Legend of Zelda: The Wind Waker Walkthrough :
This walkthrough for Legend of Zelda: The Wind Waker [Game Cube] has been posted at 06 Apr 2010 by poke234 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up poke234 and share this with your freinds. And most important we have 37 other walkthroughs for Legend of Zelda: The Wind Waker, read them all!
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Walkthrough - FAQ/WalkthroughThe Legend of __ / ____| | __ \ \ / __| | | | _ \ / | | | | ___ \ ____|_____|_____|____/_/ _\ T H E W I N D W A K E R FAQ/Walkthrough by Banjo2553 Copyright 2009 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ \ _/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ Welcome, sea adventurers! This is my guide for The Legend of Zelda: The Wind Waker. I hope you enjoy it, it will have as much heart put into it as my previous Zelda guides. Like my others, this guide will feature a main walkthrough detailed how to finish the game with everything collected, a Spoiler-Free Walkthrough as a side, and numerous sections detailing all the items exclusively in a neat format. The one thing my main walkthrough will not cover is completing the Nintendo Gallery. If you want specifics on it, including tips on getting some of the more elusive figurines, check the section for the Nintendo Gallery. You may even get tips on how to complete the gallery with one runthrough of the game, previously thought impossible to accomplish! Overall, as I said before, I hope you enjoy this and my somewhat half-assed attempt at ASCII art! Also, this guide, like all of my others, is best viewed with a fixed-width font. The font I use to write my guides is Lucida Console. CURRENT VERSION: Completed the FAQ and covered everything. Any updates may be from tips sent in from viewers or some special updates. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ \ _/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ | TABLE OF CONTENTS | ___________________| O I. Legal Notices II. Basics III. Walkthrough a. The Legend on Outset b. Dragon Roost Fix-up c. A Great Tree's Plight ,, d. Pearl of Wisdom ,: e. The Legend Revived ,:I f. Sage of Earth Reborn ,,:, g. Sage of Wind Reborn ,:I h. Ocean-wide Search ,,+: i. Link to the Rescue! ,:,, IV. Spoiler-Free Walkthrough ,:I,, V. Piece of Heart List ,,=:, VI. Great Fairy Prizes ,:7, VII. Sea Chart List ,,7?: a. Triforce Charts =,:=: b. Treasure Charts ,,,:$, ,:7, VIII. Tingle Tuner ,,:$$=, ,,+, a. General Info ,:$?$,$:,:I, , b. "Sidequests" $I$I$,:7,,,,? c. Tingle Statues ,,:7,ID7:, IX. Nintendo Gallery ,:I: =777 X. Items ,,?: a. Normal Items ,,:7, b. Equipment ,:,, c. Bag Items $7:: d. Common Pick-ups ., e. Dungeon Items f. Bottle Items XI. Wind Waker Songs XII Light Rings XIII Blue Chu Locations XIV. Enemies XV. Bosses XVI. Credits _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ \ _/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ | Legal Notices | ___________________| O The words in this FAQ are copyrighted. Do not copy this FAQ and claim it as your own, or else you'll meet severe penalties. ONLY GameFAQs, Neoseeker, and SuperCheats are allowed to host/display this FAQ, no exceptions. Nothing personal, it just gets confusing to keep track of which FAQ is up-to-date and which is not, so I will decline any requests to put my FAQ on your site. Again, nothing personal. My e-mail address is gmaster2647@gmail.com . You can email me for questions, comments, or even suggestions, just make sure your emails are coherent. I will not accept spam or hate mail, as they will get deleted. Make your emails as coherent as possible as well. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ \ _/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ | Basics | ___________________| O Wind Waker retains the same gameplay as its predecessors, but with more refined controls and more in-depth sword fighting. It keeps a few items from Ocarina of Time but also adds new ones, such as the Deku Leaf that helps you fly and blow away fire. At any rate, the controls are below. The main item featured in the game however, is the Wind Waker. It's a musical instrument similar to the Ocarina, and you learn various songs with it. However, the length of the songs and the notes played use both the Control Stick and the yellow C-Stick. The C-Stick controls the notes, while the Control Stick controls the length, or time the songs are played in. (3/4, 4/4, 8/4) Control Stick: Move around, choose options C Stick: Camera controls, Wind Waker notes A Button: Various actions B Button: Sword