link learns the Elemental Requiem, Tetra's smart mouth gets her in trouble once again when she ends up in a duel with Regina. If she wins, Regina will give her the Pirate's Sword. The Pirate's Sword is a sharp, large, curved blade that's almost as big as she is. Although it weighs Tetra down some, it has a larger range than the Dagger, and makes her an even deadlier adversary. Only Tetra can use this blade.

ELEMENTAL ROD
The Elemental Rod is the treasure found at the Aequor Temple. By itself, the Elemental Rod is nothing more than a bludgeoning tool, but its main purpose is to be equipped with other elements. Both Link and Tetra can use the rod.
Fire--The rod shoots a fireball out in a straight line. On collision, the enemy will combust and continue to slowly burn. Using the Fire Rod requires magic.
Water--The rod shoots a freezing wind out in a straight line. On collision, the enemy will be frozen solid. Using the Ice Rod requires magic.
Earth--The rod causes the terrain in a straight line to crack, spiking up jagged rocks. On collision, the enemy will be thrown up in the air. If the rocks don't kill it, the fall back to the ground probably will. Using the Earth Rod requires magic.
Wind--The rod shoots out a gust of wind in a straight line. On collision, the enemy will be blown back at a high velocity, possibly off ledges or into the wall. Using the Wind Rod requires magic.
Light--The rod shoots out a blast of light in a straight line. Not only is the enemy damaged, but they will also be blinded. Using the Light Rod requires magic.
Dark--The rod shoots out a bubble of darkness in a straight line. On collision, the enemy will be sucked into a black hole, never to return. Using the Dark Rod requires health, although it can't kill its user.

WATER ELEMENT
Link and Tetra attain the Water Element upon completing the Aequor Temple. Although it is useless by itself, it can be combined with many other items. Unfortunately, most elemental uses consumes magic.

BOMB BAG
The Bomb Bag is gotten from the Zoras before leaving Zora's Fountain on Pacis Island (yes, the Zoras are back, they managed to survive the Great Flood, while others chose the way of the Rito). They fashioned it from Dodongo stomach. It can hold up to 10 Bombs and 10 Bombchus. Both Link and Tetra can use the Bomb Bag, but only one at a time.

BOMBS
Bombs are pick-up items found in the grass and under rocks. They cause explosions, destroying large rocks and damaging enemies. They can also be picked up and thrown.
Fire--When the Fire Element is added, Bombs become much deadlier. A ring of fire spreads outward upon explosion, giving the Bomb a greater damaging radius (but smaller explosions). In addition, the area of the explosion is set on fire. Using Fire Bombs requires magic.
Water--Water Bombs can be used underwater. If used on land, the bomb will explode in a rain of ice, sending ice shards flying everywhere. However, there is no explosion, so you can't destroy rocks with these (unless underwater). Using Water Bombs requires magic.
Earth--When the Earth element is added, Bombs become much more powerful. The explosion is much larger, and stronger boulders can be destroyed. Earth Bombs often even leave craters, depending on the terrain. Earth Bombs are heavier than normal Bombs, though. Using Earth Bombs requires magic.
Wind--When the Wind element is added, upon explosion, anything in blast radius will be sent flying outwards, often into walls or off cliffs. Wind Bombs can also be thrown farther. Using Wind Bombs requires magic.
Light--When the Light Element is added, upon explosion, a blinding flash of light occurs, blinding all enemies in the area. However, there is no physical explosion, so it can't destroy boulders. Think of it as a giant Deku Nut. Using Light Bombs requires magic.
Dark--When the Dark Element is added, upon explosion, a black hole will be created, sucking all enemies in blast radius into a dark void. However, there is no physical explosion, so it can't destroy boulder. Using Dark Bombs consumes health, but they can't kill their user.

BOMBCHUS
Bombchus can be purchased from the Kaiman general store, or from Beedle. They act exactly like the previous games, crawling along walls and ceilings until detonation. The only difference is that the user can now detonate a Bombchu remotely. Both Link and Tetra can use Bombchus. When other elements are added, they act exactly like regular Bombs. Their is only one difference, in that Wind Bombchus are carried by the wind, meaning they can be thrown in a straight line towards any target, drastically improving control of the Bombchu.

CANNONBOMBS
After visiting the Gerudo Fortress again, the pirate ship is attacked by Jolene's ship. If the pirates can beat her, the pirates will steal Jolene's supply of Cannonbombs. Cannobombs work exactly like regular Bombs...except...they're...fired from a...cannon. However, the Cannonbombs can be fused with the different elements, and the effect is exactly like a regular Bomb. Obviously, Cannonbombs are only usable while on the pirate ship.

SEED SHOOTER
The Seed Shooter works a lot like it did in the Oracle of Ages--load a seed and blow. The seed will then bounce off walls and other surfaces up to five times before breaking. If a seed impacts an enemy, they will only be agitated. However, you can shoot the elemental Seeds (see a previous page) too. So you can have a bouncing burst of flame, or a traveling whirlwind, for example. Both Link and Tetra can use the Seed Shooter.

SONG OF TIME
The Boko Queen teaches Link this melody after he and Tetra help them win the war against the Skull Kids. As mentioned previously, Forgotten Phoenix runs on the Wii's internal clock. However, the Song of Time can be used to change the time of day to dawn or dusk, or travel forward to a different month, or even to a specific day of the week. This song can also change the season. Of course, some of the characters who know Link, such as Jeremy and Regina, don't like the song very much. Miraculously, no one ages if the time is changed.

BOKO HAMMER
This is the dungeon item found in the Humus Temple. It works a lot like the Skull Hammer, in that it can be swung from side-to-side, or overhead. Fortunately, the hammer is reinforced with steel, so it can't be burned. It can be used to smash rusty switches, or get rid of defensive barriers. Both Link and Tetra can use this item.
Fire--When the Fire Element is added, the Boko Hammer becomes enshrouded in fire, and when smashed down, a blast of fire emanates from it. If swung horizontally, it will leave behind a trail of flames. Using the Fire Hammer requires magic.
Water--When the Water Element is added, the Boko Hammer becomes frozen solid, and will turn enemies to ice, then crush them under its weight into several pieces. Using the Water Hammer requires magic.
Earth--When the Earth Element is added, the Boko Hammer becomes much heavier, but more powerful. Its already immense size and destructive power are intensified, and it can crush large boulders that only Bombs are supposed to destroy. It will even sometimes leave craters, depending on the terrain. Using the Earth Hammer requires magic.
Wind--When the Wind Element is added, the Boko Hammer becomes much lighter, and more suitable for standard combat. However, another difference is that the hammer can be thrown, carried by the wind. This is a good way to inflict a lot of pain from a long distance, though aiming the hammer can be difficult. Using the Wind Hammer requires magic.
Light--When the Light Element is added, when fighting enemies, you can press A to parry attacks, teleporting behind the foe and smashing them with th hammer. The shockwave of the hammer can also blind enemies, but only if they're extremely close. Using the Light Hammer requires magic.
Dark--When the Dark Element is added, any enemy hit with it will be inflicted with a spiritual parasite that will slowly drain away their life force. Using the Dark Hammer requires health, but it can't kill its user.

EARTH ELEMENT
Link and Tetra discover the Earth Element in the Humus Temple. Although it is useless by itself, it can be combined with other items for astounding results. The Earth Element is one of the four elements needed to explore the sunken land of Calatia.

POWER BRACELETS
Regina tells Link and Tetra that the fourth element is on Ventus Island, but upon landing there, they discover that a giant boulder is blocking the channel into the island. So instead they travel to Lacerta Island, where a tribe of Tokay (the lizard-men from Oracle of Ages) roam. There, they can get the Power Bracelets through a contrived trading quest. In any case, the Power Bracelets increase their wearers' strength dramatically, allowing them to lift the biggest objects. Both Link and Tetra can wear them.
Fire--When the Fire Element is added, the wearer can actually throw fireballs at their foes. However, the range of the fireballs is not very long, so it can be somewhat hard to aim. Using the Fire Bracelets requires magic.
Water--When the Water Element is added, anything that their wearers touch is instantly frozen or liquified (depending on the object: in general, objects are frozen, enemies are liquified). Using the Water Bracelets requires magic.
Earth--When the Earth Element is added, their wearer actually becomes capable of hand-to-hand combat. Link mostly fights with fast punches, while Tetra prefers acrobats and kicks. Using the Earth Bracelets requires magic.
Wind--When the Wind Element is added, not only can their wearer lift the largest of objects, but they can also throw them a great distance. Great for destroying things Bombs just aren't good enough for. Using Wind Bracelets requires magic.
Light--When the Light Element is added, the wearer loses physical form and becomes a being of pure light. They can then fit into the thinnest of cracks in the wall, and even underneath some locked doors. Using Light Bracelets requires magic.
Dark--When the Dark Element is added, the wearer loses physical form and becomes a being of pure darkness. When enemies strike at you, they are actually absorbed, restoring a Heart Container. However, using Dark Bracelets requires health, although it can't kill its user.

BOW OF THE SKY
The Bow of the Sky is found at the Caelum Temple. It works exactly like the Hero's Bow from past Zelda games--notch an arrow and let it fly. Of course, aiming on the Wii much easier. Another aspect of arrows is that if the person wielding the bow launches an arrow at the partner holding the Hylian Shield, the arrow can be deflected. This can be useful when facing enemies that are quick to defend themselves. The Bow of the Sky can be used by both Link and Tetra.

QUIVER
The quiver is found at the same time as the Bow of the Sky. It holds up to 30 arrows. The quiver must be held by the same person as the bow.

ARROWS
Arrows are pick-up items found in weeds, under rocks, and other places. They are used as ammunition for the bow.
Fire--When the Fire Element is added, the tip of the arrow is set aflame. These work exactly like Fire Arrows, and can be used to melt ice and light torches, among other things. Using Fire Arrows requires magic.
Water--When the Water Element is added, the arrow becomes liquified, and whatever is hit will be frozen solid. This can be useful to cross bodies of water, or to freeze enemies. Using Water Arrows requires magic.
Earth--When the Earth Element is added, the arrow becomes petrified, and whatever it hits will turn to stone. It is also much more powerful than the standard arrow. Using Earth Arrows requires magic.
Wind--When the Wind Element is added, the arrows become carried on the wind, and will fly--they don't arch and will travel indefinitely until they hit something. And THEN, whatever gets hit will be sucked into a whirlwind. Using Wind Arrows requires magic.
Light--When the Light Element is added, the arrows cease to be physical, and become pure light. Whatever they hit is instantly teleported to another dimension. Using Light Arrows requires magic.
Dark--When the Dark Element is added, the arrows cease to be physical, and become pure darkness. Whatever they hit is instantly sucked into a dark void. Using Dark Arrows requires magic.

WIND ELEMENT
This element is found within the Caelum Temple. While it is useless by itself, it can be combined with other items to produce fantastic results. The Wind Element is the final of the four elements needed to explore the sunken realm of Calatia.

TRADING QUEST ITEMS
The trading quest begins when Link and Tetra get the Room Key, where they can work as a bellhops. Eventually, one of the customers will tip them with a yo-yo. From there, a long trading sequence begins. The trading quest items are kept in the Delivery Bag.

GOLD DUST
When Link gives the Premium Bacon (Trading Quest Item) to Tokibo, a hungry Tokay, he is awarded with Gold Dust. The Gold Dust is kept in a bottle, and it can't be sold or used. Instead, it must be given to Biggoron, the Goron blacksmith. He will use it to reforge Link's Steel Sword.

WHITE SWORD
When Gold Dust is given to Biggoron, he will reforge Link's Steel Sword into the White Sword. The White Sword is a bit longer than the Steel Sword, and 1.5 times as strong. Only Link can use it.

HOOKSHOT
After getting the Wind Element, Lala, the Rito postwoman, will soon deliver this to Link, sensing that he'll need it soon. The Hookshot works similarly to the Clawshot in Twilight Princess, in that it can be used to cling to surfaces, and the chain is also retractable. Depending on the weight of the object, the user will either be pulled to it, or the object will be pulled to them. It will pull its user to many objects, especially if it's made of wood. Both Link and Tetra can use it.
Fire--When the Fire Element is added, the hook will become enshrouded in flames, and can actually be used for attacking. However, it is impractical to use this to pull the user to something else. Using the Fireshot requires magic.
Water--When the Water Element is added, the Hookshot becomes aqueous, and it will latch onto bodies of water, pulling Link to them. This is useful in areas with waterfalls and bodies of water on the ceiling (don't ask). Using the Watershot requires magic.
Earth--When the Earth Element is added, the Hookshot becomes much heavier, and will likely destroy whatever it's shot into, rather than latch onto it. Using the Earthshot requires magic.
Wind--When the Wind Element is added, the range of the Hookshot is almost doubled, so it becomes more akin to the Longshot. It also becomes much lighter, so the user will most likely be pulled to any object he latches to. Using the Windshot requires magic.
Light--When the Light Element is added, the Hookshot becomes very strained. Instead of pulling its user towards its target, they will instead be pushed away until the chain is fully extended. Using the Lightshot requires magic.
Dark--When the Dark Element is added, the Hookshot becomes a deadly weapon. The chain of the weapon will wrap around the nearest foe, suffocating and constricting them, leaving them wide open to attack. Using the Darkshot requires health, but it cannot kill its user.

DECORATIVE ITEMS
Decorative items are stored in the Delivery Bag, and can be bought from the Kaiman open-air shop, as well as at the shop in the Goron Sauna. They work a lot like the items used to decorate Windfall Island in Wind Waker. You just place them in certain spots, and you have a more lively area. Some examples of decorative items include Big Catch Flags, Exotic Flowers, Hero of Time Idols, Bottle Ships, and Attractive Signs.

MAGIC UPGRADE
After getting the Hookshot, the fairy fountain high on the cliff walls of Valente Island can be accessed. A fairy fountain is there, and the Great Fairy will double both Link and Tetra's magic meter.

LARGE QUIVER
A target-shooting game at Tellus Island (the Boko Scrub island) will reward its players with a Large Quiver for scoring a perfect game. Both Link and Tetra can earn one. The Large Quiver holds a maximum of 40 arrows. Both Link and Tetra can use it.

HAWKEYE
Beedle begins selling this at his 'special' shop ships after the Bow of the Sky is gotten. It works just like the Hawkeye in Twilight Princess, in that it allows you to basically use a targeting scope to fire arrows. It can also be used with the Seed Shooter. Both Link and Tetra can use it.

DOMINION ROD
The Dominion Rod is the treasure found at the Calatia Ruins (the ruins that you need the first four elements to access). It works a little differently than in Twilight Princess. Instead of whatever's being controlled moving exactly as Link moves, it allows Link/Tetra to take complete control over the puppet, much like the Command Melody. However, the controller becomes completely defenseless while using the rod. However, if the puppet is damaged somehow, then control is still maintained. You can release control at any time. The most important new aspect of the Dominion Rod is that it can be used to control ANY living objects, along with some inanimate ones. This means that its user can take control of enemies, and even non-playable characters. This is used to complete several sidequests. As an enemy, you can actually attack the other foes, and they usually won't attack back. However, note that certain types of enemies and certain NPCs are immune to the effects of the Dominion Rod. The last effect is that the Dominion Rod can be used to control the other partner, as in Link controlling Tetra or vice-versa. While this is mostly useless in 1-Player mode, if playing co-op, you can help a player who seems to be having trouble or doesn't quite grasp what you're asking them to do. Of course, the other player can prevent the control with the press of a button. Both Link and Tetra can use it.

LIGHT ELEMENT
The Light Element is the fifth element, and is gained in the Calatia Ruins. This surprises Regina, as she thought there were only four. The purpose of the Light Element is to be transfigured into a greater power that will be necessary to defeat Vaati, the Wind Sorcerer.

CROSSBOW
This is the treasure of Umbra Shrine. Unlike the Bow of the Sky, the Crossbow fires much faster and the arrows fly much further. In addition, the arrows are more powerful and reload faster. After getting the Crossbow, it is possible for both Link and Tetra to use bows, resulting in some interesting possibilities. As with all arrows, they can be combined with the elements for the same effects listed before.

DARK ELEMENT
Link and Tetra discover this in the Umbra Shrine. It is the final element. While useless by itself, the Dark Element can be combined with other items to produce outstanding results. The Dark Element is different from the other elements in that it drains health instead of magic. The purpose of the Dark Element is to be transfigured into an ability that will slay Vaati. Both Link and Tetra can use the Dark Element.

BIG BOMB BAG
After attaining several Dodongo Stomachs, Link and Tetra can have Koume and Kotake cook them up to create the Big Bomb Bag, which can hold 20 Bombs and 20 Bombchus. Both Link and Tetra can use it.

