Equipment, weapons and key items
Where important tools enter the adventure, what they do, and when to revisit earlier obstacles.
Story and late-game spoilers.
Original GameCube release; HD sailing and Triforce-quest changes are outside this guide.
8 items · one picture per entry · open a picture for full size.
Item directory

Grappling Hook
Swings from overhead points and can salvage treasure at sea. It also interacts with enemies differently from the later Hookshot.

Deku Leaf
Uses magic to glide and produces gusts on land. Set the wind direction and check the magic meter before launching across a long gap.

Boomerang
Can lock onto multiple targets. Use the targeting sequence for room puzzles rather than throwing separately at every object.

Bombs
Their sea use opens new combat and obstacle options. Keep ammunition available before investigating hostile waters or bombable barriers.

Hero’s Bow
A precise ranged weapon with later elemental uses. Aim from stable ground when solving switches before using it under combat pressure.

Iron Boots and Power Bracelets
These solve different barriers. Record strong winds and heavy stone heads separately so you know which upgrade warrants a return.

Hookshot
Attaches to compatible targets and adds new traversal routes. Do not confuse its pull with the Grappling Hook’s rope swing.

Bait Bag and Delivery Bag
All-Purpose Bait helps obtain Fishman chart information. Letters and trade items have their own storage and recipients; inspect the item before sailing to deliver it.
