Legend of Zelda: The Wind Waker Walkthrough :
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Walkthrough - FAQLegend of Zelda: The Wind Waker FAQ Written by James Williamson E-mail: dugan62us@yahoo.com Sections I. Controls II. Basic Information III. Main Characters IV. Outset Island V. Pirate Ship VI. Forsaken Fortress VII. Windfall Island VIII. Dragon Roost Island IX. Dragon Roost Cavern X. Forest Haven XI. Forbidden Woods XII. Finding Jabun XIII. Tower of the Gods XIV. Hyrule Castle XV. Forbidden Fortress Revisited XVI. Earth Temple XVII. Wind Temple XVIII. Triforce Shards XIX. Showdown with Ganon XX. 2nd Playthrough Extras XXI. Lenzo's Apprentice XXII. The Trading Game XXIII. Pictograph Sidequests XXIV. Volunteer Association XXV. Maggie and Mila XXVI. Orca Trials XXVII. Wilted Deku Trees XXVIII. Mini-games XXIX. Island Guide XXX. Heart Pieces XXXI. Fairy Locations XXXII. Songs XXXIII. Charts Index XXXIV. Nintendo Gallery XXXV. Bestiary XXXVI. Big Octos XXXVII. Items XXXVIII. Shops XXXIX. Version History XL. Copyright XLI. Credits and Thanks I. Controls Start Button - View subscreens and inventory C Stick - Moves camera Control Pad - View Maps Control Stick - Moves Link L Button - L targeting/moves camera directly behind Link R Button - Crouch/defend/grab Y Button - Use assigned item Z Button - Use assigned item X Button - Use assigned item A Button - action - open doors/pick up/throw/talk/holster weapon B Button - Sword swing/hold and release for spin attack II. Basic Information The chief difference between 'Wind Waker' and its N64 predecessors is the fact that the World Map consists primarily of water. You travel across the Great Sea to a variety of islands, preparing for your final confrontation with the evil Ganondorf. Sailing is pretty easy, but it can get tedious, mostly because of the unchanging colors and music. However, it quickly becomes second nature, and I doubt that anyone will be completely annoyed by this new concept. As the title suggests, wind plays a crucial role in the game's proceedings. A yellow arrow appears behind your boat, indicating the direction in which the wind is blowing. If you get off course, you will move very slowly, but you can generate your own wind power by moving the Control Stick back and forth. Also, if you put your sail down, you can press the R Button to Cruise. The A Button will bring you to a complete stop. You can also get out of the ship by pressing the A Button. Your main source of reference is the Sea Chart. At first, it won't have that much displayed on it. Near every island, there is a Merman. You can see him jumping around in the water. Approach him, and sprinkle some All Purpose Bait onto the surface of the water, and the Merman will mark the island on your chart. You can also find Treasure Charts, which point out the exact location of chests buried on the ocean floor. Treasure Charts can be obtained in dungeons, or as rewards for completing mini-games or sidequests. While on your boat, press Up on the Control Pad to view your Sea Chart. The Y Button allows you to compare the Treasure Charts with your Sea Chart. This lets you know how close you are to recovering a sunken chest. If you aren't sure where to look for the treasure in question, just pay attention to the small circles of light on the surface of the Great Sea. Some of them only appear at night. Be sure to take you sail down when you approach on of the circles, because they will vanish when you get too close, and you may go further than you'd like. Tingle Tuner You may have already heard, but 'Wind Waker' can (like Metroid Prime) connect to the Game Boy Advance in what is a rather shameless marketing gimmick. Fortunately, the linkage isn't required, but it does provide for some interesting secrets. Early on, you will be given the Tingle Tuner. Then, as you explore islands and dungeons, you can release Tingle Bombs to reveal hidden holes and chests, among other things. Perhaps the major benefit is that the Tuner gives Link a chance to buy items that he wouldn't normally get until halfway through the game. There are Bombs, Potions, and magical Shields. The Tuner is required for two things: the 5 Tingle Statues, which depict the mischievous mapmaker in a variety of silly poses, and Knuckle, Tingle's brother, whom you can't find any other way. Wind Waker Instead of an Ocarina or a Flute, you make music with the title instrument, a baton that is used to conduct the songs of the gods. First, you have to set the rhythm. The basic rhythm is 3/4 time. Press left on the Control Stick to reach 4/4 