Attack R Button: Shield button, Cruise (while sailing), Crouch (use Control Stick while crouching to crawl) L Button: L-Target, center camera Y Button: Use assigned item X Button: Use assigned item Z Button: Use assigned item D-Pad: Left, toggle mini-map off/on; Right, toggle mini-map mode (full island map or close proximity map); Up, bring up Sea Chart/dungeon map The major addition to combat is parrying. When an enemy is about to attack, Link's sword may glow green and the A Button prompt at the top right of the screen may change. Pressing A at this point will make Link do either a Helm Splitter or Back Slice maneuver, depending on which one is safer. The Back Slice is Link rolling around the enemy 'til he's behind it, then jumping while slashing. The Helm Splitter is Link jumping really high, over the enemy's head, and slashing down below him. Both these parry moves are really helpful against some of the more dangerous enemies, such as Darknuts. Another addition to combat is being able to use the weapons enemies drop. This is actually a neat little idea, and the beginning of the game demonstrates this concept when you don't have your standard sword. Sometimes the weapons you pick up are stronger than your sword, so make good use of them. The problem may be with the time it takes to swing the weapons, which varies depending on how big the weapon is. The game's setting is drastically different from previous Zeldas, in that the whole game takes place amidst a vast ocean called the Great Sea, with islands dotting the ocean. The only way to get from island to island is by sailing, but sometimes the sailing may be tedious. Wanna know how tedious? It may take you a little more than 15 minutes to sail from one end of the ocean to the other. No kidding, the sea is HUGE. Thank God you get to learn a warp song so you can warp at various spots around the sea. The A Button is your basic "do it all" button. The actions Link can perform with the A Button changes depending on your landscape. From parrying to climbing to throwing things, you can rely on the A Button for a lot of things. You can assign up to three items to either the Y Button, Z Button, or X Button, but you can't assign more than one item to a button, much like the C Buttons in Ocarina of Time and Majora's Mask. Aside from all the new things in the game, including the cartoony art style, it retains most of the things from previous Zeldas, such as dungeon exploring, Heart Piece collecting, items that use magic, Empty Bottles...stuff like that. Despite its faults it's a pretty good game, so I would recommend it to any Zelda fan. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ \ _/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/,\_/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ | Walkthrough | ___________________| O Well, this is the meat of the guide here, and it will let you know how to finish the game with everything collected, such as Heart Pieces, upgrades, and anything else. Note that this doesn't cover completing the Nintendo Gallery, but it will tell you how to get the necessary item for it. (The Deluxe Pictobox) If you want information on how to finish the Nintendo Gallery, check its respective section. This guide also won't tell you about EVERY light ring in the game, just the ones marked by charts that you collect. (Light rings are just that, rings of light that appear in the ocean at night. They mark treasures that you can salvage. Ones not marked by treasure charts contain less important treasures like Red Rupees or something like that. If you want all the light ring treasures, check its section.) Last thing, since the map of the game is marked by a grid, I will mention which square of the grid I will want you to sail you to. Example of the map grid is below. _ _ _ _ _ _ _ G|_|_|_|_|_|_|_| F|_|_|_|_|_|_|_| E|_|_|_|_|_|_|_| D|_|_|_|_|_|_|_| C|_|_|_|_|_|_|_| B|_|_|_|_|_|_|_| A|_|_|_|_|_|_|_| 1 2 3 4 5 6 7 Basically a miniaturized version of the 7x7 Great Sea chart grid featured in the game. Anyway, I will be using this grid chart using the letter first to indicate which horizontal row to use, then the number to indicate which section of the row. An example would be...say Dragon Roost Island. Its coordinates would be F6. You find row F, then count to the right 6 spaces and you'll find it. I'm gonna be using this throughout the guide, even outside the walkthrough, so keep in mind of it. The game starts off just like any other Zelda game, a tune in the background (usually its main theme), a little scene, and the