Wind Waker Korok Locations: Why the Forest Water Quest is Actually the Hardest Part of the Game

Wind Waker Korok Locations: Why the Forest Water Quest is Actually the Hardest Part of the Game

Most people think about Koroks and immediately picture the 900-seed scavenger hunt from Breath of the Wild. But honestly? The Koroks in The Wind Waker are way more stressful. You aren't just looking for a little guy hiding under a rock; you’re participating in a high-stakes, timed reforestation project that covers the entire Great Sea.

Basically, after you finish the Forbidden Woods, the Great Deku Tree’s children—the Koroks—fly off to different islands to plant seeds. The problem is these seeds are pathetic. They wither instantly. It’s up to you to grab Forest Water from the Forest Haven and splash it on eight specific Wind Waker Korok locations before the water loses its magic.

On the GameCube, you had 20 minutes. In the HD version on Wii U, they gave you 30. Even with the extra ten minutes, if you don't have a plan, you're going to fail.

The Logistics of the Forest Water Quest

Before you even think about filling a bottle, you need the right tools. If you try to do this with the standard sail, you're wasting your time. You absolutely need the Swift Sail (exclusive to the HD version) or at the very least, the Ballad of Gales.

The timer starts the second you scoop that glowing water into your bottle. If you warp to an island and see the "Forest Water" icon in your inventory has turned into "Water," you've already lost. You have to hit all eight trees in one go. You can't refill halfway through.

Pro Tip: Mark Your Map

Talk to the Great Deku Tree before you start. Seriously. If you ask him about the Koroks, he will literally mark all eight Wind Waker Korok locations on your Sea Chart with small icons. This saves you from constantly pausing to check a guide while your precious magic water is denaturing.

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Every Korok Tree Location (The Efficient Route)

Don't just sail randomly. The Great Sea is huge, and the layout of these islands is designed to eat your clock. Most speedrunners and completionists suggest starting from the east and working your way west, or vice versa. Here is the most logical path to ensure you don't run out of time.

1. Cliff Plateau Isles (G-6)

This is the hardest one. Do it first. It’s just one square east of Forest Haven. You have to go into a cave, use the Deku Leaf to blow fans, navigate a bunch of Boko Babas, and eventually come out on top of the plateau. Because it requires the most "on-foot" platforming, getting it out of the way while your timer is fresh is the only way to stay sane.

2. Eastern Fairy Island (E-3)

This one is a relief. It's a small, simple island. No dungeons, no complex puzzles. Just run up to the tree, target it, and pour.

3. Private Oasis (E-5)

Formerly known as Link’s Oasis once you get the deed from Mrs. Marie. The tree is right near the pool. It’s a quick stop, but don't get distracted by the cabana game or the hidden puzzles inside. Keep moving.

4. Shark Island (C-6)

Shaped exactly like its namesake. This island is flat, which makes finding the withered tree easy. However, it’s a bit of a trek from the Oasis. If you have the Swift Sail, just point your boat west and go.

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5. Needle Rock Isle (A-5)

Way out on the western edge. This island has a massive rock spire, but the tree is on the flat sandy part. Watch out for the Kargarocs that like to dive-bomb you while you’re trying to be a gardener.

6. Greatfish Isle (B-4)

Warp here using the Ballad of Gales to save time. The tree is up on one of the spiraling rock formations. It’s a bit of a climb, so don't fumble your jumps.

7. Mother & Child Isles (B-2)

Warning: Do not warp directly to the "Mother" island (the one with the Fairy Queen). You need the "Child" island, which is the smaller one nearby. If you warp, you'll end up inside the rock walls and have to sail out anyway. Just sail north from Greatfish.

8. Star Island (B-1)

The final stop. It’s at the very top-left of the map. Once you water this final tree, a Piece of Heart will spawn. If you’ve done everything right, the trees will suddenly grow massive, and you'll get that satisfying "Quest Complete" chime.


Why These Koroks Actually Matter for Lore

It isn't just a fetch quest for a heart piece. The Great Deku Tree explains that the Koroks are trying to "connect the islands into one great land."

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There is a massive fan theory—that's basically been confirmed by the geography of later games—that this quest is the reason Breath of the Wild and Tears of the Kingdom exist. By planting these trees and expanding the forests, the Koroks were literally draining the Great Sea and creating the landmass of "New Hyrule."

When you see the giant trees in the Lost Woods in BotW, you’re looking at the results of Link’s 30-minute frantic boat race. Pretty cool, right?

Common Mistakes to Avoid

  • Using the Ballad of Gales too much: Warping is great, but it doesn't stop the clock. In the original GameCube version, warping could actually eat up more "real-time" than just sailing with a good wind.
  • Forgetting the Bottle: It sounds stupid, but make sure you actually have an empty bottle. There’s nothing worse than getting to Forest Haven and realizing all four of your bottles are full of Blue Potion and Elixir Soup.
  • The "Mother & Child" Trap: I mentioned it before, but it bears repeating. Warping to B-2 puts you inside the Mother Isle. The Korok is on the Child Isle outside. You'll lose at least two minutes trying to maneuver your boat back around the rock face.

If you fail, don't sweat it. The Korok at the withered tree will just tell you the water is "plain" now. You just have to head back to Forest Haven, scoop up some fresh Forest Water, and try again.

Actionable Next Steps

If you're ready to tackle this, your first move is to head to Windfall Island and win the Swift Sail at the auction house (at night). It makes your boat go twice as fast and automatically changes the wind direction. Without it, the Korok quest is a nightmare; with it, it's a victory lap. Once you have the sail, head to G-6 (Cliff Plateau) and start the clock.