ELEMENTAL JAR
This is the treasure of the Luminarium Sanctuary. It is the spiritual successor of the Gust Jar from Minish Cap. By itself, the jar is good for absolutely nothing. But when combined with an element, it really shines. It is important to note that you can walk around while using the jar. Both Link and Tetra can use it.
Fire--When the Fire Element is added, the jar will suck in all nearby fire, and then release it in either a slow stream or a big burst of flames. Using the Fire Jar does NOT require magic.
Water--When the Water Element is added, the jar will suck in a good amount of water from any nearby body of water (sometimes significantly lowering the water level). It can then be unleashed in either a stream of water or a giant bubble that will encase enemies until they suffocate. Using the Water Jar does NOT require magic.
Earth--When the Earth Element is added, the jar will suck in any loose chunks of ground and plant life, and then unleash them in either a barrage of small rocks or a large boulder. Using the Earth Jar does NOT require magic.
Wind--When the Wind Element is added, the jar will suck in air, then unleash it in either a short breeze or a burst of wind that can blow enemies away.. It can also be used to pull items towards Link. Using the Wind Jar does NOT require magic.
Light--When the Light Element is added, the jar will actually suck the light from the room, darkening the area. It can either be unleashed in small amounts to gradually brighten the room up, or it can be unleashed in one big burst that will blind enemies, possibly damaging them if directly in the burst. Using the Light Jar requires magic.
Dark--When the Dark Element is added, the jar will actually suck the darkness from a room, brightening the area. It can either be unleashed in small amounts to gradually darken a room up, or it can be unleashed in one big burst--as the darkness returns to the shadows, any enemy caught in the path will become confused and possibly attack their own allies. Using the Dark Jar requires health, but it cannot kill its user.

LIGHT FORCE
The reward for completing the Luminarium Sanctuary. The Light Element is transfigured into this, but don't worry--the energy of the Light Force can still empower the items. However, the Light Force can also be used by itself, but only by Tetra--it allows her to regain her true form, that of Princess Zelda. While she is Zelda, her magic is slowly drained. However, her sword is transformed into the Royal Sword, which is very powerful. She can also use magic as much as she wants--the only thing that costs magic is the form itself.

ROYAL SWORD
Tetra's current blade is transformed into the Royal Sword when she uses the Light Force to become Princess Zelda. Although it has no special properties, it is the strongest blade she can use.

SONG OF SOARING
When Kaepora Gaebora (the owl) learns that Tetra is of the Hyrulean Royal Family, he teaches Link the Song of Soaring. It allows him and Tetra teleport to the docks of any island they've visited previously.

GIANT'S WALLET
TWO Giant's Wallets are the reward for earning 40 Gold Aruroda Eyes. It can hold up to 5000 Rupees. It can be used by either Link or Tetra.

LARGEST QUIVERS
Upon earning 60 Gold Aruroda Eyes, one of the sick orphans will give Link and Tetra TWO Largest Quivers, assuming they already have the Crossbow. The Largest Quiver holds up to 50 Arrows. It can be used by either Link or Tetra.

BIGGEST BOMB BAG
Upon earning 80 Gold Aruroda Eyes, one of the sick orphans will give Link or Tetra the Biggest Bomb Bag, which can hold 30 Bombs and 30 Bombchus. The Biggest Bomb Bag can be used by either Link or Tetra.

MASK OF TRUTH
Upon earning all 100 Gold Arurorda Eyes, the last sick orphan will give Link or Tetra the Mask of Truth. When Link or Tetra wear it, they can read the thoughts of NPCs, and even animals. They can also speak with the Sheikah Gossip Stones. The Mask of Truth can be used by both Link and Tetra.

ELEMENTAL SWORD
The Elemental Sword is given to Link by Jeremy after he teaches the Tetraforce Slash to Tetra. It is the final sword Link can earn. It does double the damage of the Steel Sword, and .5 times more damage than the White Sword. However, the best aspect of the blade is that it can be infused with the elements!
Fire--The sword becomes extremely hot, and is enshrouded in flames. This increases the attack power of the sword even further. Using the Fire Sword requires magic.
Water--The sword becomes frigid, giving the blade the ability to freeze certain parts of the enemy's body (but not completely, unless it's a small enemy). Using the Water Sword requires magic.
Earth--The sword becomes infused with the breath of life, and the chance of fatal blows is drastically increased. Using the Earth Sword requires magic.
Wind--The sword becomes extremely light, allowing Link to unleash a barrage of rapid, albeit weaker slices upon the enemy. Using the Wind Sword requires magic.
Light--The sword becomes a manifestation of pure light, and using it sends out a beam of light similar to the most powerful swords in the 2-D Zeldas. However, it is important to note that you can not target an enemy and expect the beam to go straight at them if it is not directly lined up with Link. For example, he can't strike most airborne enemies this way. Using the Light Sword requires magic.
Dark--The sword becomes a manifestation of darkness, and turns all strikes into one-hit kills on most enemies by stealing their souls. However, the Dark Sword RAPIDLY consumes health, and unlike the other Dark Element items, it actually CAN kills its user, so the Dark Sword is a very dangerous weapon indeed.

GRAPPLE SHOT
This is the treasure of the Maleficus Meadows (don't worry about the name--the dungeon is very unorthodox). It is essentially a housing that combines both the Grappling Hook and the Hookshot into one item. The Grappling Hook and the Hookshot still maintain the same functions as before, with a few main differences: 1. Using both together allows the user to swing from target to target in a Spider-Man like manner; 2. You can stun an enemy and steal their Spoils simultaneously; 3. You can use the weapon in mid-air, resulting in some fantastic jumps.; 4. You can use the Grappling Hook to wrap an object around, and then use the Hookshot to pull the user AND the object to the target. (There may be other uses I haven't thought of yet, I'm sort of writing this on the fly.) The Grapple Shot can also be infused with the elements, but the effects don't change from the Grappling Hook and the Hookshot, other than creating fantastic combos and other effects.

FIERCE DEITY'S MASK
This is the reward for traversing the Maleficus Meadows. The Dark Element is transfigured into the mask, but don't worry--it can still infuse other items with darkness. Only Link can use this mask. When he wears it, he instantly ages seven years, and is given the powers of an ancient demigod. He is given the Oni Blade, a double helix-shaped weapon capable of shooting buzzsaws of light out of its tip. The mask is required to defeat Vaati. Using the form rapidly consumes Link's own health. If he wears it too long, he WILL die.

ONI BLADE
Link's Elemental Sword is transformed into the Oni Blade when he puts on the Fierce Deity's Mask. Not only is it a powerful sword three times as strong as the 2.5 times as strong as the Steel Sword, but it also shoots out buzzsaw-shaped blasts of energy from its tip. This can even be done to airborne enemies.

PHOENIX QUILL
This is the item found in the Palace of Winds, and another can be gotten at Calatia City. Apparently, it comes from the Phoenix of Calatia itself. Apparently, it gives its user the ability to fly! However, this item slowly consumes magic, so it can't be used indefinitely. With the Phoenix Quill, no nook goes unexplored! Both Link and Tetra can use it.
Fire--With the Fire Element, the user can throw fireballs while flying, so they won't be so defenseless. Using the Fire Quill requires additional magic.
Water--With the Water Element, the user becomes aqueous, and can't be attacked directly. Using the Water Quill requires additional magic.
Earth--With the Earth Element, although the user can't fly as high, they can smash into foes in mid-air to knock them out of the sky. Using the Earth Quill requires additional magic.
Wind--With the Wind Element, the user can fly even higher, and by flying in circles, can create a cyclone below them. Using the Wind Quill requires additional magic.
Light--With the Light Element, the user is given a nova dash attack that allows them to crash into targets. Using the Light Quill requires additional magic.
Dark--With the Dark Element, the user becomes a living black hole, and will absorb any enemies they crash into for additional health. However, using the Dark Quill consumes health, and it WILL kill its user if used too long.

TRIFORCE OF POWER
What?! The Triforce of Power can be gained? What the...?! Well, telling you its purpose or how Link and Tetra get it would be spoiler-ific, now wouldn't it?

SPIRIT SWORD
This is the blade that is found in Vaati's chambers at the Palace of Winds. It is Tetra's final sword. It is twice as strong as the Dagger. The Spirit Sword, while it can't be infused with elements like Link's Elemental Sword, is also stronger than the Elemental Sword. In addition, the sword inflicts the target with an infectious parasite that will slowly eat away at their soul. Finally, with the use of magic, the Spirit Sword can extend, gaining an even greater range.

OATH OF THE ORACLES
This is the last song Link can learn. It is taught to him by the three goddesses themselves: Din, Nayru, and Farore. They tell him it is the only way he will be able to find out the truth about Calatia, and that the song soothes even them. I could say what it's used for, but that would be a spoiler.

SPHERES OF THE TETRAFORCE
Hidden within the final dungeon are four spheres that will unlock the dormant powers of the Tetraforce within their chosen wielders.

TETRAFORCE
Don't kill me--but there is a fourth piece of the Triforce, guarded by the Phoenix of Calatia. This is that fierce debate about the design on the Hylian Shield come to fruition. The Tetraforce comes together when its seperate wielders unite, and using it allows someone to have anything they want. The Tetraforce is essential to defeating the final boss.

And that's it for items! Whew! Finally! Let me know what you guys thought. Next up, Enemies, then Locations. Don't worry, I'm not going to list a description for each foe, just a list.

ENEMIES
There are a LOT of returning enemies from past Zeldas, and several new ones. However, of all the enemies, there is only one I want to specifically go over.

ELEMENTALS
There are spirits lurking in every corner of the Velimir Archipelago, mostly in dungeons. They are simply called 'Elementals'. As you might guess, there are six varieties: Fire, Water, Earth, Wind, Light, and Dark. Early on, they can be captured with Empty Bottles and then used on an item. In this way, you are able to use Elements before you attain them. However, another aspect of Elementals is that they can often possess enemies. This means that you may encounter a Fire Lizalfos, a Dark Like Like, or a Wind Wizzrobe. Keep in mind that some enemies can't be possessed. Once you get the Elemental Jar, you can use it to suck Elementals right out of monsters.

BESTIARY
Without further ado, here is the alphabetical list of enemies. If you don't know what they are, zeldawiki.org is a great site. However, several enemies are brand spankin' new, so be wary of that.
Aeralfos
Aquamentus
Armos
Armos Knight
Aruroda
Baba Serpent
Babusu
Baby Dodongo
Beamos
Bee
Bio Boko Baba
Biri
Boko Baba
Boko Like
Bombling
Bubble
Bulblin
Bullbo
Business Scrub
Calatian Knights
ChuChus
Cucco
Cyclopole
Dark Elemental
Darknut
Dead Hand
Deadrock
Deep Python
Desbreko
Dodongo
Door Mimic
Earth Elemental
Eyegore
Fire Elemental
Floor Tile
Floormaster
Flying Pot
Freezard
Freezor
Frigacuda
Garo
Geldarm
Geldman
Ghini
Gibdo
Gohboe
Golden Aruroda
Goponga Flower
Great Longlegs
Gyorg
Hellbeast
Helmasaur
Kargarok
Keese
Leever
Light Elemental
Like Like
Lizalfos
Lumaroc
Mad Scrubs
Mighty Darknut
Miniblin
Octomine
Octorok
Peahat
Pirate Ship
Pols Voice
Puffer
Rat
ReDead
Real Bombchu
Rope
Sand Worm
Shell Blade
Skullfish
Skulltulla
Skullwalltulla
Snapdragon
Stalchild
Stalhound
Stinger
Stone Soldier
Stone Soldier
Takkuri
Tektite
Tile Worm
Torch Slug
Wallmaster
Water Elemental
Wild Pig
Wind Elemental
Wizzrobe

GERUDO FORTRESS
Mid-Boss: Jolene
Boss: Regina

IGNIS TEMPLE
Mid-Boss: Flare Dancer
Boss: Wizzrobe Queen

Overworld Boss: Regina

AEQUOR TEMPLE
Mid-Boss: Morpha
Boss: Great White Gyorg

Overworld Boss: Jolene's Ship>>Jolene
Overworld Boss: Skull Kid Army

HUMUS TEMPLE
Mid-Boss: Boko Toad
Boss: Trinexx

Overworld Boss: Bellum Kraken

CAELUM TEMPLE
Mid-Boss: Goriya
Boss: Thunderbird

Overworld Boss: Jeremy

CALATIA RUINS
Mid-Boss: Gigas Master
Boss: Armos Titan

Overworld Boss: Vaati

UMBRA SHRINE
Mid-Boss: Vire
Boss: Gomess

LUMINARIUM SANCTUARY
Mid-Boss: Lumina Dragoon
Boss: Facade

MALEFICUS MEADOWS
Mid-Boss: Phantom Vaati
Boss: Dark Link, Dark Tetra

PALACE OF WINDS
Mid-Boss: Koume, Kotake>>Twinrova
Boss: Vaati>>Vaati Transfigured>>True Vaati>>Puppet Vaati

Overworld Boss: Jolene's Ship>>Jolene

CALATIA CITY
Mid-Boss: Phoenix of Croatia
Final Boss: Dona>>Regigas>>Golden Goddess of Desire

PIRATE SHIP
The game begins here. It's the same ship that Tetra and the pirates have been using all along. However, it shipwrecks at the very beginning, marooning Link and the others on Kaiman Island. They must find several missing parts in order to fix the ship, including a new sail, some patchwork,
a steering wheel, an anchor, and a mast. The ship can be fully restored after getting the Book of Mudora from Clark. Afterwards, it can be used to travel from island to island. While you can't manually control the ship, you can choose to move around on the deck while it sails, conversing with the pirates and taking care of business. After you get Epona at Flamma Ranch, she is kept on the ship. At the beginning of the game, the ship is only equipped with a weak catapult, but later in the game, after defeating Jolene for the second time, they can get Cannonbombs, which allows them to shoot a cannon. This comes in handy, as before, Link and Tetra had to fend off any aquatic enemies that may have come on deck.

KAIMAN ISLAND
The main attraction of Kaiman Island is Kaiman Town, undoubtedly the most populous and busiest town that Link has ever been to (in the Wind Waker trilogy, anyway). Kaiman is quite unique from the other islands of Velimir in that many races are integrated: you'll see Hylians, Humans, Gorons, Zoras, Gerudo, Boko Scrubs, and perhaps the occasional Rito or Tokay.
Kaiman Town--Kaiman Town is a very shady place. While on the surface everything looks bright and cheery...Oh, wait, it doesn't. Kaiman is sort of like a central gathering place of all the pirates, thieves, and ne'er-do-wells of the Velimir Archipelago. It's for this reason that Tetra's pirates really enjoy it here.
Kaiman Villa--The hotel at Kaiman Town, owned by a woman named Charis. While purchasing a room here is quite expensive, but buying it is worth it, as a lot of sidequests take here, the main one being the Gold Aruroda Eye sidequest; five orphans have been poisoned by the Gold Aruroda Eyes, and they are all deathly sick. The room you purchase has several amenities, including the ability to summon a bellhop, who will bring you anything from a wide assortment of items. However, the bellhop, Toby, if persistent about his tip. Finally, Link and Tetra can work at the hotel as bellhops to make their own cash, and perhaps opening up another sidequest or two.
General Store--The general store, ran by the Ruby Sisters (a group of identical sisters with differently-styled hair, seen in Phantom Hourglass), sells a variety of goods, including Lantern Oil, Bombchus, Water, random Spoils, Bombs, and Arrows. They even sell Boko Shields, so it's necessary to visit this store early in the game.
Pet Store--The pet store, ran by Foster, DOES sell actual pets...although it's impossible for Link to buy any, with the exception of a cow near the end of the game. Anyway, the pet store sells a wide variety of supplies, too...Including a Food Satchel, so it's necessary to come here. In addition, they sell All-Purpose Bait, Boko Seeds, Boko Sticks, Mushrooms, Bee Larva, Worms, Bottle Bugs, and Fairies.
Potion Shop--Koume and Kotake, the witch sisters, run this shop. Initially, they only sell Red and Purple Potion, but their stock grows as the game goes on, to include Green, Blue, and Gold Potions. However, the main purpose of this shop is to cook up Spoils, creating a huge variety of new items, many that I haven't even mentioned yet! Later in the game, this shop is taken over by Edgar, the local bum, and he renames it to Edgar's Emporium, and he widens the shop's wares to include lures and decorative items.
Open-Air Shop--'Open-Air' is a stretch, because what this really is is a bum spreading out trinkets he's found and trying to pawn them off on passerbys. But don't discredit Edgar, said bum, so quickly--sometimes he generally sells great items! Most of the time, though, it's just some random supply, or perhaps a decorative item or a trading quest item.
Port Kaiman--The port of Kaiman. Obviously, ships dock here. This is where the pirate ship's remains get dragged. There's not much else to see here, other than the shady locals. This is where you get teleported if you use the Song of Soaring to return to Kaiman. The postbox can also be found here.
Dojo--This is Jeremy's house, which is really nothing more than a small fighting arena. Link comes here at the beginning of the game to get a sword, but Jeremy will only help him if Link first gets a shield. For the most part, Jeremy is usually absent from his home, but Link can return here a certain points to learn new skills.
Library--Link meets Clark at this library, which has a lot of information--it is basically where you can go to read up on gameplay, and maybe a few other hints at sidequests. This is where Link and Clark find the Book of Mudora.
Residential Area--And of course, there are several houses interspersed within the woodwork.