title of the game shown up front. Press start to be taken to the file select screen with that ever- familiar fairy tune. Choose a file and choose the name to go with it (the name will be used in place of where Link's name would appear in text) and start it! __ /_ \ | \__| \____________________________________ The Legend on Outset / ------------------------------ After the telling of the story of the Hero of Time and what happened afterwards, the game starts out with a small girl (Link's little sister) calling out Link's name. She looks around with a telescope until she finally sees Link sleeping on top of a tall watchtower, and goes to him. She wakes him up and tells him that his grandma wants to see him because it's his birthday. So, go over to your house to see grandma. Along the way, you'll pass a bridge. Stop by the middle of it and start hopping along the rocks jutting out of the water to grab some Rupees of all kinds. Now get to your house. Once inside, climb up the ladder, watch the cutscene, and you'll get the HERO'S CLOTHES, the famous garb of the Hero of Time, consisting of a green tunic and cap. After some explanation of why you need to wear it, you'll be free to exit the house. What you'll need to do now is head back to Aryll, your sister, who is still on the watchtower. Along the way (or before you got your famous clothes) you'll be stopped by an elderly person who wishes to teach you about L-Targeting to talk to people. You can go inside his room in the house (by way of ladder) to learn various tidbits about the game. At any rate, once you're back to Aryll, she'll give you her TELESCOPE as a birthday present! Assign it to one of your buttons and look out towards where she's looking using it. Look around toward the postbox and zoom in with the C- Stick. After Aryll shouts something, quickly look up and watch the scene. Oh no! A girl is in trouble! She fell into the forest after the big bird dropped her... Aryll says you need to help the girl, but you don't have any kind of weapon to protect yourself. Hm...there's coincidentally a swordmaster on this island, and he shares the same house as that elder genius. Go to that house and enter the door under the porch. He will give you a sword and instruct you how to use it. It's fairly simple instructions, he points out clearly how to perform each type of sword strike. After the training is over, you get the HERO'S SWORD. Exit. To head into the forest, follow the sandy path east until it wraps around a mountain. Cut down any obstructions and head straight across the bridge into the forest. You'll catch a glimpse of the girl, hanging from a tree. Progress forward up the small ramp, and you'll soon come across your first enemy: a Bokoblin. He shouldn't be too hard. Once he's dead, climb on top of the stump and jump across to the next ledge. (Link can climb non-moveable things and jump from ledges by just pressing the Control Stick forward.) You'll see a giant boulder here, but ignore it and take a left, climbing up the fallen tree. You will see two Kargaroks fly overhead and each drop a Bokoblin to fight. Take them down, then watch the scene. This girl you were wanting to save is, ironically, the leader of a group of pirates. Once you, Tetra (the girl), and one of her shipmates leave the forest, you'll see a scene in which that big bird from before goes and snatches Link's sister. Aw, poor guy. He'll want to board with the pirates to save his sister, and after some hesitation, Tetra will let you, but you need to find yourself something to defend with, like a shield. So let's get to work! Now, we can get the shield right away, or we can do a little sidequest here already. If you want some extra Rupees, (you're going to need them eventually) then let's get the sidequest over with. If not, skip to the next paragraph. Throughout the island are three pigs. They are like the Cuccos of previous Zelda games, in that they are usually found around important islands and wander around the areas. Like Cuccos, if you anger them by slashing them too much, they, along with their buddies, will attack you relentlessly until you're dead. Mean little things, aren't they? Anyway, one of the residents here would love to have some of these pigs as pets, and she's in the house against the mountain that contained the forest. Anyway, the first pig is roaming around near the house. To pick it up, sneak up on it by crawling to it, then quickly grab it. Take it to that house mentioned before and throw the pig into the pen. Talk to the woman and she'll give you a Red