Floating Garden

is a TFH: in. It is the first TFH: of the TFH: TFH:, and is followed by TFH:.

Themes and Navigation
The TFH: takes place in the sky high above the TFH:. It consists of clusters of floating islands with vibrant foliage, including grass, flowers and vines. Throughout the TFH:, strong currents of wind blow through parts of the NaN Stages, which may knock the NaN Linkss off the islands.

In TFH: 1, the NaN Linkss start on a small floating island next to a TFH:, NaN Bombs, and a TFH:. They immediately come to a gap before the next island, with a strong wind blowing through it. Firing NaN Arrows at a pair of NaN Shock Switchs will extend a bridge across the gap, but the wind will alter the NaN Arrows' path, requiring the TFH: with the TFH: to fire at angles that counteract the wind's effect. The next island is more verdant, with long TFH: on a ledge that can be sliced to produce NaN Hearts or NaN Rupees. The NaN Linkss come across two NaN Sky Shield Soldiers whose defenses can be lowered by using the TFH: to steal their shields. The third island is across another windy gap, but this time the TFH: is on a protected ledge and can't be easily hit with an TFH:. The intended solution is to form a TFH: so the TFH: with the TFH: can grip onto a TFH: across the gap, then one of the other NaN Linkss throws a TFH: onto the ground near the gap. The TFH: with the TFH: then pulls the TFH: across and tosses it at the TFH:, activating the bridge. On the third island, another TFH: rests in the ground under a metal grate. It can be triggered by a TFH:'s blast, but the TFH: must time his throw correctly, as a gust of wind blows directly over it. Once activated, a broken and narrow bridge extends to the fourth island. The NaN Linkss carefully cross it while fighting the wind's current, and arrive at the TFH:.

TFH: 2 begins on another small island, this time with three NaN Cuccos. By holding them overhead and running off the east edge of the island, the NaN Linkss will be able to glide long distances with the NaN Cuccos slowing their descent. The heroes glide over several tiny islands, each with some NaN Pots, NaN Green Rupees, and a spare TFH: in case one of theirs flies away after being dropped. Eventually they come to a larger island with traces of ruined structures, along with a few more NaN Pots and NaN Cuccos. To the north is a ruined castle entrance with a grassy courtyard before it; the NaN Linkss can glide directly to the island, or, take a nearby lift up to the structural remains and attempt to glide from there onto a tall pillar in the courtyard with a TFH: on top, containing a TFH:. Once all the NaN Linkss land in the courtyard, a group of NaN Helmasaurs appear. These NaN Enemies give chase to the nearest TFH: and require teamwork to hit them from behind, or using the TFH: to remove their protective masks. When they are all defeated, the castle doors swing open, leading to the TFH:. Several ledges around the courtyard have NaN Hearts and NaN Rupees that can be reached with a TFH:.

TFH: 3 appears to take place on castle grounds with many walls and floors crumbled away. The NaN Linkss begin next to a narrow walkway heading south, where a strong wind pushes them toward the edge. The TFH: with the TFH: must be carried so that he can shoot an TFH: at a TFH: to the right of the walkway while the TFH: fights the current. This creates a staircase at the end of the walkway that leads to a garden-like area with its north wall intact, where the NaN Linkss can find a TFH:. These grounds soon turn to the north, but the entire corner is impassible due to a massive section of floor missing. A small floating platform moves from the far edge to the middle of the gap, far out of the NaN Linkss' reach. Two NaN Cuccos can be found on a floating ledge just south of the NaN Linkss' side of the gap, which can be reached with a TFH: after a barrier of small NaN Cracked Blocks are destroyed with NaN Bombs. One or more of the NaN Linkss will have to TFH:-glide across the gap with perfect positioning to land on the moving platform. Once they make it to the north side, hitting a TFH: will summon more floating platforms to make a bridge for the remaining NaN Linkss.

A short distance to the north, two NaN Sky Shield Soldiers guard a locked door leading to the TFH:. The TFH: is found on a shielded ledge just to the east, where mechanism protects it from any fewer than three heroes. Two NaN Links must stand on NaN Floor Switchs; one which retracts the shield in front of the TFH:, and one which erects a platform from which the TFH: with the TFH: can grab it, though he must do so while fighting a strong wind that could easily knock him off. Once the TFH: is recovered, the door to the TFH: can be unlocked.

In TFH: 4, the NaN Linkss appear on a narrow ledge with NaN Pots containing NaN Hearts to the sides, and a path heading north to a garden-like area. Once they enter the garden, the path crumbles away behind them, and a horde of NaN Helmasaurs and two NaN Fire Keeleons appear. The NaN Keeleons can be attacked by using NaN Items from the top of a three-TFH: TFH:, or by throwing a TFH: on top of one of the several high platforms around the garden. The NaN Linkss can also run around these platforms to escape from any chasing NaN Helmasaurs. As soon as the NaN Enemies are defeated, another wave appears. This time, the NaN Fire Keeleons are at a height of two NaN Linkss, and the platforms all fall through the ground, creating hazardous pits. When all of the NaN Enemies are defeated, the doors leading to the TFH: are opened. The TFH: appears below a stone monument, beside which is a pair of NaN Treasure Chests containing NaN Red Rupees, and two floating platforms with several more NaN Green Rupees and NaN Blue Rupees.

NaN Drablands Challenges
Once the TFH: of the TFH: has been defeated, TFH: can be replayed with the following NaN Drablands Challenges: "TFH:", "TFH:", and "TFH:".

NaN Materials
At the end of the TFH:, three NaN Treasure Chests can be opened. Two contain the same TFH:, and one contains another, more valuable TFH:.