PHASMA ISLAND
Phasma Island is the sandy foundation of the Gerudo Fortress. There's not much going on outside of the fortress, so it's the only attraction. The Gerudo Fortress is the first dungeon of the game, although it's a little unorthodox. The pirates try to rescue Tetra without Link's help, so Link has to infiltrate it himself--and when he gets there, the pirates have all been captured, so he has to go through the dungeon, freeing them one-by-one. However, Link will be thrown in jail himself if he gets caught, so the dungeon is very stealth-oriented. The mid-boss of the fortress is Jolene, Link's old rival from Phantom Hourglass, and the boss is the leader of the Gerudo, Regina. After Link defeats her, Regina will give Link and all the pirates a Gerudo Membership Card, allowing him to walk around freely in the fortress.

FLAMMA ISLAND
The largest island in the Velimir Archipelago, Flamma Island has vast fields and expanses of land, but at the very back of the island is a volcano where the Gorons make their home. The Ignis Temple can be found within the volcano. Link and Tetra come here in order to uncover the Fire Element.
Flamma Beach--Flamma Beach is a large expanse of sand that wraps around most of the island. However, there's not much going on there. Using the Song of Soaring will warp you here.
Flamma Ranch--Flamma Island would be the perfect place for a ranch, and a man named Rigby realizes that, as he's set up a ranch just off the beach of the island. It has stables, a few houses, a racetrack, a field for grazing, and several other features. Link and Tetra get Epona here, along with a few other goodies.
Flamma Springs--Enclosed by volcanic walls, the Flamma Springs are located just behind the ranch. Here, Maya, Rigby's wife, has set up a fishing hole. She'll allow visitors to rent a Fishing Pole and a motorboat to go fishing. She sometimes offers rewards for completing certain fishing goals. She also sells fishing supplies here. The Flamma Springs are a wondrous beauty to behold.
Flamma Fields--A vast expanse of fields that hides many caves and secrets, but is also inhabited by monsters. This field would take forever to cross without Epona.
Mt. Flamma--Less of a mountain and more of a volcano, Mt. Flamma is located at the far end of the island. It's a decent-sized mountain, but lately, it's been erupting. In order to traverse it, a Hylian Shield is needed.
Goron Market--The Gorons, with a lack of rocks to eat ever since the Great Flood, have set up a market economy in order to survive. There are many merchants here, although most of them have a seemingly random stock of items. A sumo ring is also here, for those interested.
Goron Sauna--A hot spring where the Gorons go to relax.
Tingle Tower--A strange tower scraping at the sky from the top of Mt. Flamma, Tingle and his brothers live here. Tingle keeps a lookout for fairies from here. When Link visits him, he's ecstatic. You can buy maps from him here, along with some other things.
Flamma Crater--The inside of Mt. Flamma...It's very dangerous to tread here, as the extreme heats could possibly cause you to pass out. Once you have the Fire Element, you can explore safely, but its initially best to move on.
Ignis Temple--The temple within the confines of the Flamma Crater. As you might imagine, there's lots of lava and fire. Navigating the temple is just as dangerous as the Flamma Crater, as Link and Tetra could pass out from the intense heat. However, there are several safe zones in the temple where they can cool down. They find the Boomerang here. The mid-boss is the Flare Dancer. The boss is the Wizzrobe Queen. The pair comes looking for the Fire Element.

PACIS ISLAND
Pacis Island is possibly the smallest island in the Velimir Archipelago. It's just big enough to have a cabana...That Link and Tetra can call their own! They can get the deed from Rigby at the Flamma Ranch. There is a hot spring, a small souvenir shop, and even a few mini-games. There's even a small fishing hole. Most importantly, you can access Online Wi-Fi capability here, which includes: sending pictographs and Wind Waker melodies, co-op, exchanging Spoils, sending letters, and even a battle mode (which can be played like Capture the Flag, or just a straight fight).

MARIS ISLAND
An island made mostly of rocky reefs and glaciers, two tribes live here: the Anouki and the Zoras. Link and Tetra come to this island looking for the Water Element.
Maris Tundra--This is where the Pirate Ship docks. Conducting the Song of Soaring will bring you here. The Maris Tundra is basically just a big snowfield. However, that means lots of enemies could be buried under the snow, and you wouldn't even know it until they were right under you.
Anouki Village--Obviously, the Anouki live here, mostly packed into igloos called the Anouki Condos. There's also a shop here that sells basic supplies. The Anouki Chief invites Link and Tetra into his home to give him the whereabouts of the Water Element, but he suddenly croaks in mid-conversation, making Link and Tetra are the culprits, and they must prove their innocence.
Maris Cove--A water-and-ice-filled cove that Link and Tetra must navigate in order to find Zora's Fountain. There are several ice caves (think Ice Cavern from OoT), as well as water-filled caverns that can be difficult to swim through, because Link and Tetra can dive briefly without the Water Element.
Zora's Fountain--A small lake where the Zoras live. These Zoras found a comfortable home in this freshwater haven, so they never evolved into the Rito. For the most part, the Zoras are very straightforward, although they seem to have an affinity for music. This realm is ruled by King Zora and Queen Rutabell. Link and Tetra must prove their connection to the royal family before the monarchs will grant them entrance to the Aequor Temple.
Aequor Temple--An underwater temple beneath the surface of Maris Cove. Link and Tetra must first have permission from King Zora to access the temple, and even then, it's very hard to get to. The two heroes must use a Water Elemental spirit to get there. The Aequor Temple is very different from past water dungeons--while some rooms are completely submerged, others are dry. Link can control the water level by combining a Water Elemental spirit with the Wind Waker. In addition, the temple has a very aquarium-like setup--you may see a treasure chest behind the glass, but do you risk filling the hallway by smashing the glass? Or do you just jump in with that Gyorg you see swimming around? Link and Tetra find the Elemental Rod here. The mid-boss is Morpha. The boss is the Great White Gyorg. The temple's treasure is the Water Element.

TELLUS ISLAND
A swamp-ridden, thickly-wooded island, you can bet there are some eccentric creatures leaving here. The Boko Scrubs (the evolved Deku Scrubs) have established their kingdom here, although the Skull Kids pose a constant threat. Link and Tetra come here looking for the Earth Element.
Boko Forest--A mass of dense trees. Some areas of the forest are filled with poisonous pollution. The Skull Kids make their home here. Their tricks could just get Link and Tetra so turned around that they never make it out.
Boko Palace--Situated at the end of the Boko Forest, the Boko Palace is a large palace where all the Boko Scrubs live. Even the common scrubs live here. Link and Tetra have a hard time getting into the palace, as it is currently on high-alert due to attacks from the Skull Kids. The Boko Scrubs are an eccentric bunch with a keen business sense, inherited from their ancestors, the Deku. The palace itself is divided into sections, including courtyards, ball rooms, and other formal chambers. The palace is ruled over by the Boko King and Queen, along with the Boko Princess. Link and Tetra must help the Boko wage a war against the Skull Kids before security becomes lax enough to let them through the palace and into the swamp.
Tellus Wetlands--A swamp located behind the Boko Palace, it is inhabited by some very nasty creatures, such as the meat-eating Goponga Flowers. The water in the swamp is poisonous. Link and Tetra must either use a lilly pad to cross the swamp, or rent a paddleboat, or an airboat. Dimitri cannot be summoned in the Tellus Wetlands until the poison is cleansed.
Humus Temple--At the very center of the island is the Humus Temple, which is basically a wooden temple built around the Great Boko Tree, a tree that claws at the skies. The Humus Temple's main gimmick is that much of the dungeon places within the tree. However, don't expect anything NEAR as simple as the 'Inside the Deku Tree' dungeon from OoT, as it's much different. At some points, you must climb along the Boko Tree's branches, getting an awesome view of the Velimir Archipelago and the Great Sea. The Boko Hammer is found here. The mid-boss is the Boko Toad, and the boss is Trinexx.

LACERTA ISLAND
When Link and Tetra try to go to Ventus Island, they find that it is blocked by a large boulder than not even Cannonbombs can destroy. So instead, they go to Lacerta Island, where a treasure that gives man incredible strength is said to be. Lacerta Island is a relatively small island inhabited by the Tokay, fat, lizard-like humanoids that love a good meal. In order to get the item they seek, Link and Tetra must utilize the Tokay's barter economy to make several trades.
Lacerta Lagoon--A rather large beach that wraps around the entire island. There are several bonds separated from the ocean by high sandbars. There are lots of jagged rocks in the center of the lagoon. Tokay enjoy collecting seashells in the lagoon.
Tokay Tunnels--There are many entrances to the tunnels all over the island, some obvious, others not. The caves are all interconnected by a network of tunnels. The Tokay love these caves, as they like to stay cool.

VENTUS ISLAND
Ventus Island can be accessed once you have the Power Bracelets. It is an island of tall cliffs, low valleys, emerald grass, jagged pinnacles, and a mountain that reaches into the clouds. What little Rito people that inhabit the Velimir Archipelago can be found here.
Spire Rocks-In order to dock at the island, the Pirate Ship must first carefully navigate the Spire Rocks, a series of jagged rocks that lines the high cliff walls of the island. They are in tight clusters, so either Link or Tetra will have to carefully steer the ship, while the other character mans the cannon to blast rocks that get in the way. Later, you can return to the Spire Rocks to swim around and explore.
Ventus Cliffs--After navigating the Spire Rocks, you can finally explore the island. Using the Song of Soaring will allow you to warp to the beach at the base of the first cliff. The Ventus Cliffs are a rather large area, with many plateaus, and cliff walls to scale. There hasn't been an area like this before in other Zeldas. You can get an awe-inspiring view of the Great Sea from the top of some of the cliffs.
Rito Aerie--Eventually, Link and Tetra will meet up with Lala, who will show them the way to the Rito Aerie, a large cave inset into the wall of the tallest cliff on the island. The Rito Aerie is much more vibrant and interesting than the one from Wind Waker. While there is still a lot of hectic mail delivery work going on, you can also find some average Rito who aren't involved in the business. In addition, the multi-leveled Rito Aerie allows you to see the rest of the island. The Rito Elder, Kamalo, leads the Rito. After helping the Rito with a mail crisis, Lala and Koroli (the Rito seeking Lala's love) will fly Link and Tetra to Caelum Temple.
Caelum Temple--A jagged rock spire rises from the surface of the sea, and the Caelum Temple is contained within. However, it's completely isolated from the rest of the island, and the entrance is so high up, that it's impossible to access on foot. Instead, as just mentioned, Lala and Koroli must fly Link and Tetra there. The main chamber of the temple is completely vertical, meaning you can go from the top floor to the bottom floor in a single leap. However, there are off-set chambers for a more traditional dungeon experience. There's lots of wind flying around in this temple--but it's pretty gentle, for the most part. Link and Tetra must rely on whirlwinds and bursts of wind to navigate this temple. They find the Bow of the Sky here. The mid-boss is Goriya, and the boss is the Thunderbird. The reward for completing the temple is the Wind Element.

CALATIA RUINS
Calatia is said to have a long history with the forgotten land of Hyrule, and it has been Regina's coal to excavate the ruins of this once-great kingdom. Once they have the Fire, Water, Earth, and Wind Elements, they are able to sink beneath the waves to explore the underwater ruins--but don't worry; the dungeon doesn't play like an underwater dungeon. It works like Hyrule Castle in Wind Waker instead. The Calatia Ruins are the ruins of the Calatia Shrine, where the High Ministers of Calatia once dwelt. Apparently, they were loyal servants to the King of Hyrule, Daphnes Nohansen Hyrule. Link and Tetra find the Dominion Rod here. The mid-boss is the Gigas Master, and the boss is the Armos Titan.

ATRUM ISLAND
This island is the Great Sea's best-kept secret. By studying the Book of Mudora, Clark discovers a clue to the island's location:
"To find the darkness that thy seeks,
Quest to the southwestern peaks.
Follow the path of the Gods of Gold,
and thy destiny shall unfold."
To uncover Atrum Island, Link and Tetra must sail to the three southwestern rocks reaching out of the water. Once there, they must 'follow the path of the Gods of Gold' by sailing around and between the lines in a formation of a Triforce when seen from above, if the three rocks were the points of a triangle. Once doing this, the veil of shadows covering Atrum Island will lift, and they can explore the island. The island itself is covered in ominous clouds, and is rather small compared to some other islands. There isn't much in the way of plant life. The only inhabitants of this island are the undead and the long-absent Sheikah tribe.
Lunar Wastelands--The Lunar Wastelands are the last barrier between outsiders and the Sheikah. The wasteland is just a giant plateau with cracked ground and no end in sight, along with plenty of enemies to go around. You could wander around in this place forever. Another clue in the Book of Mudora hints as to how to get through, though. You must look to the night sky and gaze at the stars and their constellations to discern which way to go. The stone slabs placed sporadically across the wastelands also help.
Hidden Village--The Sheikah initially aren't too happy about their hidden village being discovered, but they quickly realize Link and Tetra's connection to Hyrule, and allow them to walk freely in the village. Most of the Sheikah are introverted, though, and don't have much to say as far as idle conversation goes. They do know a lot about the Book of Mudora and of Hyrule's past.
Hyrule Cemetary--This cemetary apparently is full of tombs for the royal family of Hyrule, along with other legendary figures. There are many undead beasts roaming the area, though. Mudorian Pages are plentiful in this area. Tetra's mother, Isabelle, has a tomb here, too, and it leads to the Umbra Temple.
Umbra Temple--The temple of darkness. Link and Tetra come here for the Dark Element. This temple is chock-full on undead monsters, and will do its best to scare the crap out of anyone who enters. Many of the rooms take place in pitch black darkness, so the Lantern is a must-use. While there isn't much in the way of illusions here, it features some of the toughest puzzles in the game, such as a complex block maze that must be navigated in total darkness. Link and Tetra find the Crossbow in this dungeon. The mid-boss is Vire, and the boss is Gomess. The Dark Element is the reward for braving the temple.

LUMINARIUM SANCTUARY
This is a dungeon found by going through a secret passage in the old, dilapidated church on Kaiman Island. Link and Tetra come here looking for one of the two powers necessary to defeat Vaati. The Luminarium Sanctuary is a cavern of intense light, and beautiful crystal formations line the walls. There are a lot of abysses, though, so watch your step. The confines of this sanctuary are well-defended, as they were once used to hide from Ganon's army during the time of the Great Flood. Lots of God-made foes loiter in this dungeon. Link and Tetra find the Elemental Jar here. The mid-boss is the Lumina Dragoon, and the boss is Facade. The Light Element is transfigured into the Light Force here.

MALEFICUS MEADOWS
Link and Tetra are taken to this dungeon by the Skull Kids when they go back to the Boko Woods. The Maleficus Meadows are one of the most unorthodox dungeons in the series. They are reminiscent of the Moon from Majora's Mask. The meadows are large, grassy fields broken by a single tree. In each meadow, a long, trying battle takes place between hordes of enemies. After finishing a meadow, Link and Tetra will be transported by a Skull Kid to a cavern with a more traditional dungeon experience. After completing the cavern, they will be taken to another meadow, where another gauntlet takes place. There are a total of six meadows. Link and Tetra find the Grapple Shot here. The mid-boss is Phantom Vaati, and the boss is Dark Link and Dark Tetra. The Dark Element is transfigured into the Fierce Deity's Mask here.

CELESTIA
Also known as the City in the Sky, Lala and Koroli will bring Link and Tetra here. This is the same City in the Sky seen in Twilight Princess, except you don't have to do much dungeon raiding at all. It's more city-like now, instead of a random set of traps. The Oocoo inhabit this city, and they have much to tell about Vaati and how he plays into everything. There is a shop here that has some very good deals on great items, such as Gold Potions. However, Vaati has attacked the city, so Link and Tetra must first help them recuperate. Once they do, the Head Oocca, the king of the Oocca, will let the pair use one of their infamous sky cannons, which will blast them to the Palace of Winds.