time, and right for 6/4 time. You can tamper with the volume by sliding the Control Stick Up or Down. Once the rhythm has bee established, you have to match the metronome's timing. It appears at the top of the screen. Tilt the C Stick to match the notes of the song. The easiest way to do this is to hold the C Stick in the proper direction while the little red marker passes through the center of the metronome. Link's Actions Unlike previous installments of the series, Link can only swim for a short period of time before drowning. Pay attention to the spherical timer in the lower right corner of the screen. If you hold the R Button and tilt the Control Stick, Link will crawl. This is great for getting into tight passageways or sneaking up on things. You can't crawl when holding an item or weapon. Sword Techniques Vertical Slash - L Button + B Button Jump Attack - L Button + A Button Spin Attack - Briefly hold and release the B Button or rotate the Control Stick and press the B Button Thrust - L Button + Up on Control Stick + B Button Horizontal Swing - B Button or L Button + Left or Right on Control Stick + B Button Rolling Attack - Control Stick + A Button Side Step - L Button + Left or Right on Control Stick + A Button Back Flip - L Button + Down on Control Stick + A Button III. Main Characters Link A boy whose destiny is to follow in the footsteps of the legendary Hero of Time, who defeated Ganon centuries ago, and brought peace and happiness back to the world. Link isn't aware of this, at first, and starts his journey in an attempt to rescue his sister, Aryll. Along the way, he discovers his potential, and accepts his responsibility. He is recklessly brave, and tends to act before thinking. But such is the gift of youth. Aryll Link's sister. She thinks the world of her big brother, and spends most of her time up on a watchtower, playing with the seagulls that fly overhead. Her kidnapping facilitates the adventure. King of Red Lions A magical and mysterious talking boat that rescues Link from the Great Sea. It becomes his companion and mentor, helping him traverse the world, and complete his adventure. Tetra A sassy girl who leads a band of pirates. She seems to care only about exotic treasures and monetary rewards, but, during the course of your adventure, her softer side becomes very apparent. Medli A member of the Rito tribe of bird people. She is fiercely devoted to her job as the attendant to Valoo, who rests atop Dragon Roost Island, and is one of the few folks who understands the ancient Hylian language, even though she isn't exactly fluent. Sturgeon A crotchety old scholar who reads constantly, and is always learning new things. He lives on Outset Island, in a small cabin above his brother, Orca, whose relentless physical training leads to a lot of domestic disruptions. Orca Sturgeon's younger brother. He is a crafty and clever swordsman who offers free training to all who wish to pursue it. He isn't a person that you should underestimate in battle. Ganondorf An evil man who was defeated more than a century ago by the Hero of Time. His spirit managed to survive, and now he is wreaking havoc, growing stronger with every passing day. He resides in the Forsaken Fortress, and hopes to acquire the Triforce, so he can destroy Hyrule once and for all. Walkthrough IV. Outset Island Items: Hero's Clothes, Telescope, Bait Bag, Hero's Sword, Hero's Shield, Hyoi Pear, All Purpose Bait Enemies: Bokoblin (Forest of Fairies) After the opening sequence (which summarizes the events that have transpired in the previous Zelda games), you get control of Link, who has fallen asleep on the deck of the watchtower high above his small village. He is awakened by Aryll, who reminds him that today is his birthday. He is the same age as the Hero of Time, and there is a tradition to be followed. Climb down the ladder and follow the dirt path. Cross the bridge to the other side of the island. You can jump across the rocks and gather the Blue and Yellow Rupees. When you reach the large, two- story house, an old man named Sturgeon will call to you. Target him with the L Button, and then climb the ladder to meet with him. He will tell you about all of the knowledge that he has accumulated. The room shakes, and you learn about Orca, who lives downstairs. His daily training sessions knock everything off of Sturgeon's shelves. Maybe that's why he's so cranky. Read the ten flyers on the wall, and then go back outside, opening the door below you. Orca is extremely dedicated. Since it's Link's birthday, he teaches him how to perform a