Rupee, worth 20 normal Rupees! The second pig is just to the east of the swordsman's house, behind some grass. It's black in color. Bringing this to the same pen will earn you another 20 Rupees. The last one is on the east side of the island, just beside the house on its southern side. Bring this one and talk to the woman for another Red Rupee. Now for the shield. Enter your house and climb up the ladder to find the shield gone. Climb back down and watch the sad scene. Your grandma will give you the HERO'S SHIELD, but is sad to see both her grandchildren go. Exit the house and talk to Tetra to leave the island and sail to Forsaken Fortress... On the way there, head inside the pirate ship and go down the stairs to find Niko. He'll help you become a better pirate by jumping long distances using ropes hanging from the ceiling. Just swing from platform to platform where Niko is waiting and he'll let you have what's in the treasure chest at the back. Open it for... the SPOILS BAG. This holds various items that enemies drop. By the time you get the Spoils Bag, Tetra will call you up, so go back outside. We have arrived at Forsaken Fortress, and they will get you there by way of flinging you with a giant slingshot. Alright, let's do th--wait, what? A slingshot!? Agh! ...Where's the Hero's Sword... It flew out of your equipment, didn't it! Darn it. Oh well, Link will pull himself up out of the water. Move a little forward and a voice will come out of nowhere. Tetra? Link pulls out a stone from his pocket. Aha...Tetra will speak to you through that magical stone. Don't worry, she won't annoy you constantly, like Navi. Move up the stairs and you'll see some searchlights. Your objective in this whole fortress is to NOT GET SPOTTED, so time for stealth. How to hide? Get beside one of the barrels here and press A to pick it up and hide underneath it. Now, see the large doors around here? Move towards them, just make sure to stop moving when a searchlight is about to go over you so as not to draw suspicion. Along the way you can be gutsy and try to collect the two Red Rupees in the middle. Anyway, once near the doors, get out of the barrel and push open the door. Take a right and go through a hall to end up in a room with Miniblins. Ignore them and continue to the next hall, where you'll see Moblins ahead. Quickly hide in the nearby barrel and attempt to sneak past them. Make sure that you are not in their sight when you start moving, otherwise they will be suspicious. If they spot movement, you can immediately stop and they won't go over to investigate. However, if you take too long to stop, they'll pretty much capture you and throw you in jail. Anyway, once you pass them, make sure they aren't looking, get out of the barrel, and get to the next room, which is ironically the jail room. See all the barrels in a corner? Throw them out of the way to find a switch. Stand on it to open the cell door. Go in and open the chest for a Piece of Heart! (HEART PIECES: 1 out of 44) Now backtrack to the big door and head back outside. Our next objective is to disable all the searchlights, still without getting spotted. Look to your left from where you exit and you should see a ramp. Head over there while under a barrel. Once you get to the ramp/path, start going up some stairs, but don't get rid of your barrel until you pass every stair, as the searchlights check around the stairs. Once you've passed them, you're free to take off your barrel. Once you're up here, you have two paths. Take the ramp, as it will lead you to one of the searchlights. Climb up the ladder at the end, and find the Bokoblin manning the searchlight. He will see you, and disable the searchlights to fight you. How to defend yourself? Well, there's a pot containing Boko Sticks that you can pick up to use as a weapon, or you can shield the Bokoblin's blows until his weapon slips off his hand. Once you have a Boko Stick either way, smack him with it a few times to finally disable the searchlight. One down, two more to go. The Bokoblin may have dropped a Joy Pendant...if he has, pick it up. If not, no big deal. If a weird orb has spawned instead, smack it for various treasures, including Rupees and later, ammo for some of your weapons. Head back to those "two paths" I mentioned earlier, and get inside the hall. Take the west door. Inside, you will be above the cell door where you got the Heart Piece. Use the hanging lantern to swing across, and open the chest for the DUNGEON MAP. Swing back across and enter the north door. Back outside, take a left