PALACE OF WINDS
This is Vaati's haunt. Through his dark mastery of the winds, Vaati was able to raise this ancient palace into the sky. His toughest minions infest this place. There are two main sections of the dungeon: inside and out. Outside, there are random bursts of wind in every direction, which may throw Link and Tetra for a loop. This makes it very hard to traverse the dungeon, especially when outside. Using the Earth Element helps a lot in this dungeon, as it typically causes items to weigh more, so if Link or Tetra use the item, they can stay grounded. They must also take advantage of whirlwinds to get around. The Oocca will also show up to help the two out. Link and Tetra find the Phoenix Quill in this dungeon, and using it makes the dungeon vastly easier, but that much more dangerous, because being blown away while flying is fairly common. The mid-boss is Koume and Kotake, who then combine into Twinrova. The boss is Vaati, who has four different forms. Link and Tetra get the Triforce of Power and the Spirit Sword after defeating Vaati.

JOLENE'S SHIP
Jolene ambushes Link and the pirates one last time on the way back to the Gerudo Fortress. Now that the pirate ship can defend itself proper with Jolene's own Cannonbombs, it is possible to board her ship and attack her there. The ship isn't much different than Tetra's, though.

CALATIA CITY
With the full Triforce assembled, Link and Tetra are able to actually raise Calatia from the depths of the Great Sea. This allows them to enter Calatia City, the once-great, now-ruined city of Calatia. It is said that the Calatians were assisted by the Oocca in creating the futuristic city. Calatia City is a very unique dungeon in that is features a lot of technology that may seem out-of-place in the world of Zelda, such as holograms, illusions, and warp pads. It seems like a piece of nostalgia is hiding in every corner of this final dungeon. Link and Tetra must use every trick they've learned thus far and more to reach Calatia's deepest inner sanctums. The boss is the Phoenix of Calatia, and the game's final boss is Dona, who has five forms.

CORONA REEF
This is the "secret" island. Even more secret than Atrum Island, because you don't have to come to this island to complete the game. Once the Book of Mudora is complete (which isn't possible until RIGHT before the end of the game), Clark will give Link the last clue he found in the book that describes how to get to the fabled Corona Reef. Once Link and Tetra have uncovered the island (which is just a series of beautiful coral reefs), they will meet the Fairy Queen from Wind Waker. The Fairy Queen will give them the Fairy's Soul, which allows Link and Tetra to use magic indefinitely. Other than that, there's not much going on at Corona Reef, but you can still dive and take a look around at the beautiful scenery.

MOVE OVER, LINK!
Here, I will briefly go over the different aspects of the new partnership aspect between Link and Tetra.
-Link will be alone for the first part of the game. Tetra joins him once they dock at Flamma Island for the first time.
-You can play as either Link or Tetra, and can switch control between the two at any time.
-The character you're not controlling is controlled by the CPU. They will follow Link, unless told to stay where they are.
-The CPU-controlled character is also capable of fighting. However, they can also be told to stand down to let you do all the fighting.
-The AI of the CPU-controlled character is top-notch. They won't do stupid things like try to run through walls or get stuck in corners.
-The CPU-controlled character will use healing items on themselves or on you. They also can be set to not heal.
-Items can be exchanged between the two characters. For example, Link can give the Bomb Bag to Tetra and keep the Quiver for himself. There are sometimes two of the same item, such as wallets. However, Link can't use Tetra's items, and vice-versa.
-Many puzzles require Link and Tetra to work together, such as deflecting arrows off the partner's shield.
-If you want to get your CPU-controlled partner in a certain position, you must switch to them, get them in the desired position, and then set them to 'Wait' mode, and switch back to your character.
-Two characters means twice the Pieces of Heart.
-If either Link or Tetra die at any point, it's game over. It's important to protect your partner at all costs!

MULTIPLAYER
Here's what multiplayer's like. 2-4 players are supported. You can also play by yourself against a CPU opponent(s).
Battle Mode--Battle Mode is just what it sounds like. It's pretty much a fight to the finish. Initially, you start out with just a sword and shield, but you can run around the fighting arena to find different items. This is to prevent people with different items to have an advantage. Team Battles are possible. There is a battle arena from most major locations and every dungeon.
Capture the Force Gem--Capture the Force Gem is a lot like Capture the Flag. While you can still fight each other, the main goal is to find the Force Gems in the arena and return them to your 'base'. Force Gems are heavy though, so this can be sort of hard. The main difference from Phantom Hourglass's Online game is that there are no Phantoms, and every player is looking for Force Gems at the same time. This brings up an interesting dilemma. Do you go for the Force Gems, do you guard your base, or do you prevent your opponent(s) from getting any gems. There's lots of strategy here. Teams are possible. There is a Capture the Force Gem arena from most major locations and every dungeon.
Co-Op--The meat-and-bones of multiplayer, though it only supports two players. The ENTIRE QUEST can be played together--one player as Link and the other as Tetra. The key to this is that the players can switch characters at any time. Even more importantly, you can load up a save file you've been playing by yourself, and just plug in a second controller, and someone else can jump in. You don't have to select 2-player at the beginning of the game. If someone else is playing, the screen is split into two to prevent one player from having to constantly keep up with the other. Unfortunately, in situations where Link or Tetra are missing for plot reasons, the second player is out of luck.

ONLINE
There are many different things to be done online. However, I must first note that there ARE NO ONLINE LEADERBOARDS. This is to prevent disconnections. Not even wins and losses are recorded. Online mode is for people looking for fun. As always, you can play with friends, with people from your region, or with anyone. After a match, you can use the Wii System Number given to you to send a letter requesting to be added as a friend. Also, things such as items available, stage selection, number of people, and mode is done by votes. Voice chat is possible, even on co-op, via a headset and the Pirate's Charm item, which both Link and Tetra conveniently start off with. Online mode is unlocked once you speak with Freedle at Pacis Island.
Battle Mode--This works exactly like Multiplayer Battles.
Capture the Force Gem--This works exactly like Capture the Force Gem Multiplayer Matches.
Co-Op--This works exactly like Multiplayer Co-Op, but you can only do this with friends.
Market--This is where you can sell or trade Spoils and other expendable items.
Pictographs--You can save pictographs to your SD Card, or you can send them to your friends.
Symphonies--You can save songs you conduct to your SD Card as MP3 files, or you can send them to your friends.
Letters--You can write letters in-game, and then send them to your friends, or to people you've battled before. Of course, you can also write Letters to NPCs, but that's beside the point.

ELEMENTS
Really, hasn't this been beaten to death by now? To sum it up: you can combine elements with most major items (usually using magic to do it), Elemental Ghosts can fuse with regular enemies, and you can bottle Elemental Ghosts until you find the actual Element. That about covers everything, although keep in mind that this is the fast-and-dirty version; I'm really dumbing this aspect of gameplay down!

1. Not all tunes will be orchestrated. Most will, but some won't. Also, on the subject of music, there will be two or three vocal themes in the game--the intro, the ending, and one reserved for a very special moment in the story, and possibly one for the final boss.

2. This Zelda is a departure from the other ones, plot-wise. THERE ARE VOICE-OVERS. *GASP* However, Link will still not speak. Good thing he has Tetra to do it for him. There are also subtitles, which can be turned on or off.

3. Forgotten Phoenix is much more cinematic. There will be several Full-Motion Videos, and even more pre-rendered cutscenes.

4. The game takes a cue from Resident Evil 4, in that sometimes, in the middle of a cutscene, Link or Tetra will suddenly be put in a very dangerous situation, and the timely press of a button can be the difference between life and death. This carries over to boss battles, in that a quick tap of a button during a certain attack may allow Tetra to roll away from a crushing blow, or Link to jump up on the enemy's shoulders and attack.

5. All scenes can be skipped after they've been seen once.

THE OPENING
The opening FMV serves to re-orient players with the events of Wind Waker, and a tad of Phantom Hourglass (we can all agree that the Phantom Hourglass was more like a side-story than anything). Note that there are some trippy effects used to speed up the passage of time and fit the whole story of Wind Waker into a four-minute video. It is set to the first vocal theme, My Legend.
The FMV opens with tranquil music, showing Aryll (yes, she's in!) standing on her lookout, staring into her Telescope, pointed straight at the horizon. She looks sort of sad. The scene then fades into the past, where Link gives her a hug. It then shows her getting kidnapped by the Helmaroc King, and Link running off the cliff, being saved by Tetra. The next scene shown is Link leaving Outset on the pirate ship, with Grandma looking sad. The music suddenly picks up as Link is shown slicing and dicing Bokoblins and Miniblins in the Forsaken Fortress. He runs into the prison room, and with the help of Tetra and the pirates, frees Aryll.
The next scene shows Link and Tetra fighting Ganondorf, who grabs Tetra by the throat, and laughs as his Triforce of Power glows. The scene then suddenly switches to the Tower of Gods, where the camera sinks slowly beneath the waves, showing Hyrule Castle, and then fading to the Master Sword's sanctum, where the King of Hyrule assembles the Triforce of Wisdom, and Tetra is transformed into Zelda.
The scene switches back to present-day Outset Island, where Aryll is in a black dress on the beach at sunset. The rest of Outset Islands' villagers are with her, standing on the beach, also all dressed in black. The men of Outset (Orca, Sturgeon, Abe, and Mesa) are in the water, standing next to a coffin. They push a casket out to sea, and the waves slowly carry it away. Her grandmother has passed. Aryll seems emotionless.
The next scene shown is Link climbing up the spiraling stairs of Ganon's Tower, taking out such foes as Phantom Ganon and Mighty Darknuts. The scene then zooms forward to the top of Ganon's Tower, where a fight montage between Link, Zelda, and Ganondorf is shown.
Suddenly, the Triforce is shown in a burst of light as Daphnes Nohansen speaks (inaudibly), and the waves crash down on Hyrule. Link tries to swim towards him, but his buoyancy stops him.
The next scene shown is of the day Link left Outset forever. The pirate ship's sails unfurl and the ship sails away. Aryll runs to the edge of the dock and waves her arms, teary-eyed.
The sun sets in fast-motion, and the rest of the villagers slowly fade away as day turns to night, and Aryll remains on the dock. Suddenly, she dematerializes and rematerializes, being two years older, and she is now a beautiful girl, about the same age as Link at the beginning of Wind Waker. She just stares motionlessly at the sea, then pulls out her Telescope and scans the horizon once again.
The music stops for a brief moment as you get Aryll's first-person view at what she sees through the Telescope, which is a whole lot of nothing. But the camera zooms in endlessly, zooming past countless miles of the Great Sea, as islands whiz past, and finally, the it finally arrives at the Pirate Ship, and the music bursts back. Link is sitting on the prow of the ship, much like the title screen of Phantom Hourglass. Tetra is hanging from the ladder to the mast, staring out at the horizon as the ship cuts through the horizon. The pirates can also be glimpsed.
After resting on the pirate ship for a long moment, the camera keeps zooming forward into the horizon. Kaiman Island can be seen briefly before the camera dips into the waves and the underwater city of Calatia is seen, frozen in time...Both the song and the FMV end.

The game begins in darkness. As the screen lightens, the Great Sea is shown. The water is very choppy, and the waves are quite high. Dark, billowing clouds fill the sky. The wind is roaring. The water ripples, and as if the sky itself has shattered, a torrential downpour is unleashed. It's the kind of rain that sings to be in. Lightning flashes, and when the light fades, we see the pirate ship. Loud shouts can be heard coming from it.

The scene cuts to the deck of the ship. Tetra is seen standing next to the steering wheel. Gonzo is steering. She is shouting orders to the pirates. They are all frantically rushing back and forth. The waves are tossing the ship back and forth as if it's as light as a Peahat. The word "Link" is heard several times, and finally, the loudest shout is heard and lightning flashes again. The camera cuts to Link's face after the light fades. Link looks around, knocked out of his daze. He is on the mast's ladder, hanging on by one leg and hand, looking at the horizon. He looks down at Tetra, who is screaming his name. She berates him for being so lazy and not helping everyone prepare for the worst. He drops down from the ladder and begins helping everyone.

Mako tells Tetra that at this rate, the ship will wreck. She accosts him for telling her something she already knew. Gonzo shouts up to Zuko, asking him to search for any nearby islands. Zuko doesn't find any. Niko asks Tetra what's going to happen to them, and she finally becomes fed up and starts yelling at everyone even more for being the sorriest punch of slobs she's ever seen. Suddenly, a giant wave rises up from behind the ship, and it is carried far. The wave splashes over the ship. Niko screams as he is carried off the side of the boat, but Link grabs him by the arm. Senza grabs Link around the waist and hoists them both back to safety.

Another giant wave rises up, and the ship is carried on top of it. It sails forward, the entire pirate ship flying through the air and landing with a thud. The door to the inside of the ship is thrown open, and Nudge runs out. He yells for everyone to get inside, that it's too dangerous out there. Tetra concedes, and everyone runs to safety, leaving their lives to fate.

A long moment passes, and another lightning bolt flashes. This time, it strikes the direct center of the ship, splitting it in two. Everyone screams in horror as water fills the ship.

A sudden rush of water carries Tetra away from Link and the others. Link grabs her hand, but the force of the waves is too strong, and he loses his grip. The scene ends suddenly.

The next scene fades to the shores of Kaiman Island. The storm has calmed, and all that remains of it are the billowing clouds. The camera pans over the beach, and finally rests on the ruined pirate ship, pieces of it lying everywhere, wood scattered across the coast. The scene fades out, and the 'The Legend of Zelda: Forgotten Phoenix' logo appears.

The next scene fades in the following morning. The sky is now bright and blue. The camera pans over the shipwreck again, and we now see that the pirates and Link are scattered around. A shot of Zuko is shown, who moans, then groggily wakes up. He opens his eyes and realizes they've wrecked. He shakes his head and gives a hearty shout of "Land ho!"

There is a time lapse, and eventually, all of the pirates are awake. It doesn't take long for Link to realize that all of his equipment from Phantom Hourglass is missing. Gonzo panics when they can't find Tetra, but she soon crawls out from under a pile of wood. After a bit of deliberation, they all decide to send Link ahead to see if there's any civilization nearby, as the island appears to be pretty large. You're finally given control.

It isn't too far of a walk across the beach and a small marsh until Link finds Port Kaiman. There, he runs into Shipmaster Davy, who seems incredulous to Link's story. Nevertheless, he sends out the welcoming party to the pirates.

Later, the entourage all arrives at Kaiman Town. Shipmaster Davy gives the group a brief tour, promising them that his men will get straight to work on rebuilding the ship. Mako questions Davy, wondering why the shipmaster is helping a group of pirates. Davy claims it's because he too is a pirate--in fact, he'd wager that at least half of Kaiman is made up of pirates, thieves, and ne'er-do-wells. He then says under his breath that it'll just cost 10,000 Rupees. This, of course, angers everyone. Senza holds a knife to Davy's throat. Davy chuckles nervously, and then tells them that the price will just be 200 Rupees if they can provide the parts. This seems more agreeable, as Tetra orders her crew to split up and search for ship parts.

As they leave the port and head into town, the camera shows a veiled woman in a nearby alleyway. She is standing flatly against the wall, her eyes looking around the corner as Tetra walks by. She smiles.

You're now given control again. The pirates are spread across town. The only one actually looking for any ship parts is Nudge, who can be found in the general store. If you talk to him, he says he thought there might be something there, but no luck. Gonzo and Senza can be found at the tavern, shirking their duties. Mako can be found at the library.

Three of the five ship parts can be found now. The first (the steering wheel) can be purchased from Edgar's (the local hobo) open-air shop. The second can be gotten from the Kaiman arcade (a place where several mini-games can be played). Salvatore (from Wind Waker and Phantom Hourglass) runs the place. Niko can be found there practicing one of the games. You have to win a game similar to throwing balls at targets to win the ship part (a sail).

If you speak to Shipmaster Davy, you'll learn that most of the ship parts can be found on Kaiman, but he doesn't think that anyone on Kaiman has a mast, and that he'll have to special order it. He writes Link an Order Form and tells him to put it in a postbox. You should do so.

The third ship part (Patchwork) part can be found on top of one of the roofs in the residential area.

After Link has three of the Ship Parts, a cutscene automatically takes place. It shows Tetra standing at the edge of one of the streets, thinking idly. She wonders aloud where in the world they're going to find all the parts. After standing for a moment, a hand grabs her from behind and drags her into the dark alley...

As the sun sets, Link and the rest of the pirates meet up at the tavern. Turns out Link is the only one who accomplished anything. However, soon, Tetra's absence is noticed. Overhearing them from a nearby stool, a young man in a cloak, with short red hair, speaks up. He asks them if they're looking for someone. Gonzo answers him emphatically. The man tells them that people are sometimes kidnapped from Kaiman for a ransom. Gonzo demands the man's identity, and he says that he's just a floater amidst a sea of flotsam--his name is Jeremy. Mako asks Jeremy who's responsible for these kidnappings, and he tells them it's the Gerudo tribe of Phasma Island.