rolling attack. Run towards the back wall, and press the A Button to roll into it. When achieved, Orca will offer to let you try out your sword skills. You really don't need this yet, but the opportunity is there if you want it. Just outside the house, there is a man crouched near the bushes. He tells you about how crawling can allow you to sneak up on things, like the black pig that is trotting around nearby. On the hill behind the brothers' home, there is a woman who has just built an animal pen, and is anxiously waiting for some new pets. She will pay you 20 Rupees for every pig you bring to her. There are three to be found. The black one is easier to catch than the pink ones. You can earn 60 Rupees quite easily by completing this simple task. The house near the mailbox is where Link lives. If you crawl under the porch and through the hole, you can find a chest with an ORANGE RUPEE (100 Rupees). Inside, climb the ladder to the loft, and speak to Grandma. She wants Link to try on the HERO'S CLOTHES. He reluctantly slips into the green costume, and discovers that it's a perfect fit. She then segues into the story behind the shield that is hanging on the wall. Afterwards, she tells Link to go find his sister. Aryll hasn't left the watchtower. Talk to her, and she will hand over the TELESCOPE, which lets you view things over incredibly large distances. You should try it out immediately. To do so, press Start to open the inventory screen, and set the TELESCOPE to the X, Y, or Z Buttons. Now that you've equipped it, zoom in on the postman (by using the C Stick) and you'll notice that he casts a sudden glance into the sky. Zoom out to spot a huge bird with a girl clutched in its talons. A pirate ship is firing rocks at the creature, and, after a solid hit to the head, it drops the girl into the forest on top of the island. Aryll is obviously worried about the girl, and implores Link to go rescue her. But first, he needs a sword. Pay Orca another visit. He wants to make sure that Link is prepared to handle a weapon, and gives him a series of important combat lessons. Follow the onscreen instructions to execute these techniques with ease. If you mess up, Orca will strike Link, knocking him to the floor. Command #1: Use the Horizontal Slice by pressing the B Button. Press the B Button to attack Orca repeatedly. Land 8 hits to continue. Command #2: Target Orca with the L Button, and then press the B Button for the Vertical Slice. Hit Orca 8 times. Command #3: Press the L Button while holding Up on the Control Stick, and then press the B Button to perform a Thrust. Four consecutive hits form a combo attack. Command #4: Spin attack by holding down the B Button or by rotating the Control Stick and pressing the B Button. You must do this twice to move on. Command #5: Target Orca with the L Button, and then strafe around him until the sword starts glowing. This signals the Parry attack. Press the A Button when this occurs, and Link will perform an evasive maneuver, which is then followed by an automatic attack. Do this twice to proceed. Command #6: Target Orca with the L Button and then press the A Button to do a Jump Attack. Repeat this to complete the exercise. Orca hands over the HERO'S SWORD. Before leaving, inspect the brown belt on the shelf in the back of the dojo. Orca will tell you about KNIGHT'S CRESTS, and if you can bring him 10 of them, he will teach you something special. Go back across the wooden bridge and walk towards the patch of tall grass. The man you see here is having a hell of a time chopping it down. Use your new metal endowment to help him out, and you will be able to retain all of the Rupees you find under the weeds. I got about 10 of them, but the actual amount varies. Enter the house near the tall grass, and crawl under the bed to grab a GREEN RUPEE, and then continue through the small passage to find a chest with a RED RUPEE. There is a pig behind the house, in case you want to capture it. Follow the dirt path around the house, and up the mountain trail. Cut down the trees and keep going until you reach a rope bridge. It has split in two, so run towards the gap and Link will jump safely to the other side. Walk into the cave and enter the forest. Forest of Fairies The truth behind this place will be revealed later on. For now, cut a route through the grass. Walk along the ledge on the right, and then drop into the next section. Up ahead is a monster called a Bokoblin. Link has never seen one before. Target it with the L Button, and then slash it four times. If you take damage, you can find Heart