outside the hall and go up the ladder to face another Bokoblin using a second searchlight. Take him down with a Boko Stick, climb back down, and go counter-clockwise through the fortress. (In other words, backtrack to go eastward.) You'll reach a room where you have to swing across again. Open the chest somewhat hidden behind the barrels here to find the COMPASS. Now you can find treasure chests scattered around here. Looking now, there's only one chest to find and it's on the west end first floor, but we'll get to that soon. For now, swing across and head north. Back outside, look around on the west side of this hall to find a ramp. Go up it and climb the ladder to find the last searchlight. Kill the Bokoblin there, then head back to the hall below to continue northward until you're back outside again. Look left to spot a crate. Get beside it, hold R, and push it off the ledge. Jump off and push it so that it is underneath the ladder. This will be a shortcut for later. The searchlights are gone now, so you can freely collect any Rupees down here that you missed. Go up the ramp here and take the west door. Continue until you're above the room where the treasure chest is. Hop down, and find the chest on one of the bunk beds. Open it for a Yellow Rupee. Now exit using the big door here, being careful of the Moblin figure above the door that shoots lasers. You'll find yourself on a secluded spot, where the giant area where the searchlights used to be being right in front of you. Swim across, climb up using that crate from before, and enter the door to your left to end up in the ship docking room. You'll be shown a scene where you need to enter the north door here. Sneak past the Moblins and enter the door. You're nearing where Aryll is captured! Go up the stairs and hide in the first barrel you see, as a Moblin is just around the corner. Sneak past him to the ramp in the distance that you see. Soon you'll come to a path too narrow to simply walk across. To get across, hug the wall and hold A, and Link will put his back against the wall so that he may sidle across the path. Do this again and you will reach your sword, but be assaulted by an Elite Bokoblin. Just grab your trusty sword and kill him. Enter the door, and watch the scene. ------------- ITEM SUMMARY ŻŻŻŻŻŻŻŻŻŻŻŻ EQUIPMENT: Hero's Sword, Hero's Shield, Pirate's Charm ITEMS: (shown left to right) Telescope Spoils Bag WIND WAKER SONGS: 0 EMPTY BOTTLES: 0 CHARTS: 0 UPGRADE ITEMS: Heart Pieces: 1 (1) (The number in parentheses shows the Heart Pieces you have to make a full Heart Container) Great Fairy Upgrades: 0 Boss Heart Containers: 0 Total Health: 3 Hearts ------------- __ /_ \ | \__| \____________________________________ Dragon Roost Fix-up / ------------------------------ Well, you couldn't save Aryll, found out other girls are captured there, and have been washed away onto another island. Someone wakes you...you're on a boat? Where's the voice coming from...? Wait, it's the boat? WOAH, A TALKING BOAT! I always wanted one of those! ...Ahem, anyway. He explains that he's the King of Red Lions, and will help you sail across the Great Sea. Unfortunately, he has no sail, so we cannot depart to our next destination so quickly. He also tells of the evil that has befallen the Great Sea. It is...Ganondorf. He has returned from being locked up between dimensions by the sages in Ocarina of Time, and now seeks the two people who would bear the remaining pieces of the Triforce. You cannot face him now, of course, as you do not have the blade of evil's bane...the Master Sword. But I'm getting ahead of myself. Your first task is to find someone with a sail and buy it. The King of Red Lions says that there's no rush to it either, he will let you do anything else here that you feel is necessary before we shove off. Alright, so... head south through the field and take a left to enter town. Follow the path until you pass two ladies talking to each other, and a guy behind a stall that looks like he's wearing a parka. Talk to him from across the counter, and he will mention that the only thing left from his boat wreckage is "that", and he wishes to sell it so that he may start a business here in Windfall. He will sell "that" for 80 Rupees. You should definitely have the money, assuming you were collecting all the Rupees you've seen, and did that one sidequest back at Outset for three Red Rupees. After paying the money, you'll find out that the item you paid for is none other than the BOAT'S SAIL! Awesome. Let's get a few things done here in Windfall first