This shocks all the pirates, leaving Link wondering what's going on. They all begin whispering excitedly. Apparently, the pirates have a long-standing rivalry with the Gerudo, who once inhabited the Forsaken Fortress before they were driven out. Gonzo cries.

Nudge tells Link that the Gerudo murdered their former leader, and Tetra's mother, Isabelle, in cold blood. They fear the same may be Tetra's fate. Jeremy says that it isn't worth trying to save her, as if there's no money to be made, then the Gerudo have already killed her. Link shakes his head vigorously, and Jeremy is impressed by his resolve. The pirates tell Jeremy that there's nothing on the whole Great Sea worth more than their Miss, and they all run out. Link starts to follow, but a call from Jeremy stops him in his tracks. Jeremy tells Link that he noticed he possessed neither a sword nor a shield (although this can change depending on whether or not Link has a shield), and that he can't hope to stop the Gerudo in his current state. He says to visit him at his dojo once he has come across a shield.

The Boko Shield can be purchased at the general store, if Link hasn't already bought it. Afterwards, he can visit Jeremy's dojo. As soon as Link enters, Jeremy drops from the rafters and attacks. Link is caught completely off-guard. Jeremy berates him for not being ready. A true warrior never lets his guard down. He is very disappointed--he thought the Hero of Winds would be far more skilled.

Link is surprised that Jeremy knows about him. Jeremy grabs Link's arm and raises it, examining the Triforce mark on the back of his hand. Jeremy says he is familiar with the legends, and to leave it at that. Jeremy vows to train Link in the ways of the blade, and make him worthy of the title 'hero'.

Afterwards, a training game begins, similar to Orca's training in the Wind Waker. Jeremy throws his cloak off, revealing his bare chest--he is ripped, a nearly perfect body. He teaches Link all the basics, such as how to defend, slice vertically and horizontally, perform combos, Jump Attacks, Spin Attacks, thrusts, and even a few new skills to the game, such as being able to do leg sweeps while crouching. Afterwards, he teaches Link the first few Sword Skills--the Back Slice, Helm Splitter, and Shield Attack.

Jeremy tests what Link's learned by challenging him to a friendly duel. It is impossible to win this match, although Jeremy will give Link praise the better he does. Afterwards, Jeremy lets Link keep the sword he used, the Steel Sword. He says to use it to strike down all evil, and never for his own personal gain. He tells Link to return to the dojo often, as heroship always comes in time. Finally, he reminds Link that the pirates probably won't wait around long for him. Link is surprised, because he seems to have forgotten. He runs out of the room.

After Link leaves, a short scene is played of Jeremy going into the back room of the dojo. He grabs a scroll and unfurls it. It's the scroll showing the Hero of Time from Wind Waker's opening. He says that, for the sake of the Great Sea, he hopes that Link can live up to the Hero of Time's name.

When Link exits the dojo, he finds that night has fallen. You can find the pirates at the port. They've rented two motorboats. Gonzo says he was wondering when the shrimp would show up. Mako explains the plan to Link: they're going to take the motorboats most of the way to the fortress, then cut the engines as they near the island and try to find a way in other than the front entrance. Afterwards, they're going to split into groups and try to find the Gerudo leader, then conduct a swift exchange--her for Tetra.

Link understands, and the pirates all go to board the boats, except for Senza. Link goes to board one of the boats. As he climbs on, Gonzo pushes him off and into the water. Gonzo tells him that Link should just stay behind, and that he'll only get in the way. He says that maybe if Link doesn't come, Tetra will finally realize how worthless he really is. Link, of course, can only glare. Gonzo takes off in his motorboat with Mako and Zuko.

Before boarding the other boat, Senza speaks to Link. He asks him if he is going to go to the fortress anyway. Link nods. Senza says he kind of figured. He takes the lantern off of his hip and hands it to Link. He says that it'll be dark at the fortress, and to use it to keep from getting lost. He also says not to mention it to Gonzo. Senza climbs on the other boat, and takes off with Niko and Nudge.

If Link goes back to the beach where the shipwreck is, he'll find a large, red Dodongo. However, the Dodongo is just lying there, breathing slowly. The pirate ship's old anchor is lying on top of him, and he's wrapped up in the chains. He explains his predicament to Link: he was just swimming through the waters around the island on a stormy night, when suddenly an anchor just landed on him. He says normally he would be able to break free, but the anchor knocked all the wind out of him, and he hasn't been able to move since. He asks Link to help him.

Link tries fumbling with the anchor, but those skinny arms of his can barely budge it. The Dodongo says if only he could get his strength back...He asks if Link has any food on him. If he does, he can give it to him. If not, it's to the pet store, ran by Foster, an animal lover. Foster will sell a Food Satchel to Link. The Food Satchel comes with 10 Boko Seeds. Link can try feeding food to the Dodongo, such as Mushrooms, Worms, Shrimp, Bee Larva, and the like, but only a full serving of All-Purpose Bait will wet the Dodongo's appetite. Once the All-Purpose Bait has been given to the Dodongo, he will fully recover, stand up, and shake the anchor off.

He then thanks Link, and introduces himself as Dimitri. He says that usually humans are scared of him, being a Dodongo, but he can tell that Link is different. He says that from now on, the two of them are friends forever. He asks what he can do to return the favor to Link. Link (inaudibly) explains the situation to him, and Dimitri says that it's no problem for him. He says that he'll take Link to Phasma Island, where the fortress is.

You can now ride Dimitri. He makes for a powerful ally, as he can chomp and eat enemies, as well as breathe streams of fire. He can also swim up waterfalls and through currents, although that's not important just yet. However, one drawback is that he can't swim in salt water for very long. This presents a problem, because the ocean must be crossed to get to the fortress. Instead, you must use a series of small islets and sandbars to get to the fortress.

HERO'S BOOTS
Wind--The wind boots decreases Link's weight significantly. He runs much faster (think Bunny Hood). Not only that, but if he walks into the air, he'll hover for a few moments (think Hover Boots or Tingle Balloon). Using Wind Boots requires magic.
(The other elements also require magic.)

Thank you for your input!

Anyway, on with the show!

Eventually, Link and Dimitri reach Phasma Island. The foreboding Gerudo Fortress sits darkly in the middle of the island. It looks like a much grander version of the fortress from Ocarina of Time. He hops off Dimitri. Dimitri tells Link that this is as far as he goes--he is a waterborne creature (unlike in the Oracle games). He also tells Link that if he ever needs assistance again, to just spread some All-Purpose Bait on the water and he'll be there in a jiffy.

As Link explores the small beach, he will find a small cove where the motorboats are. However, there are no pirates in site...

Soon, Link will find that the entrance to the fortress is well-guarded by two Gerudo. Instead, he must go around back and climb up a stack of crates and through an open window. This brings him to the first dungeon, the Gerudo Fortress.

The Gerudo Fortress can be very challenging and confusing, especially for a first dungeon. For one thing, you don't have a Dungeon Map at all. You can buy one from Tingle later, but you don't have it when you need it. You can, however, find a Compass. For another thing, the Gerudo patrol most of the hallways. If they see you, they will immediately attack, and if they score even one hit, it's to jail with you. In jail, there is a small crawlspace in a pool of water that you can use to bust out of the slammer, but it leads out to the ocean, and you have to go back through the entire fortress--so getting caught is not punished lightly. However, if you DO manage to defeat a Gerudo before she lands a hit (unlikely), you must hide her unconscious body. This can be done by dragging her along the ground (much like you would drag a block) and stuffing her into the nearest crate or barrel.

The fortress is sort of a mixture between the Forsaken Fortress and the OoT Gerudo Fortress. It's like the Forsaken Fortress in general layout, as there are indoor and outdoor areas, and many precarious ledges. It's like the OoT Gerudo Fortress because of the patrolling enemies and the fact that as Link continues through the fortress, he must find the pirates.

They have all been imprisoned separately. The first one he finds is Niko. He tells Link that he doesn't know what became of the other pirates, because they left him behind, him being useless and all. He also tells his 'swabbie' that he didn't want to leave Link behind. Finally, he asks Link to find the other pirates nontheless, and that he'll catch up.

One of the main differences about this dungeon is that you don't have to beat Gerudo to get Small Keys to free the captives--instead, you must traverse the patrol-infested fortress and find the keys as you would in any dungeon, but with much more stealth. Also, a lot of the fortress is very dark, so it's useful to have Senza's Lantern.

Speaking of Senza, he's the next pirate Link finds. Senza says that they were all captured at once, and then imprisoned separately. However, he does know that Gonzo managed to get away...He also expresses his relief that he gave Link the Lantern.

The next pirate is Zuko. As you might guess, he doesn't have much to say, other than the others should be around somewhere.

The next pirate is Nudge. He is relieved to see that Link is okay, and as usual, makes light of the situation they're in. He also gives Link a little back story on the Gerudo, and what the pirates were like before the death of Tetra's mother, Isabelle. Apparently, the Gerudo are the worst kind of pirate--the kind that doesn't think twice before cutting someone down, and only considers how they can profit best. On the other hand, Tetra's crew is the opposite--they're just out for the adventure of it. Apparently, Isabelle was more kind-hearted than Tetra. Finally, he tells Link he's rooting for him.

The fifth pirate is Mako. He asks Link several strange questions concerning his motives, such as why a 'hero' would travel with a group of pirates, and why he and Tetra seem to have such a close bond.

Eventually, Link reaches a dead end. However, the room has a high ceiling, and there appear to be exits on the upper levels. However, there is something else going on in this room. As soon as Link enters, he sees a body fly across the room, smashing into a stack of barrels. The wood splinters everywhere. Link soon realizes it's Gonzo! A Gerudo woman with black hair leaps at Gonzo and holds her curved sword to his face, asking him if he admits defeat.

Gonzo shakes his head and says that she isn't worth the breath it would take. This angers her, and she raises her blade to deal the final blow, but Link jumps in front of Gonzo and blocks her strike with his sword. She is shocked by this. However, they are both further stunned when they realize who it is. It's Jolene, the pirate from Phantom Hourglass!

Jolene asks Link what he's doing here, and is surprised to learn that he's consorting with the pirates. Gonzo demands to know what they've done with Tetra, but Jolene says that's not her concern. She says that she doesn't want to fight with Link, but she will do it if the Gerudo pride is on the line. Gonzo laughs, saying that the Gerudo have nothing to be prideful about. This just angers Jolene, who says she'll cut them both up.

Jolene fights like a mixture between the Gerudo pirates and her fighting style from Phantom Hourglass. She fights with a lot of twirls and acrobats, but she also performs charged dashes that leave her open. That's the time to strike--you have to slash at her back. It's possible to hit her from the front with thrusts, but this leaves Link open to taking a lot of damage. However, about halfway through the battle, Jolene will learn to guard her back too by performing a spin attack any time Link gets close to her. The Back Slice is a great way to do this.

After a few moments of pointless fighting, Gonzo will start throwing barrels at Jolene. If a barrel connects, she will be stunned for a few precious seconds, and Link can slash at her during this period. When she's down to just one more hit, Link can counter one of her charged dashes with a trigger command (pressing a button at the right moment). They will lock blades, and by tapping the button fast enough, Link will break the clash and finish Jolene...

Jolene stands up, dusting herself up. She says that she won't forget this day, and until she sees Link take his last breath, she will hunt him to the ends of the earth. She runs out of the room. Gonzo and Link exchange a high five, but then quickly realize their error, cross their arms, and look away from each other nonchalantly.

Afterwards, the rest of the pirates come in. Senza notes that he just saw Jolene run by. Link seems surprised that the pirates know Jolene, but they're tight-lipped about it. Meanwhile, Niko opens the treasure chest that appeared when Jolene was defeated to find the Grappling Hook. Gonzo asks where they're supposed to go now. Zuko points up. They all look up to see that there are many ledges above them. Niko suggests that they use the treasure he just found. Gonzo grabs it from him, and, after examining it, decides that it's too flimsy to support his weight. He says that one of the lighter members of their crew will have to go up there.

He looks at the candidates. The camera angle is shown from his POV. He says Mako's too weak, Zuko's too quiet, doesn't even stop to look at Niko (much to his dismay), and then looks at Link. He sighs and shoves the Grappling Hook into Link's hands. Mako explains that Link will have to climb the tower and find something to attach the hook to, then lower the rope so the rest of the pirates can get up.

You're given control again. This is basically just a matter of using the Grappling Hook on the horizontal poles to climb up and swing to ledges. At one point, you must connect the rope between two pegs and use it as a slingshot to reach the next ledge. Once he reaches the top, another cutscene takes place in which Link lowers the rope, and the pirates all climb up. They head into the next room...

Tetra asks the Gerudo woman who she thinks she is, and the woman removes her face veil. She introduces herself as Regina, leader of the Gerudo. Of course, the pirates are all shocked, once again, leaving Link in the dark.

Senza swears that this is the last time the Gerudo will mess with them. All the pirates form a circle around her. Gonzo tells her that if she'll give them Tetra and never bother them again, that they'll let her live. Regina says she has no intention of doing that, that they have a very special plan for Tetra.

Gonzo says that she's asking for an early funeral, and then commands the pirates to jump her. They all try to dogpile her, but she backflips into the air, landing a decent ways away. The pirates are all tangled up and dizzy. After recovering, six more Gerudo drop from the rafters. The pirates and the Gerudo have a short standdown, before Gonzo yells to attack, and they all rush towards each other and each engage in 1-on-1 duels. Regina is left without someone to duel. She stares at Link and says that she's been waiting for the day she'd get to test the Hero of Wind's skill. Link is surprised that Regina knows about him, but he has no time to ponder such questions, as Regina has just grabbed a Smash Ball! (Just kidding, but she does leap at him).

The boss battle begins. Regina will focus primarily on Link, but she's not above attacking one of the pirates if they get close enough to her. Tetra will shout words of encouragement during the match (in her own special way, of course). Regina might've been pretty easy by herself, but the fact that there are six other battles going on at the same time can make things hectic. At any moment, one of the other six battles could just randomly collide into Link and Regina's. On top of everything else, Link can't let any of the other pirates be defeated. When one of them is about to lose, they'll call for help, and Link must run to their aid and help them defeat the Gerudo while fending off Regina. If all the Gerudo are defeated, the pirates will help Link with Regina, although they're likely to get in the way.

Regina herself fights similarly to Jolene, but Regina uses two blades instead of one, making her twice as deadly. She also knows the Back Slice. Regina doesn't use a charge attack like Jolene, though, meaning Link really has to pick and choose when she's vulnerable. Thrust attacks work well, and Shield Attacks can stun her if timed right.

About halfway through the battle, Regina will put herself on a high guard, making it pretty much impossible to hit her. At this point, Link must climb onto a nearby ledge (if he's not quick, Regina will wall kick up to the ledge with him), then use the Grappling Hook to connect two pegs, then launch himself at Regina like a human slingshot. This will bowl her over, and he can then strike her while she's down. After doing this a few times, Regina goes down.

Regina is on her hands and knees. She looks up to find Gonzo's dagger pointed in her face. He tells her to give it up, and to let Tetra go. She sighs and looks at the ground, before reaching into her pocket and throwing a set of keys to Niko (who is standing by the cell). He juggles the keys for a moment before catching them, and then quickly fumbles through unlocking the cell. After a moment, the door swings open, and Tetra walks out. The pirates all gather around. Senza asks if she's hurt, and Gonzo embraces her, crying. She tells the great buffoon to get off of her.

Tetra says that talk can come later, and that they need to get out. They start to leave, but before they can, Regina calls to them to wait. They turn around. She asks why don't they want to know why they kidnapped Tetra in the first place. Mako is intrigued. He asks if it wasn't because of the rivalry they've had with the pirates for years. Regina says that under more normal circumstances, that might've been the case, but their is something far grander going on on the Great Sea.

Tetra asks what she's blathering about. Regina seems surprised that Tetra doesn't know--or should she say Princess Zelda? The pirates all gasp. Tetra acts like she doesn't know what Regina's talking about, but Regina says that theatrics will get her nowhere--just look at the Triforce crest on her hand! Regina next fixes her gaze on Link. She says that he's the Hero of Winds, savior of the Great Sea.

Tetra asks her how she's so well-informed. Regina just says she's heard the legend. Gonzo asks her what her point is. Regina asks if they have ever heard of Vaati, the Wind Mage. None of them have. Regina says Vaati is a dark wizard who has played a similar role in history to Ganon.

An FMV starts. It shows Vaati floating in the middle of a red sky, the wind whipping his cape violently. Below him is a village, burning to the ground. Regina's narration can be heard in the background. She says Vaati is Ganondorf's spiritual successor, and that he has a dark soul like no other. He possesses a mastery of the wind and nothing would please him more than to see the world burn. The FMV ends.