refills in the surrounding vegetation. Crawl through the log on the ground to find another RED RUPEE. Climb onto the tree stump and hop to the next ledge. Ignore the large boulder, and walk up the slanted log to drop over the stone wall. You get to fight 2 more Bokoblins. Lock onto to the closest enemy, and begin attacking it. If they gang up on you, use the Spin attack to nail them both simultaneously, or just run away, and let them approach you from a distance. Once the creatures are gone, the girl you were looking for falls from a tree. Her name is Tetra, and her pirate buddies come to see if she is all right. Before Link can say anything, she runs off, promising to get revenge on the feathered fiend that put her here. When you exit the woods, Aryll shows up, and isn't around very long before the big bird swoops down and grabs her. No matter how hard he tries, there is nothing that Link can do to rescue his sister. Down at the beach, he begs to go with the pirates, who are initially hesitant about taking along this pint-sized stowaway. Tetra aggress to let him come (after some urging by the postman), but only if he can find a shield. After all, he wouldn't last very long without any defense. Take Link back to his house, and climb to the loft. The shield that was hanging there is gone. Climb back down, and Granny will admit that she knows that Aryll was kidnapped, and that Link must try to save her. She hands over the HERO'S SHIELD. Corral the piggies if you haven't done so already for some extra spending money, and then go to the docks and swim out to Beedle's Merchant Ship. Pick up the BAIT BAG (20 Rupees), and then buy at least 3 groups of ALL PURPOSE BAIT (10 Rupees each) and at least 4 HYOI PEARS (also 10 Rupees apiece). Beedle will keep track of your purchases, and when you have thirty of them, you can become a member of his Silver Club. Try out your new items by setting a HYOI PEAR to one of the item buttons (X, Y, or Z). Link will set in on his head, and a seagull will fly down to grab it. You are then given control of the seagull. Have it soar over the island, and pick up the hard-to-reach Rupees that are scattered about. A YELLOW RUPEE sits on the cliff alongside the mountain trail. A RED RUPEE is on the roof of the watchtower. A BLUE RUPEE is on the roof of the house near the tall grass. Collect the currency before boarding the pirates' ship. V. Pirate Ship Items: Spoils Bag Enemies: None Link isn't much help to Tetra and her crew. She sends him to Niko, who is waiting below deck. Head through the cabin door and down the stairs. Niko isn't the brightest bulb in the package, and his limited intelligence puts him at the bottom rung of the ladder. That is, until you arrived. He is in charge of administering a test that all new pirates must take. He demonstrates what you have to do: step on the right switch, and then use the ropes to get across the room. However, there is a time limit, which means that error has to be minimal. You shouldn't have any trouble, unless you misjudge the distance between a rope and a platform. Jumping too early will deposit you in the floor. To reposition yourself while holding onto a rope, press the R Button to stop swinging, and then hold the R Button while you move with the Control Stick. When you pass the trial, Niko will let you open the chest with the SPOILS BAG. This lets you store stuff left behind by fallen opponents. It can hold up to 99 of 8 different items. Once you have it, Tetra announces that you have reached the Forsaken Fortress. If you want more Rupees, you can get some by picking up the barrels and tossing them against the wall. Go back to the top deck when you're done. Climb the ladder to the crow's nest. The Forsaken Fortress is a very dangerous place. The pirates would be caught if they got any closer, so Tetra decides to catapult Link inside the walls of the compound. He endures a rough landing, and to make matters worse, his sword ends up on a platform high above. Until he gets it back, the shield will be his only means of protection. VI. Forsaken Fortress Items: Heart Piece Enemies: Moblin, Bokoblin, Miniblin From your starting point, head up the first set of stairs and grab one of the barrels. You can use the barrel as a disguise. Just stop walking to hide under it. Climb the second set of stairs, and navigate carefully past the two large searchlights. If they spot you, an alarm will sound, and Link will be thrown in jail. A moving barrel is very suspicious. Gather the Rupees (the red ones in the center are the most difficult), and then ditch