before we head off though. First up, let's get ourselves a new item. To do that, head back to the field you were in before, and go up the grassy ramp beside the tree. Up here is a door. Enter it and approach the cell to find Tingle held up in there. Talk to him and he will plead to you to let him out. Find the switch here and step on it to open the door, then after some speech, he will give you two items: the TINGLE TUNER, and TINGLE'S CHART. The Tingle Tuner is a special item that, if your Gamecube is connected to a cart-less GBA through the GCN/GBA link cable, you will be able to contact Tingle through your GBA, allowing various tips and help for you. It's kind of a co-op experience if you have someone else use the GBA and help you whenever you need help. See the Tingle Tuner section of this guide for more in-depth information on it. The Tingle's Chart simply helps you find the island where Tingle and his buddies are located, drawn crudely by way of crayons. Anyway, enter Tingle's cell, and push away the crate to find a hole. Crawl inside. There are numerous Blue Rupees in this maze of crawl tunnels, but there is also an end to it, not counting the traps. At the end (getting there is a bit simple...if you have a sense of direction, always move right when you can from the entrance to this maze) is a small cave with a treasure chest. Open it for the PICTO BOX. This allows you to take up to three monochrome (black and white) pictures. Exit this whole cave and return outside. You can do a little quest for 20 Rupees with the Tingle Tuner if you use it now, but for right now, let's get more important stuff done with. For now, head to Lenzo's. It's the red house with a bench beside it and a wooden Picto Box structure above the door. Talk to him and he will notice that you got a Picto Box, and will happily let you look around his abode. Go upstairs and look at all the pictographs he's taken, then go back downstairs and wait for him to come down. Talk to him from across the counter and he will ask you to become his research assistant. Agree, and the first task he will want you to do is to take a picture of someone sending an unwanted love letter, right in the act! Alright, head to the Postbox, and stand on the dock as far away as possible. Take out your Picto Box and zoom in on the Postbox just enough so that it will capture the full body of someone plus the Postbox in the pictograph. Now just wait. I know it makes sense to actually hide somewhere, since you're in the open, but this is the only position where you get a good shot. When you see the guy (he's in overalls) make sure your camera is in the right position and zoomed correctly, and take a picture as soon as you see him start to put the letter into the Postbox. The letter has to be in his hand or it will be no good. If you got the right shot, return to Lenzo and he will get you your second challenge. You must find the town's most cowardly man, in the very moment that his fear is shown. To do that, head to the milk bar, which is above where the parka guy is. Once inside, see the guy at the table? Throw a pot towards him and he will flinch and start shaking. Take a full-body picture of him while he's like this and give it to Lenzo and you will be given your final challenge. You must take a picture of two people who are in love with each other, but never tell each other that, and only give a long glance when passing by each other. How sweet. Once you exit, one of the people in love is right up here, the gal in the orange dress. Stand somewhere where the Killer Bee gang won't swarm you and mess up your shot (preferrably the little archway behind the tree near the school) and wait for a guy who has a big hat walk by and stop to glance at the gal. Take a picture of both of them (making sure their whole bodies are in the picture) at this moment and give the picture to Lenzo to get a Joy Pendant! Now for another little sidequest, involving the Killer Bee gang. Talk to the leader of the Killer Bee gang, then enter the school. Talk to the teacher (twice, I think) and she will tell you about the troublesome Killer Bee gang. She'll ask you to talk some reasoning into them, so agree, and exit the school. Talk to the leader and he will challenge you to a hide and seek contest. Find and catch them all, and maybe they will listen to you. One kid is hiding on top of the big tree in the field. Roll into it to knock him down, then catch him. The next one is behind the house in this field. Get on its south side to find a ledge you have to sidle across. Do so