Tetra asks how that's connected to them kidnapping her, and Regina asks for her patience.

Another FMV begins, this time showing a vast desert with dark clouds above. A loud, high-velocity wind that carries screams on its breaths. Regina says how the wind of her homeland brought pain and misery--when the sun was up, it seared all it touched, and when the moon went down, it carried with it a frigid gale (this is similar to Ganondorf's monologue in Wind Waker). She says Vaati plans to bring this death wind to the entire Great Sea, and ravage the land with it until life ceases to exist. No land will go left untouched--there is no escaping the wind's wrath. The camera zooms down to show a pile of skeletons all thrown on top of each other. The FMV ends.

Nudge comments about what a loony Vaati sounds like. Regina says by capturing Zelda, they were hoping to lure Vaati to the fortress, as he lusts after the light within her. Then, they might've been at least able to wound him and delay his plans.

Tetra asks what they can do to help. Regina says that they can start by trusting in each other. Tetra scoffs, saying that she'll never trust a Gerudo. Regina insists that they need to work together in order to stop Vaati. Separate, they don't stand a chance. Mako tells Tetra that he believes that working with the Gerudo and calling a temporary truce might be in their best interest, for now. After all, they may never let them leave if they don't at least go along with it.

Tetra sighs and says that they'll join forces, but reserves the right to jump ship at a moment's notice. Regina agrees to her terms. Mako asks how they can stop this Vaati.

Between Kaiman Island and Phasma Island is an ancient kingdom beneath the waves. Tetra and Link are alarmed at this, recalling Hyrule. Tetra says to forget it--Hyrule's been washed away. Regina tells her that this is no Hyrule--this is Calatia. An FMV starts.

Regina narrates the legend we've all come to know by heart, of the golden goddesses, Din, Nayru, and Farore, creating Hyrule and leaving the Triforce at the point where they left the world. But there is a piece of this legends that his been wiped from all records. There was a fourth goddess by the name of Dona, the goddess of Desire. She too, helped create Hyrule, with her powers, adding spirit to all living things. When the goddesses left the world, they left the Tetraforce. Apparently, she sought to take the power of the Tetraforce for herself. However, she was defeated by her sister goddesses, and exiled to Hyrule's neighboring province, Calatia. They also removed the fourth piece of the Tetraforce, realizing it threw off the delicate balance of the world. They sealed Dona and her respective piece of the Tetraforce in Calatia, and created a powerful phoenix to protect the seal. That phoenix has never left its post.

Calatia was a division of Hyrule, governed by four ministers who were also the King of Hyrule's, Daphnes Nohansen's, loyal subjects. Calatia, while not as large as Hyrule, was just as prosperous. The goddesses charged the ministers with protecting the secrets of their kingdom, never letting the fourth piece of the Tetraforce fall into legend.

The fourth goddess was shunned by the other three, and Dona and the Tetraforce of Desire were forgotten...The FMV ends.

Regina says that if they can excavate Calatia and harness the powers of the Tetraforce, they will be able to defeat Vaati without raising a sword. Tetra asks how they can hope to explore a land that is sunken into the waves, and Regina tells her that there is a way.

When the goddesses left the Tetraforce behind, they also left the four elements that they had used to create the world--Din's fire, Nayru's water, Farore's wind, and Dona's earth. These four elements comprise all that is in their world. They sealed these four elements on the highest peaks of Calatia in four temples. Those peaks are now the islands of the Velimir Archipelago.

If they can gain these four elements, they will be able to raise Calatia from its depths, and access the Tetraforce of Desire.

Niko can't believe all of this. Senza asks why they can't just go up to Vaati and kill him, and Regina says that it's for the same reason they couldn't do so to Ganondorf--Vaati can only be killed by the artifacts left behind by the goddesses.

After some deliberation, Tetra asks Regina what they should do first. Regina says to sail west of Kaiman to find Flamma Island. The Ignis Temple should be found there. However, she warns them to watch out, as the volcano there has recently become active, no doubt under the influence of Vaati.

Niko asks if Regina is coming with them, and she says no, that she must attend to other matters and try to decipher the pieces of the legend that don't make sense. Tetra says that Regina is just using them, and Regina agrees with her--she will do anything to stop Vaati and prevent the Great Sea from being transformed into a burning desert.

Regina tells them that she will spread the word to the other Gerudo that the pirates are to be alone, but until then, she gives everyone a Gerudo Membership Card. In addition, she gives Link the Spoils Bag, which she says will no doubt be invaluable to his success. She says that the potion shop on Kaiman will brew things from enemy spoils that will keep him healthy.

She finishes by telling Link and Tetra that they must work together, because the temples have been designed to wear only the bearers of the Triforce may navigate the halls, and that they will never find the elements alone.

Link and Tetra exchange glances, and nod. After a short silence, everyone leaves the room. The music ends, and Regina looks to the sky. She hears the wind whipping across the sea...

When everyone gets back to Kaiman they realize they still don't have a mast. Tetra is enraged, saying that she was kidnapped all that time and nobody even did anything. She orders them to find a mast, NOW! She returns to the port.

You get control back (finally). Now, I'll go over a few of the sidequests that can currently be done. These are just the important ones: I won't go over things that lead to Pieces of Heart or other minor things.

For starters, you probably found a Golden Aruroda or two. If you go to Kaiman Villa, in one of the rooms, you'll find a group of five sick orphans. They are all currently sleeping. The innkeeper, Charis, approaches Link from behind and asks him to remain quiet. These poor orphans are fighting for their lives. She found them on the streets unconscious, and immediately took them in.

One of them starts murmuring about a shiny scorpion. Charis tells Link that they the kids fell into an Aruroda nest, and that they were all poisoned. Another orphans says that the tokens left behind by the Gold Arurodas are medallions that will purify the poison within them. Charis tells her not to talk right now, and then wipes the girl's forehead. The orphan explains how to find Gold Arurodas--they climb on the walls or ceilings, or can be found in soil patches. You need a long-ranged weapon to get them down, or a Bottle Bug to unearth them. She begs Link to please help them, but then passes out in mid-sentence. Charis shakes her head, and tells Link that these kids don't have much longer.

Another sidequest you can begin at the Kaiman Villa is the trading quest. By being a bellhop, you can eventually get a yo-yo as a tip from one of the patrons. This can be traded later. Basically, all you have to do is get items from point A to point B, show guests around, and kind of wait around for tips. Usually, it's just Rupees, but sometimes, you'll get odder things.

Once you can afford a Room Key, you can buy your own room at the villa. Can't do that yet, though.

The first thing you should do is go back to Jeremy's dojo. He'll take one look at Link and realize that he has gained a sense of purpose. This is good, because no one can become a hero without the desire to do so. The goddess, Dona, smiles upon him.

Jeremy says that he'll now teach Link a new skill: the Mortal Draw. It works exactly like Twilight Princess: with your sword unsheathed, wait until an enemy approaches, then press A, and Link will bring out his sword and instantly kill the foe.

Afterwards, Jeremy tells Link to never lose sight of his purpose. If he does, go towards the light: the path will always remain.

Next, Link needs to head to the Kaiman library, which is full of texts Link can read about secrets and other things in the game that may not be totally obvious to the player. However, towards the back, he finds a man in a brown robe with gray, slicked-back hair rummaging through the shelves. He's startled by Link's sudden intrusion, and then is surprised by the boy's appearance. He murmurs something about the Hero of Time, but then shakes his head. He asks Link where he's from. When Link tells him it's Outset, the man immediately starts quoting facts about Outset, such as it's longitude and latitude, location, size, and other general facts. He says that Link no doubt received those clothes on his tenth birthday. Link nods.

He says he forgets his manners, and introduces himself as Clark, a scholar specializing in history. He tells Link he's not from this island, but came here when he heard a rumor about a legendary book that is said to contain the history of Hyrule. Link is surprised Clark knows about Hyrule. Clark says he's looking for the book, but is having a hard time finding it. He asks for Link's help.

You get control back, and you must search for the book. You can climb along the bookshelves. The library is quite large, if musty and unstaffed. However, you can find the book by pulling out a different book, opening a passage in a nearby fireplace that leads to a hidden chamber with the book. It's the Book of Mudora!

Link takes the book back to Clark, who examines it. He is initially fascinated by the contents of the book, but he quickly becomes unsettled as he flips through the pages. Eventually, he exclaims that there are missing pages and entire missing sections. He says that if only he was twenty years younger, he would scour every island of the Great Sea in search of the missing pages.

He gets a twinkle in his eye, and his gaze turns to Link. He asks Link just what he's doing so far away from home. Upon finding out that Link travels abroad, he says that it's perfect! Together, they can fill in the missing pages! He tells Link that he should have a lot of motivation in doing so--there are clues in this book that lead to untold treasures. Link agrees to help Clark out.

Clark explains that to fill in missing pages, he should find Mudorian pages. To fill in the Friends and Foes section, he must take pictographs of them. He realizes Link doesn't have a Picto Box, then, after a moment of hesitation, gives one to him. He asks Link to please be careful with it--it has been passed down his family through generations.

Finally, Clark thanks Link for his help, and tells him to be careful--these are darker times than any of them know.

When Link heads outside, a cutscene automatically starts (if he has both the Mortal Draw and the Book of Mudora). Someone yells 'Mail call!' Link runs to the postbox. A female Rito with curved red hair and a duck's beak flies down to the postbox. She flutters to the ground. She says she has a package for a Mr. Link. Link nods emphatically. She cheers in glee, happy that she's found the person to deliver to. She whistles loudly. From afar, several Rito fly in, all carrying a rope attached to a HUGE package. The female Rito yells for them to be careful, and they drop it to the ground with a huge thud.

The female Rito introduces herself as Lala. She says she's the head postwoman of the Velimir Archipelago, and she'll gladly deliver all mail to Link while he's in town. She then notices that Link's wearing very funny clothes. She then gasps. 'Omigosh! Green clothes...Floppy hat...You're Link, aren't you?!' He is surprised she knows him. She says she heard of him from the boys on Dragon Roost. She asks him what he's doing in Velimir. When she finds out that he's hunting down Vaati, she freaks out. She says that she'll do everything in her power to help, and that if he ever needs assistance, then to come to Ventus Island in the north.

Suddenly, a Rito flies down to Lala's side. He has long white hair, and a red cloak. He asks Lala, his love, what's the delay. Lala tells Link that that's Koroli, her personal stalker. Koroli tells 'his sweet' that she's such a kidder. She tells him about Link's journey, and he is shocked. He says that he is one of Link's biggest fans. Lala tell Link that he'd better be on before Koroli starts stalking HIM.

Koroli notices that Link doesn't even have a Delivery Bag. Lala gasps, saying she didn't even think to check. She shoves one into Link's hands, and she says consider it a gift. She tells him to use that to carry letters and other things, and to always check a red postbox if it's moving.

Finally, Lala tells Koroli to rally the other Rito up and fly the package to the port. He says "Yes, my love", and then flies off. The Rito all carry it off. Lala tells Link to be careful out there, and that she'll be ready to aid him at a moment's notice. She flies off...

Anyway, once Link returns to the ship, he finds Tetra and the pirates waiting at the port. Tetra says it's about time he got there--they were about to leave without him. Shipmaster Davy walks out and asks his everyone is finally there. Tetra tells him there is, and wants to know if the ship's ready yet. He says it was weird...they looked at her ship and found it totally beyond repair, even with the ship parts. Even the handiest work couldn't fix a ship split in two.

This sets everyone ablaze with anger. Senza demands the 200 Rupees they paid, along with the ship parts. Davy says not to fret, because they still have a ship ready. Mako asks how, and Davy tells them that a Gerudo woman came to the port and paid him an extreme sum of Rupees to have the best ship possible for Tetra's crew ready. The pirates all exchange glances--Regina. Senza questions why Regina would do such a thing, and Nudge says that she must really want to help them. Tetra wonders if they really can trust her.

Niko says he really wants to see the ship. Davy tells them that they not only used the most advanced parts, but also some materials provided to them by her. Tetra demands less talk, more ship. Davy shrugs and calls to the sailors to bring out the ship.

An FMV starts. We see a dark cave with a lot of sailors running around yelling to each other. Finally, we hear something that sounds like power charging up. Some lights go on from the sides of the ship, a light purple color. The ship begins moving, and it finally sails out of the cave. The scene switches to Link and the others, who all have their jaws dropped in awe. The scene switches back to the ship--it's a mint green color with a white sail and fuschia trimming. The sail has a Tetraforce decal (seen here: http://img.photobucket.com/albums/v154/Magma999/ForgottenPhoenix.png) , and there are also some decals on the sides of the ship. The figure on the prow is a phoenix with its wings outstretched. It looks like a renovated, ancient ship. Link and Tetra, followed by the pirates, all run around the edge of the port as the ship sails along. The FMV ends.

Niko yells excitedly about how great the ship is. Zuko whispers a question, unbelieving that the ship is theirs. Davy says that it sure is. Nudge curiously asks where the materials were from. Davy says they were excavated from the ruins of Croatia? Colotia? Claudia? No matter. The pirates all exchange glances--Calatia. Davy then asks them what they're gonna name it. He says it needs a name, so that he can register it at the shipyard. Senza agrees--any sea-worthy vessel needs a name. The pirates all suggest a name: Niko--S.S. Swabbie, Zuko--something unintelligible, Mako--Flying Pirate, Senza--Bluebeard, Nudge--Monarch, Gonzo--S.S. Tetra. Tetra considers all these names, and then turns to Link. She asks him a question. She says didn't Regina mention a great phoenix that the gods created to help keep the seal on the Dona and the Tetraforce. Link nods.

Tetra says it's decided. The ship will be called [I]The Phoenix[/I]. In the same way, they will help protect the Great Sea and all those who dwell on it. Senza agrees that it's a fine name. Davy says he'll go register it, and feel free to leave anytime.

Tetra commands the pirates to man the ship. "Aye!"

An FMV starts. The same fanfare that plays when the pirates leave Outset in Wind Waker starts. Senza slams a gong on the back of the ship. All the people Link has met are waiting at the docks--Shipmaster Davy, Jeremy, Clark, Regina, and the Gerudo. Lala and Koroli are flying circles above the ship. The sail unfurls, and Gonzo yells full-speed ahead, and to turn hard to starboard. "We're leavin' this tiny island, boys, on to bigger and better things!" Tetra picks up. "Say goodbye to your ideas of pity treasure--welcome to the pages of legend!" The pirates all yell "Aye!". The ship leaves the port, sailing into the horizon. The FMV ends.

An FMV starts. We see Outset Island in the far south. The sun is shining brightly, and the waves create a beautiful scene. The camera zooms in on the docks. Standing there is Aryll, in a lovely blue skirt. As I said before, she is two years older now, so she's about the same age as Link and Tetra were in Wind Waker. She's grown to be very beautiful, and her long blonde hair flows to her hips. She's just staring out at the ocean, standing on the edge of the dock. The only sound is the breaking of the waves and the seagulls overhead.

Suddenly, a voice breaks the silence. It's Sue-Belle (the young woman who carries a pot on her head). She walks up to Aryll, and asks her if she's okay. Aryll says she's fine, with a half-hearted smile to reassure her friend. Sue-Belle walks to Aryll's side and asks her what she's doing out here then. Aryll says nothing. Sue-Belle tells Aryll she's lying, then says that Aryll's thinking about her brother again. Aryll concedes.

There is a short silence. After a moment, Sue-Belle tells Aryll that she hates to say this, but someone has to...Link will never return. There's another silence. Aryll says that she knows--Link has gone off to find his place in the world. Sue-Belle agrees, saying that a hero can't be shut up on a tiny island like theirs. Aryll nods. There's another silence. She leaves the dock and starts walking across the beach. Sue-Belle follows her.

As they walk, they continue to talk about Link. Aryll says she feels terrible, and Sue-Belle asks why. She says that it's been so long, that she can barely remember what her brother's face looks like. Sue-Belle thinks about it, then tells her. She says that he's a scrawny kid with fluffy blonde hair just like hers. Aryll says she remembers at least that much.

They cross the bridge to the eastern island. Sue-Belle asks Aryll if she misses her grandma (who has passed on, as shown in the opening FMV), and Aryll says that she does, but she's learned to cope with it. She says the worst thing about it is that she feels alone and trapped on this little island. Sue-Belle says that's nonsense--she's lived on the island all her life, and she has her, and Grandpa (Sturgeon), and the other villagers.

Aryll says she's very thankful for all of them as they climb the ladder up to her lookout. But ever since she was taken to the Forsaken Fortress and got to travel around the ocean with the pirates, things haven't been the same. She feels like their little island just isn't enough to contain her free spirit.