the barrel and go through the big wooden doors. Note: I will assign a letter to each room. This concept is derived from the Bradygames Strategy Guide, and I will give the highest credit to Doug Walsh, the author of that great tome. I simultaneously bless him and curse him for utilizing the most fundamental labeling system imaginable. In Room A, Link will encounter some pesky rats that will occasionally bump into him and steal some Rupees. They crawl around on the walls and ceilings, and can take you by surprise if you aren't prepared. If you drop some ALL PURPOSE BAIT by the hole the rats came out of, then they will sell you a variety of items. The prices have been slightly elevated, however. Head through the door on the right, and down the unguarded hallway. In Room B, you will meet some Miniblins. Since you can't fight them, you have to find a way to keep them occupied while you make a break for the next door. Like with the rats, the Miniblins have rapacious appetites, so litter the floor with a handful of ALL PURPOSE BAIT. They will gulp it down quickly, so don't dawdle. The next hallway has 2 Moblins. Pick up the nearby barrel, and slowly make your way across the chamber. The Moblins won't notice the barrel's displacement, but they will notice if it has legs. So, remain motionless until both Moblins have their backs to you, or until they patrol the far side of the room. This can take several minutes, so just be patient, and don't press your luck. If you are spotted by a Moblin, then it will use its lantern to set the barrel on fire, and Link will be thrown in jail. In Room C, be cautious of the rats, and step on the switch hidden behind the barrels. This opens a cell with a chest. Inside, you will find your first HEART PIECE. Collect four to earn another Heart Container. Now, you have to get to 2nd floor. To do this quickly, head back out into the previous corridor, and let the Moblins get a good look at you. The prison cell won't contain you for long. Climb onto the table, and leap to the bookshelf. Pick up the vase and shatter it against the wall to reveal a hidden passage. Crawl through it to the other end. Once you drop to the floor, head down the walkway and open the chest on the wooden balcony. You now have the DUNGEON MAP. Use the rope to swing to the other side, and then exit through the door on the left. If you fall off the rope for some reason, just approach he Moblins again, and let them escort you back to your cell. You are now on a series of exterior walkways, which you can use to reach the searchlights, which you need to put out of commission. You learn about this from Tetra, who contacts you via the stone pendant in your pocket. Be sure to check it every time the controller rumbles, and the A Button icon lights up. Run forward and turn to your left, and climb the ladder against the wall to find the first searchlight. A Bokoblin is manning the controls. Target him with the L Button, and then press the R Button to hold up your shield. This will knock the stick out of his hands. There are additional sticks in a vase near the edge of the roof. Pick it up, and whack the Mr. Bokoblin five times to defeat him. Remember that when you have a stick or any other enemy weapon, Link will hold it with two hands, so if you use any other item, or go climb onto something, you will drop the weapon. Also, you can press the A Button to throw the weapon. Go back down the ladder, return to the main walkway, and enter the door on the right. Back in Room C (where the MAP was), and go through the door on the right to reach the other walkway, and the next pair of Searchlights. Pass under the arch on the left, and climb the ladder. Take out the Bokoblin. Back on the main walkway, head through the door on the left. In Room D, you will find some bunk beds. Open the chest for some extra Rupees, and then go back outside. Don't wander into the center of Room D, because the statue hanging on the wall will fire a laser at Link. Go back to Room C (where the MAP was), and re-enter the door on the left. Cross the walkway and go through the next door. You are on the second level of Room B. Get the COMPASS in the chest behind the barrels, and then swing across to the other side of the room. Go through the door to find another external walkway. Like before, there's a path on the left that leads to a ladder. Kill the Bokoblin and disable the last Searchlight. Continue going counterclockwise, and pass through Room A. On the next walkway, you will find a crate. Push it over the edge to fill in the gap at the base of the ladder. You