to find the kid, so catch him. The next one is behind the gravestone that Tott, the Elvis-wannabe, is dancing in front of. The last one is hiding behind a bush just outside of the archway behind that tree near the school. Once all are caught, they give you a Piece of Heart and tell the teacher that they're sorry. (HEART PIECES: 2 out of 44) Go ahead and talk to the teacher and she will give you a Purple Rupee. Woah, awesome. Exit, and the leader of the gang will speak to you. He says they want to give the teach' somethin' for her birthday, and says that he saw something shining up in a tree. Go to the field, and find a tree beside the house that you found one of the kids behind. Roll into it and a Joy Pendant will fall from it. You'll get attention from the Killer Bees, and they will say that they actually put it up there to see if you could find it. He tells you to give it to the teach' for them, since doing it in person will ruin their reputation. Yeah sure...anyway, assign the Joy Pendants to a button, go to the teacher, and show her one of the pendants, and she will be very happy and give you a Red Rupee. She says she'll want 20 of those pendants, but that'll be for later. For now, enter the lighthouse, which is the building by the lady in the orange dress. Talk to the bored guy behind the counter here to participate in a Battleship-like game called Sinking Ships. Your objective is to find and destroy all three squids hidden in the map, and you have 24 cannonballs. If you are successful, you get a Piece of Heart! (HEART PIECES: 3 out of 44) Keep in mind that this is purely random, so it may take a few tries. Thankfully, the game isn't too costly to play, just 10 Rupees per game. Once you won the game, if you win it again, you will get a Treasure Chart! On top of that, if you beat the record (clear in under 20 shots) you get another Treasure Chart! That's about all you can do on Windfall for now, so head back to the King of Red Lions, get on, and sail eastward to your next destination: Dragon Roost Island. As soon as you land, the King of Red Lions will instruct you to find Din's Pearl, and that the Rito that live here will point you to the right direction. Before he lets you leave though, he gives you the WIND WAKER, and teaches you how to use it. It's a fairly easy-to-use device. Once done, it's time to head inside, but we've got a bit of work to do first. First, do you see a boat sailing around near the island? Swim to it and enter. These boats are basically the basic non-specialty shops of Wind Waker. Head inside there and buy the BAIT BAG for 20 Rupees, along with some All-Purpose Bait and a couple of Hyoi Pears if you have the money. If not, just get the Bait Bag, you'll get some more Rupees in a second. Anyway, once that's done, exit. See the boulders scattered around? Pick up some bomb flowers and blow them up. Not only will you clear the path, each large boulder contains a Yellow Rupee. Once they're all cleared, you will see a tiny path to sidle along. Do so, grab the Blue Rupee, and drop. Destroy the boulder there to make two blocks fall, then drop. Pull the lower block out of the way and you will have a shortcut back up there. If you haven't filled your new bag with Bait and a couple of Hyoi Pears, you can do so now with your new wealth. At any rate, go past the Postbox to see the Rito mailman from back in Outset Island. After some talk, follow him inside the mountain to enter the Rito village. After some talk, Link will agree to help Prince Komali and you will be given the DELIVERY BAG for later usage. Our first order of business, besides Prince Komali, is to see Medli. Go up the ramp and take the first entrance to see Medli. Talk to her and she will give you the letter to give to Komali, and will ask you to go see her later. Will do. Before going to Komali though, look around here for a Rito sorting letters. Talk to him and say "yes" to help him with mail sorting. Basically this minigame consists of throwing letters to their respective mailing sorts. The piece of mail to deliver will have the same symbol as the one you need to throw it to. It's hard to explain, but it's easy to do. Getting a high score is a bit hard however. Sort 25 or more letters and he will be impressed and pay you more than normal. This is for a Heart Piece later. Now drop down and enter the only hall that doesn't lead outside to find a door. Enter to find Prince Komali. Give him the letter and talk to him, then exit. Go back up to where you sorted mail to find a new guy there. Sort another 25 letters or