They arrive at the top of the lookout. Aryll goes to the railing and pulls her telescope out, looking onto the horizon. She asks Sue-Belle to tell her about the Great Sea (remember, Sue-Belle is originally from Windfall). Sue-Belle tells her about how great and vast it is, and how many wondrous there are that they'll never see, that nobody's EVER seen. After a moment, Aryll puts her telescope down and says it just isn't enough. Sue-Belle is confused. She asks Aryll if she's given up on Link coming back.

Aryll says she has. But she then says that she KNOWS that one day she'll see him again out on the waves. After a moment, Sue-Belle whispers an agreement. The camera zooms in to the Great Sea as the scene ends.

Anyway, the scene switches back to THE PHOENIX. A short scene plays of everyone running around the deck excitedly. They're all very ecstatic about their new ship. Eventually, Gonzo mentions that he needs to know which way to go. Tetra asks Zuko for the Sea Chart. Zuko shrugs, and murmurs something about it getting lost in the storm. This alarms everyone. Senza shouts how are they supposed to get to where they're goin' if they don't know where they're goin'. Mako calms everyone by telling them that Regina told them to go to Flamma Island to the southwest of Kaiman. Tetra says that'd be great, if they knew which island it was--there are many in this cursed archipelago.

Nevertheless, Tetra commands Gonzo to steer the ship in a southwesterly direction. Nudge comments that they're lucky the wind is is blowing in the perfect direction. They all agree, and the ship turns to the southwest.

At this point, Mako gives you a Sea Chart--though it's completely blank at the moment.

Now, you get control back. I'll talk about sailing mechanics now. There are two ways to sail--you can either choose to sail manually, ala Wind Waker, or you can set it on auto-pilot, ala Phantom Hourglass. To man the ship yourself, all you have to do is talk to Gonzo. When you do, he'll laugh you off if you say you want to steer. However, Tetra stands up for Link and tells Gonzo that any pirate worth his weight in salt has to know how to steer a ship. She commands him to let Link steer. After a moment of shock, he sighs and leaves. She and Gonzo then teach Link how to sail.

Steering is a little different than it was in Wind Waker--you're manning something a lot bigger than the King of Red Lions. It's much harder to turn, and it doesn't travel very well against the wind, of course. On top of that, you must dodge jagged rocks and have a general idea of where you're going, or you'll just get turned around, or find an island you can't do much at yet. Also, the catapult will be manned by one of the other pirates while you steer, so the CPU may not always hit the waterborne foes.

If you choose to auto-pilot, it works similar to Phantom Hourglass. Gonzo will drive the ship. You just draw a path with the Wiimote on the Sea Chart. While Gonzo drives, Link can wonder the ship and talk to the pirates, as well as take care of some other business. Oftentimes, talking to certain pirates at certain points initiates a cutscene. However, while on auto-pilot, if you don't take out enemies with the catapult, they could board the ship, at which point you'd have to fend them off.

If you go belowdecks and talk to Nudge, a brief scene will initiate. He tells Link a little more about Isabelle--about how such a kind soul she was, and how her last wish was for the pirates to watch after her darling Tetra. Her last words to Tetra were to always protect the stone she wears around her neck (one of the Triforce of Wisdom fragments, remember?), and for her to find her place in the world. Nudge gets teary-eyed, telling Link he would've loved Isabelle.

Sooner or later, they reach Flamma Island...

Eventually, Zuko cries out "Land ho!". Everyone looks to see a HUGE landmass ahead of them. Niko shouts that that's not an island...it's a country! Tetra comments with wide eyes that it's the biggest island she's ever seen. They can see the silhouette of the volcano at the back of the island on the horizon. Smoke is slowly rising from it. Mako says that this has to be the island--Regina mentioned there being a volcano. Gonzo yells to everyone to prepare to land.

There's a short time lapse, and THE PHOENIX is now docked. The pirates all walk out onto the docks, with Tetra in the lead. Niko, of course, has to stay with the ship. Senza comments that the island is so big, and he's willing to bet the entrance to the temple is hidden--they'll never find it. Tetra says that's true...After a moment of thinking, she commands everyone to split up and spread out, to comb every last inch of the island until they find the temple. They all call "Aye!" and run off. Link starts to run off himself, but Tetra calls after him. She asks him where he thinks he's going. He turns around. She says that they're the two heroes, so they need to stick together. He's coming with HER. Gonzo panics at this, but Tetra gives him the stink eye, saying she thought she gave him an order. He hesitates, then glares at Link, and leaves.

Tetra points to a nearby fenced in area. It's a rather large boundary. She says that that looks like a ranch--maybe the owner can tell them something.

You're now given control (sort of). You see, at this point ,Tetra finally joins Link. She's now fully playable whatnot. I won't go over how it works, since I've said it a thousand times before. But at this point there's a series of tutorials where Tetra teaches Link how to work as a team as they explore Flamma Beach--from exploration to fighting.

As you leave the beach, you can start exploring the vast Flamma Fields. These fields are even bigger than Twilight Princess's Hyrule Field--yeah, they're huge. While you can explore the place, finding a Piece of Heart or two in the process, at the part of the field that feeds into the path leading onward, there's a fence that's just too tall for the two of them to climb.

So you need to go to Flamma Ranch.

Of course, the music here is a remix of Lon Lon Ranch. I hope you guys enjoy that. ^_^

Flamma Ranch is a little bit bigger than Romani Ranch from Majora's Mask. It has a stable, a large race track, fields for grazing, and several houses. There are goats (which look like the ones from Ordon), Wild Pigs, Cuccos, Hylian Cows, and horses.

If Link and Tetra go to the middle of the field, they'll find a young kid with long brown hair playing around. He's playing with a horse with a white mane--yep, it's Epona! The kid is surprised to see visitors, but welcomes them nontheless. He introduces himself as Joseph, heir of the great Flamma Ranch. He then turns to the horse, and introduces her as Epona. He tells Epona to say hi. She just shakes her head and walks behind Colin, then snorts. Joseph apologizes, and says Epona's shy--he's the only one she's not bashful around.

Tetra whispers to Link that a horse sure would be handy to cross the fields quickly--it would take all day on foot. She then puts on her best nice face and turns to Joseph. She says it's nice to meet him, and that her name is Tetra, and this is her servant Link. Link unleashes a big "Huh?!" and turns to Tetra, but she doesn't miss a beat. Joseph says that they're funny. Tetra then asks him if either of his parents are around. He says that his mom's at the fishing hole, but his dad should be in the stables. Tetra thanks him, and they head to the stables...

Link and Tetra go into the stables. There, they find a man shoveling hay with a pitchfork. He has a pot belly, but strong arms. He has short brown hair and a brown mustache. He's wearing ragged white clothes. Tetra walks in and whispers to Link to let her do the talking, and Link shuts the door loudly behind him. He jumps up suddenly, throwing his pitchfork away. He looks at the two kids before him, then sighs a breath of relief. He says the two gave him a start.

He introduced himself as Rigby, owner of Flamma Ranch. "Pleased to meetcha." He asks what brings them to his ranch. Tetra says that they're adventurers. They're looking for a temple. Rigby rubs his chin and says he hasn't heard of anythin' like that, but maybe the Gorons would know.

Tetra doesn't seem to know what a Goron is, but Link remembers them from Phantom Hourglass. Tetra asks where these Gorons are. He says that they have a prosperous market up on Mt. Flamma. He explains that one of the best things about having a ranch on Flamma, other than it's not far from Kaiman, is that the Gorons live nearby, so he can easily trade his Flamma Milk, a beverage famous throughout the Velimir Archipelago.

He asks if they'd like to buy some. At first, Tetra refuses, but he insists on it. Just thirty Rupees! If you refuse, then you don't get any--however, at some point in the game, you'll have to buy it, for you get to keep the Empty Bottle.

He asks them if he can help in some way. Tetra says that actually, he can--they need a horse to jump the gates blocking off the mountain. Rigby frowns. He tells them that he can't really spare any of the horses--he needs them all to pull carts. Tetra asks him again, telling him that it's very urgent. He considers it for a moment..."Well...there is THAT one..." Tetra and Link seem excited. He asks them to step outside.

He points to Joseph playing with Epona. He says that Epona is a wild one--no matter what they do, they can't seem to break her. The only one she'll listen to is Joseph. He says his son's got the talent of a true rancher. He then says he could never take Epona away from his kid. But he tells them that if they can somehow break her and convince Joseph to part with his beloved horse, he'll let them have her.

Link and Tetra go over to Joseph. Tetra asks Joseph if they can play with Epona for a little bit. He agrees. Tetra approaches Epona and reaches over to pet her, but as soon as her hand gets anywhere near it, Epona rears up and neighs loudly, taking off. Tetra curses. "Stupid horse..." Joseph says that she'll never break Epona like that--you have to be gentler.

Joseph says he'll get Epona calmed down. He reaches into his satchel, and pulls out, of all things, the Wind Waker...! Link and Tetra both gasp. Joseph promptly conducts Epona's Song with the baton. Epona comes running back to them, as if nothing ever happened.

Tetra demands to know where he found that. Joseph says he found it while he was playing on the beach one day. Tetra murmurs to Link that it must have washed up here after he fell overboard (in Phantom Hourglass). Joseph says not to tell his parents about it, because they would be mad if he was using magic. Joseph tells Link that he should try using the Wind Waker.

You get a brief tutorial on how to use it, and then he teaches you Epona's Song. After conducting it, Epona nuzzles up to Link. Joseph says to try riding her NOW. Link hops on Epona's back, which freaks her out. She rears up and neighs again, then takes off galloping, Link flailing in the air as he holds on for dear life...

A mini-game starts similar to the taming Epona mini-game in Twilight Princess. Epona runs around wildly, with Link barely able to hold on. You must press trigger commands (buttons) when prompted to hold onto her. If you're thrown off, you must restart. While you do this, Joseph and Tetra cheer you on (Tetra can't do this mini-game since she can't use the Wind Waker). Once you've done it long enough, an FMV starts.

It shows Epona rearing up, with Link fully seated, and she comes back down. A fanfare plays as she doesn't move. Tetra and Joseph run up excitedly. The FMV ends.

Joseph exclaims excitedly that Link did it! Link gets down. Joseph nuzzles Epona's head and tells her she's a good girl. Tetra asks Joseph if he'd mind letting them borrow Epona for a little while. Joseph seems apprehensive at first. He asks what she means by 'borrow'. Link and Tetra exchange glances. Tetra says that they need her to travel around the Velimir Archipelago--the islands here are gargantuan.

Joseph says he's really sorry, but he can't part ways with his beloved horse. After a moment, Tetra accepts defeat. She tells Link to come on. The two of them leave, but as they near the edge of the field, Epona neighs loudly and runs after Link. They're both surprised by this. Link pets her, and Tetra tells Link that she'll stop following them. They take a few steps, but Epona just keeps following. Tetra asks Link what they should do...Joseph runs up. He looks at Epona. "You really do want Link to be your master, huh, girl?" He says so with watery eyes.

Joseph sighs and makes a deal. He says that if Link can prove he'd be a good master for Epona, he'll let him keep her. Link agrees. Joseph explains that Link must beat him in a horse race. He explains the basic rules: you have to make three laps around the track, and if you don't jump all the gates along the way, you automatically lose.

The mini-game starts. It's a lot like the race against Ingo in Ocarina of Time, but it's a little harder.

Once you beat Joseph, he is very sad. He says okay...you guys can take Epona. As long as they promise to take good care of her. Tetra says they will. Suddenly, a laugh bellows from nearby. They turn to see Rigby laughing hardily. He says he never thought anybody but his own offspring would be able to handle that wild mare, but he guesses he was wrong. He says to celebrate, he wants Link and Tetra to stay the night.

Tetra says they couldn't, but Rigby's forceful personality wins out, saying it's getting late, and all kinds of creepy monsters come out at night. They decide to stay the night at the ranch. Rigby says that dinner still won't be for a while. He suggests visiting his wife at the fishing hole behind the ranch.

When they visit the fishing hole (Flamma Springs, enclosed by volcanic walls), they meet Rigby's wife, Maya. She has purple, braided hair, and is wearing an orange dress. She's also wearing a floppy hat. She welcomes them. Tetra tells her that Rigby invited them to stay the night. She's very happy at that. She says they don't get visitors much since the volcano started erupting.

She then asks the two of them if they'd like to fish. If you say you do, she'll ask if you want her to teach you how. She says this first time, she'll give free lessons and let you fish for free.

I've explained fishing before, so I won't go into too much detail here. But the main thing is that you get to use a motorboat to go out on the springs. It's roughly about twice the size as the fishing hole from Twilight Princess. Also, if you want, you can call Dimitri here, but we'll go over that later. Fishing works mostly like it did in TP.

After catching a few fish, Maya says that there's supposedly a legendary fish in these springs called the Hylian Loach, but she can never find it. She says, "Who knows? Maybe one day one of y'all might catch it."

Once you say you're done, the scene switches back to Flamma. Joseph, Link, Tetra, Rigby, and Maya are all sat at the dinner table in the owner's house. They're eating homemade food (eggs, ham, milk, etc.). They make small talk, such as why they're looking for a temple, what's their ship like, what are other islands like, etc. Once they're done eating, Rigby says he's going to go shut everything down. He heads outside. Maya tells Joseph it's time for bed. He reluctantly goes upstairs. Maya steps outside onto the porch with Link and Tetra.

They watch Rigby as he works. He has a frown on his face. Maya says in passing that her husband has been depressed lately. Tetra asks why. She says that they might have to close the ranch down. Link and Tetra are both shocked at this. They ask why. She says that not too long ago, the volcano started erupting. The eruptions often kill some of the livestock. Not only that, but the Gorons up on Mt. Flamma were their main source of income. Since the eruptions, the Gorons became reclusive, and haven't been too apt to buy their wares. Maya says she knows how much the ranch means to Rigby, but maybe it's for the best. She says he just keeps workin' his fingers to the bone, but sooner or later, there won't be anythin' he can do to save the ranch. Tetra and Link both frown as they watch Rigby sit down, looking at the ranch in the setting sun...Tetra promises that they'll fix the problem. Maya says not to be too ambitious.

That night, Link and Tetra are sleeping in the same room. They're both fast asleep, but little do they know, someone is watching through the window. It's Gonzo and Mako...

The next morning, Link and Tetra are saddled up on Epona, with Tetra in back. Rigby, Maya, and Joseph are at the entrance to the ranch. They wish them good luck, and to promise to come visit again. Link nods, then Epona rears up, neighing, and they take off...

Anyway, you can now explore Flamma Fields much faster than before (where it would take at least a couple of days to completely traverse). You can also encounter your first monsters here, such as Bulblins, Kargarocs, and Bomblings (just to name a few). As mentioned before, there are a few Pieces of Heart to find here as well. Senza and Zuko can be found here. Zuko is standing next to a tree. If you talk to him, he'll point up and say there's something in the branches, and there must be a way to knock it down. If you roll into the tree, you'll get one of the Pieces of Heart. Senza is standing next to a circle of rocks. He says that these circles of rocks usually signify a hidden grotto, and that you could probably uncover it with an explosion. While you don't have Bombs yet, you can lead a Bombling to the grotto and use it to uncover the grotto (which houses another Piece of Heart). Don't worry--I'm not going to tell you where all the Pieces of Heart are--I'm just telling you these so you know what the pirates are doing. At night, Stalhounds go on the prowl.

You can now jump the gate to Mt. Flamma.

Mt. Flamma is a tall volcano, although none of its slopes are too steep. It is easy to navigate if you have Epona with you--otherwise it could take a while. There are several steam geysers, and lots of Tektites and Keese. Occasionally, the volcano will erupt and molten meteors will fall down. However, they're infrequent enough to keep going. It's important to unequip the Boko Shield here. However, as you continue up the mountain, you'll get closer to the crown of the volcano, and the meteors will become much more frequent (like Death Mountain from Ocarina of Time). It becomes impossible to climb any further. Tetra points this out, and suggests they try to meet with the Gorons. Although it seems strange...They haven't seen any Gorons around.

Nudge and Gonzo can be found on the mountain. Nudge tells you about using Bomblings as explosives to get rid of boulders, and Gonzo tells you about the eruptions.

In any case, you need to go back down the mountain and take a different path. You'll seen reach a large gate. Link knocks on the gate. There is a short silence before someone answers. They ask who's there. Link and Tetra exchange glances. Tetra says they're looking for a way to climb the mountain. The person on the other side says doing that would be a death wish! They should stay away from the mountain. Tetra asks him if he can let them through the gate. He says no one's allowed into Goron Market right now. And even if he could, he wouldn't be able to--he hasn't had anything to eat all day.