can collect any of the Rupees you missed when you first arrived. Press forward to the next door and enter Room E. 2 Moblins are on patrol. Thankfully, you only have to slip past the nearest one. When it turns its back, dash for the stairs, discard the barrel, and enter the double doors at the top of the stairs. You are back outside. Walk up the spiraling pathway. At the top is another barrel. Use it to sneak past the solitary Moblin guard, and cross the narrow walkway on your left. When you reach the tiny ledge, watch for the A Button icon to say "Sidle", and then press Link's back against the wall and transport him safely to the other side. Another thin ledge lies up ahead, but you don't have to worry about it unless you want the two heart refills. Ascend to the top of the stairs, and get ready to fight a Bokoblin. Unlike the others, this Bokoblin carries a sword and shield. Speaking of swords, yours is laying nearby. Roll forward to reclaim it, and then dispose of this enemy. 2 or 3 hits should suffice. Aryll is in the next room. Before Link can free her, he is captured by the big bird, and taken to a creepy man dressed in black (and it ain't Johnny Cash). This guy doesn't want to waste his time with a kid, so he commands the bird to toss Link out into the Great Sea. When Link regains consciousness, he finds himself on a boat. However, this is no ordinary boat. This is a talking boat. It introduces itself as the King of Red Lions, and then reveals what it knows about Link, his journey, and the person who lives at the summit of the Forsaken Fortress. The King of Red Lions will become the vessel that shuttles you across the Great Sea, plus it can offer advice when you get confused about your current objectives. However, before any of this can occur, you have to find a SAIL. Luckily, you are sitting next to a place where you can certainly find one. VII. Windfall Island Items: Sail, Tingle Tuner, Picto Box, Heart Piece x2, Treasure Chart 7, Treasure Chart 23, 100 Rupees, 50 Rupees Enemies: None Sidequests/Mini-games: Zee Fleet Windfall Island is bustling with activity. Walk forward and enter the building on your right. This is the Bomb Shop, and everything is ridiculously overpriced. You couldn't ever afford to buy anything from here. However, if you sneak around to the rear of the shop, and sidle along the ledge, you can climb the ivy on the wall to find a secret entrance to the Bomb Shop. Smash the vases for several Rupees. Back outside; pass under the stone arch near the mailbox to enter the main part of town. The first building on your right is the Potion Store, but you need a bottle to shop there. The next building on the right is a large house with a red door. There isn't much to do inside, but you can upset the rich man upstairs by breaking one of sparkling vases. Be careful, though, because if you break too many, he will ask for compensation. When you get back outside, follow the dirt path up the steps, and you will eventually see a man who looks like an Eskimo. Despite the sunny weather, he is wearing a heavy blue-and-white coat. His name is Zunari. He has traveled to Windfall from his chilly homeland, but his ship got destroyed somehow, and he offers to sell you his SAIL for 80 Rupees. You should have the money, but if you don't, wander around the village and chop down grass and bushes until you have it. You have what you what's required, but you shouldn't stop exploring just yet. Zunari will set up shop on Windfall Island, and make a comment about the DELIVERY BAG, and how it would help him increase his very sparse inventory. The wooden stairs on your left lead to the Cafe. Take the stairs behind you, and enter the red brick building on the right. Inside, you will meet Lenzo, a pictographer (or photographer) whose PICTO BOX has been stolen. He claims to have more, but you should find it for him just in case. Exit the studio and go through the stone arch up ahead. Go down the wooden walkway into the grassy area, and turn right to find the Jail. Smash the jars on your left to find a switch. Step on it to open the cell door. Inside, you will meet Tingle, a rascally cartographer and thief. He hands over the TINGLE TUNER and TINGLE'S CHART, and then makes his escape. Pull or push the large crate in his cell to find a hidden passage. As you crawl through it, you have to watch out for wooden boards. The best way to do this is by using a first-person perspective, so your side vision will be greatly improved. The boards lead to dead ends with trap doors. There might be more than one correct path through |