Tetra suggests that if they find something for the gatekeeper to eat, maybe he'd let them through. But what do Gorons like? She asks the gatekeeper, and he says that Gorons LOVE Rock Sirloin. You can find such an item by using Bomblings to blast open a series of tunnels that eventually leads to a chest with a Rock Sirloin inside.

When you go back to the gate, Tetra knocks. The gatekeeper asks who it is now. Tetra says it's them now--they brought some steamy Rock Sirloin for him. He seems ecstatic at this, and he says he can SMELL it. He asks them to throw it over the gate. Tetra refuses, saying he has to open the gate and let them in. He hesitates at first, and says he can't do that. Tetra shrugs nonchalantly, saying she guesses she'll just have to get rid of the sirloin instead. Oh well. She walks towards the cliff, and the gatekeeper calls out "Wait!". She turns around, and the gate slowly opens. He says not to tell anyone about this. Tetra tosses the sirloin and marches through the gate, followed by a surprised Link.

Anyway, Link and Tetra enter the Goron Market. It's like a version of Goron City from Ocarina of Time--except there are individual shops and houses inside large boulders. While most of the Gorons look normal, the ones that are involved with the market all wear clothes similar to the merchant Gorons in Wind Waker. The Gorons are all apprehensive about there being outsiders in the market--while they don't throw Link or Tetra out, they also won't give them any help, tell them how to get to the temple, or do business with them in the shops. However, a few of them do mention that they should speak with their matriarch.

At the deepest sanctum of the market, they can meet with the leader of the Gorons--the first-ever Goron female, Gor Leda. She is even bigger than a normal Goron! Apparently, Goron females are larger than males. She has long hair that flows down in locks over her shoulders. She wants to know what they have come to the village for. Tetra says that they're searching for the temple on this island.

Gor Leda is shocked at this. She asks what they could possibly want there. Tetra says they're looking for the spirit of the Fire Elemental. She gasps at this. She tells them they are risking their lives if they go. Tetra shrugs, saying she laughs in the face of danger. Leda says that she's begging for an early grave.

An FMV starts. We see a peaceful Mt. Flamma. Leda narrates, saying that only a short time ago, the volcano was inactive and the Gorons all enjoyed a prosperous life with their trade routes. They send Gorons out all over the Great Sea for goods. However, it was not too last. Suddenly, smoke starts billowing from the volcano,and it erupts. Lava showers rain into the sky, and it flows down the mountain. Leda narrates that it was no accident that the volcano, which had not been active for hundreds of years, suddenly started erupting. It started when an imp with dominion over the wind appeared to them one day and asked them to open the path to the Ignis Temple. They refused, and he cursed the isle. Now, the volcano is destroying their livelihood. The camera zooms into the black sky to show Vaati staring down at the erupting volcano with narrow eyes and a smirk. The FMV ends.

Tetra and Link exchange glances. Tetra murmurs that it had to be Vaati. Link nods. Gor Leda says that Vaati upset the spirit of the Fire Elemental, and now the volcano is crawling with monsters. She says that if Link and Tetra think they can calm the Fire Elemental, then who is she to stop them? Tetra asks how they can scale the mountain with the eruptions constantly going on. Leda tells them that they'll need a shield that won't burn in fire. Tetra asks where they can get one. Leda says she thinks one of the shops is selling them. She'll tell the Gorons to welcome them, and to open their shops. Finally, she says that once within the crater, they'll need to find a switch that will open the passage to the temple. The passage is within her room. Tetra thanks her, and they leave.

The Gorons now welcome Link and Tetra with open arms. If you try to go to the hot springs, the Goron there will say that the springs are currently closed due to the eruptions--it's dangerous! Like Leda promised, a shop or two is now open. One of them carries a single Hylian Shield. You can buy it for 150 Rupees. That particular Goron (Gor Jin) tells them that he only has one shield, so only one of them will be able to scale the mountain...

You get to choose who goes. It doesn't matter, really. While one character uses the Hylian Shield to block the molten rocks, the other just gets to mess around. At the top of the mountain, you'll find a horribly, horribly familiar tower...a totem-pole-like tower with a rotating Tingle head at the top. At the bottom, you'll run into Knuckle. Knuckle, surprised to see a visitor, exclaims "Welcome to Tingle's Chart Mart!" No matter which character you are, they express some disappointment. Nevertheless, Knuckle insists that you visit Tingle up top.

At the top, Ankle and David Jr. are spinning the top of the tower, as usual. Even if you're Tetra, Tingle recognizes you (if you used the Tingle Tuner in the Forbidden Woods, you'd know that Tingle and Tetra know each other). He says it's been so long since he last saw them, and he was starting to worry he'd never get to play again. Tetra says she doesn't have time to play (if you're controlling her). Tingle is disappointed about that, but says that he moved the tower to the top of this island so that you could see it well. If you're Tetra, she comments that you could see the eyesore from ten miles away. Tingle says he's set up a map store here in the tower. He offers you several maps, including the following:

-Eastern Velimir Archipelago
-Kaiman Island
-Phasma Island
-Gerudo Fortress
-Flamma Island
-Ignis Temple

Of course, there's some price gouging, because it's Tingle. In fact, he'll be shocked that you're still carrying a regular old Wallet. He gives you an Adult's Wallet for free, in fact, saying that they should use it to collect lots and lots of Rupees.

Incidentally, you can now afford to buy the Room Key at the Kaiman Villa, but I've already covered that, and it's just a sidequest, anyway.

Just past Tingle Tower is the entrance to the Flamma Crater. Before entering, you'll find Mako. He says he hired Tingle to fly him here, and that he tried to explore the crater, but it was too hot. He says if you stay in there too long, you'll pass out from exhaustion. There's also some special dialog here depending on who you are. If you're Link, he questions where you and Tetra stayed the previous night (or whenever it was, depending on how long you've messed around). If you're Tetra, he begs you not to go into the volcano, but Tetra's whimsy wins out.

Upon entering the Flamma Crater, a countdown starts until Link or Tetra pass out. If they do, it's an automatic game over. There's lots of lava in the crater--no game over for that, though, just loss of health. There are a few fire-based creatures in here (such as Fire Keese). You have to use the Grappling Hook to traverse the crater (so I hope you brought it along!). Eventually, you reach the bottom of the crater. There, you'll find a crystal switch sitting on a tall spire. To trip it, you must tie the Grappling Hook to a peg and rappel down to the switch (that''s right, you can rappel with the Grappling Hook!), then trip the switch with your sword.

When it's activated, a short scene shows Gor Leda's room. A large stone tablet slides away, revealing a passage. Gor Leda looks at the passage and smiles...

Meanwhile, back at the crater, the volcano suddenly starts erupting. The lava slowly rises. You must return up the crater, quickly, using the same path you used to get down. Of course, it's much harder to go up than it is to go down, so you'll probably have lava constantly nipping at your heels. And if it touches you...Well, you get to restart the whole event...So you'll need to hurry. Once you get near the top, a lava geyser will suddenly take out the horizontal pole you need to grapple up. You're stuck! Suddenly, Mako runs in. He yells to hold on--he'll get help! A moment passes, and just as the lava starts to get close, Tingle will drop in from above, using a balloon, then grab you and hoist you in to the air.

Back outside, Tingle sets you down. Mako and Knuckle are there, too. Mako says that he was worried you wouldn't make it--even if you're Link. Tingle says he hopes that this is a seal of their eternal friendship. Link bows in thanks, or if you're Tetra, she'll reluctantly thank Tingle. He says any time, and that they can pay him back by buying every map he has.

You can now go back down the mountain (blocking molten rocks on the way), and reunite with the other character. You should now head back to Gor Leda's room. Gor Leda is waiting on them. She says that they've done well to uncover the passage, but that was the easy part--if they truly wish to find the Fire Elemental, they'll need to now traverse the Ignis Temple. In the temple's deepest sanctum is the Fire Element.

Gor Leda also tells them about Elemental Spirits. These spirits appear in the form of small balls of energy. They can infuse themselves with beings to enhance their power, but they can also combine with tools. She says they'll no doubt need to utilize these spirits to explore the temple. To use them, all they have to do is use an Empty Bottle to capture a spirit (so if you were hoping to bring a Fairy, too bad).

Finally, she says that it is also hot in the temple--they'll have to find cool spots around the temple to rejuvenate, or else face a fiery fate. She wishes them luck, and they go to the passage...

They emerge in a section of the Flamma Crater that you couldn't reach before. After going through the brief area, you arrive at the Ignis Temple...

The heat is intense in the Ignis Temple, just like in the Flamma Crater (hey, you're still in there, after all). You have a set time limit before Link or Tetra passes out. Both characters have a separate clock. However, there are several 'safe zones' throughout the temple, as in rooms with springs where you can cool down. Your timer slowly restores while you're at a spring. You can also bottle water at these springs to douse many of the fires flaming around the dungeon.

There are several fire-based enemies here, such as a Torch Slug, Fire Bubbles, and Dodongos. However, there are also many Fire Elementals around, like Gor Leda said. They randomly generate from the lava and fire. They like to fuse with your enemies, so a Skulltulla might become a Fireskull. You can bottle these elementals yourself, though, and combine them with your items to solve several puzzles. Water Elementals also generate at some of the springs, so you use those to mow through pieces of the dungeon.

This dungeon also emphasizes teamwork, since it's the first co-op dungeon. You have to really work together to get through it. Some enemies are too tough for just one person (such as the Fire Lizalfos). And there are several puzzles that require teamwork (such as the ones in the Earth and Wind Temples from WW), as well as parts where one character needs to operate machinery while the other defends them.

The temple's mid-boss is the Flare Dancer (the mid-boss from the Fire Temple in Ocarina of Time). The Flare Dancer is a misleading name in this game...Although it starts out as a being of fire with a central core (much like in OoT), there are several elemental spots around the room where Elementals will generate. They can them combine with the Flare Dancer for various effects (such as the Aqua Dancer, Gale Dancer, and Terra Dancer). It has different abilities in each form.

The dancer uses a set of daggers to attack in all its forms, and uses several dancing moves (such as twirls and spins to attack). The Flare Dancer leaves a trail of flames behind, which can prove to make things very hairy if you don't use the Water Elemental to put the flames out. The Aqua Dancer has the ability to trap you in its own body to try and suffocate you. The Gale Dancer can throw whirlwinds, and the Terra Dancer pounces at you, sending shockwaves outwards.

In order to beat the dancer, you have to find the Elemental that's the opposite of what the dancer is (e.g., if it's fire, use water, if it's earth, use wind, etc.), then grapple onto its central core. It will then fly around the room, dragging you along with it through the air. It only takes a few moments before it will then slam you into the wall and regain its form. This is your oppurtunity to damage it. While one character is busy flying around, the other character can slash at the core when it flies near (since it doesn't have it's flames/water/earth/wind) to protect it.

When it's getting ready to die, a trigger command will pop up. One character will run up a ledge and grapple onto the core again, then pull it to instead of letting it drag them along. The other character must then use a trigger command to jump at the core and stab it. Boom! Dead!

When it dies, a chest appears in the middle of the room (of course), and it contains the Boomerang! I'll paste how it works here to remind you.

BOOMERANG
The Boomerang is the dungeon treasure at the Ignis Temple. It works similar to the Boomerang
from the Wind Waker. Unfortunately, it is impractical to draw a path with the Wiimote. Anyway, you
target up to five targets in any order, and then release it. The Boomerang will travel to each target
in the specified order. However, if it is stopped in mid-flight, it will return to its user. The
Boomerang can be used by both Link and Tetra.

Anyway, you can now explore the second half of the dungeon. There's a lot more springs in this section because you're going to need to use well-aimed Boomerangs to keep going, and there's several new uses the Boomerang has. For one, there's a puzzle or two that involves transferring flames to torches with Boomerang (or you can use the magic-consuming Fire Boomerang). In several puzzles, there are also complex paths that the Boomerang must follow to reach its target--so you have to target certain targets to make sure it flies in the right direction.

An FMV starts.

Link and Tetra walk into the room. The room is a cylindrical tower with several pools of lava scattered here and there. There are also several ledges, horizontal poles, and pegs around. The room is mysteriously quiet. Tetra tells Link to not let his guard down.

They step slowly into the room, and suddenly an ear-splitting screech sounds throughout the room. Link and Tetra both cover their ears...Suddenly, a twister of fire spins throughout the room, and when it fades, a MASSIVE Wizzrobe composed of fire appears. These words appear:

Burning Wizard Monarch: Wizzrobe Queen

She spreads her arms and spins in a circle, and several Firerobes (Fire Wizzrobes) appear...

Link and Tetra look up, flabbergasted...The FMV ends.

The Wizzrobe Queen, being so massive, doesn't have room for too many attacks. She can summon an endless supply of Firerobes, which do most of her dirty work. They, of course, shoot fireballs at you, much like the Wizzrobes from Wind Waker. However, they are also capable of summoning other fire-based enemies, so it can quickly become quite hectic, especially if anything is caught on fire. The Wizzrobe Queen also has a few attacks of her own--she can swat at you with her wand depending on your level, and she can also shoot fire twisters, as well as breathe fire.

There is a very specific strategy to beating her, and it requires the Grappling Hook, Boomerang, and a lot of teamwork. There are many ledges scattered around the room, all surrounded by some sort of peg or pole. One character must use the Grappling Hook to climb up the room, using both slingshots and swinging from ledge to ledge. However, if they aren't careful, the queen will swat them out of the sky. That's why it's important for the other character to keep the queen busy with the Boomerang...While it won't damage her, it will definitely distract her.

Eventually, the character using the Grappling Hook will climb up into a hidden room above the boss room. In it, there is a large hot spring with water pouring in from above. There is a switch that, if you grapple onto it, your weight will pull it, causing the wooden ceiling to drop, and the entire spring will fall into the boss room and right onto the Wizzrobe Queen. This douses her shield of flames, transforming her into your everyday Wizzrobe (still gigantic though).

From there, the other character can use a Boomerang to target both her eyeballs. When the Boomerang hits them, she will become temporarily blind, and start swinging her wand wildly. When the wand nears you, you must use a series of trigger commands to run up the wand and onto her shoulder, then somersault up and stab her in the head. She will then fall to the ground, and she'll be vulnerable--time for sword swinging! After a few slashes, she enshrouds herself in flames again.

You must repeat this process two or three more times before she goes down for the count. However, each time, she becomes more aggressive. When she's almost dead, she'll fill the lowest floor of the room with lava, so the character distracting her is in a lot of danger. After she's stunned for the final time, you get an extra trigger command that involves rapidly slashing her, destroying her headdress, and impaling her head.

She then rears up, screeching painfully, and explodes in a poof, leaving behind two Heart Containers...

They proceed into the next sanctum. An FMV starts. On a pedestal is a red, burning crystal. They proceed over to it. Tetra tells Link to take it. He reaches a finger to it, expecting to be burned, only to find that the flames do not harm him. He grabs the crystal, receiving the Fire Element.

They hear a voice.

"Oh heroes...You have done well to find my power...But do not rest just yet. Your quest has just begun...You must find my sisters' elements as well..."

It's the voice of Din. Link and Tetra exchange glances, then a swirling vortex of fire appears. They step into it, and are whisked away...The FMV ends.

Another FMV starts. Flamma Ranch is shown. Rigby is working in the fields, in the overcast shadows of the volcano. Suddenly, the sun shines down on him. He looks up to see the clouds around the crown of the Flamma Volcano clearing up. He drops his pitchfork, along with his jaws. He starts yelling for Maya and Joseph to get out there. They run out. He yells that the volcano--it's fixed. They all run around excitedly, and he gives Maya a big hug.

Meanwhile, Gor Leda, the Gorons, the pirates, and Epona are all looking up at the volcano. Gor Leda says they've succeeded...The FMV ends.

A vortex of fire swirls in front of them, and Link and Tetra step out of it. Gonzo runs over to Tetra with tears in his eyes, saying how worried he was.

Gor Leda says that she is truly thankful for their help. They did not have to, but they did. From this day forward, they will be considered members of the Goron tribe. Welcome to the Gorons, Brother and Sister! From this point forward, they address Link and Tetra as Brother and Sister.

Incidentally, Rigby will now let you win a Cabana Deed from for beating a Cucco-flying mini-game. This is how you unlock Online mode.

Tetra wonders where they should go next. Mako suggests going back to the Gerudo Fortress and asking Regina. They all agreee. Tetra orders the sails unfurled, and THE PHOENIX sails into the horizon...



About halfway through the battle, Regina will put herself on a high guard, making it pretty much impossible to hit her. At this point, Link must climb onto a nearby ledge (if he's not quick, Regina will wall kick up to the ledge with him), then use the Grappling Hook to connect two pegs, then launch himself at Regina like a human slingshot. This will bowl her over, and he can then strike her while she's down. After doing this a few times, Regina goes down.