more and he will be impressed, and give you some mail to deliver to his mom. Go back outside to that Postbox and put the letter in. We'll have to wait a day for it to get delivered, so head back to the Rito village and go outside through the other hall down here. Out here, follow the path and drop down to see Medli. Talk to her and she will want you to toss her up to the other side. Pick her up and stand on the ramp nearby. Face the other end, wait for the wind to blow towards that direction, and throw her there so she will glide the rest of the way. Once that's done, she says she'll go ahead, and will give you an EMPTY BOTTLE. She doesn't expect you to help her further, but we need to help. She likely can't get to Valoo by herself! Let's start by putting some Water in that bottle. Just go to the water there and scoop some in. Climb back up where you entered, but stop where you see some flowers. Pour some of that water on the flowers to make them usable. Pick up one of the bomb flowers and throw it down to the boulder below to destroy it, filling up the pond again. Now swim across. Next up, throw bomb flowers into the pots of the statues to make them fall, creating a bridge of sorts across the small lava pool. Head inside to start spelunking. ---------------------- DRAGON ROOST CAVERN ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Head forward to the three statues on blocks. Pull the leftmost block out, then the middle one to the left, and enter. Kill the two Bokoblins here. Ignore the giant pot for now, and pick up a Boko Stick. If it isn't already burning, put it on fire using one of the lit torches around here, and use that stick to light the two torches on the northwest end of this room. This will make a treasure chest appear. Open it for a small key. Use it to open the locked door here to continue. Here, break open the boards with a sword strike to end up in the main chamber. Head a little north from the locked door to hop across some ledges. You'll have to drop down and pull out a block to continue. Once you're on the west end, wait for the fire jets to stop, and cross the bridge, being careful of Keese. If you choose to fight them, take care to not cut down the ropes holding the bridge up. After the bridge, you'll see a boulder. Use a bomb flower to blow it open and enter the door that's revealed. In here are a bunch of pots filled with water. Pick one up and throw it towards the alcove that has a chest, and it will cool down some of the lava. (Assuming you threw the pot at the lava.) Use the platform to jump to the chest, and open it for the DUNGEON MAP. Sweet. Anyway, jump across to the other side and go up the ladder, but be careful of the Red Chuchu. Kill it and it might drop some Red Chu Jelly. You can store it in your Spoils Bag. Anyway, climb up the ladder and open the door. In this room, walk forward and a Bokoblin will break through some boards. Kill him, then pick up the sword he dropped. Use it to break some other boards to continue, then make a left. Climb up and break the boards, and kill the Red ChuChus. Open the chest for a small key. Now go back and open the west door after killing more Red ChuChus. Back in the main chamber, pick up either a rock or a pot and throw it at one of the bomb flowers on the wall. If successful, it will blow up the boulder that it's by, revealing the way back to where you entered the dungeon. Open the locked door. Ignore the path to the right for now and continue to the barred-up door while killing more Red ChuChus. One of the boarded up areas contains a Bokoblin. Kill it and grab its Boko Stick. Light it, and use it to burn away the other boards here. Step on the switch to open the door. Exit through the door. Outside, cross the bridge and carefully kill the Bokoblin, then climb up the ladder, being careful of the fire jet midway. At the top, kill the Kargaroc, and sidle along the wood, being careful of the fire jet midway. Go around to the other side of the boulder, and jump up to the piece of board. Calmly make sure you hang from the board, and shimmy across to the other side. You can also use the Tingle Tuner's Tingle Balloon if you wish to waste Rupees. Hop up, grab the bomb flower, and throw it down towards the boulder to destroy it. Enter the door that's revealed. In here, pull out the middle block and then to either the left or right, then pull the next middle block out. Climb up and you should be able to enter the hole up top. (There's a hidden crawlspace behind the top middle block filled with Rupees, but it's not advisable, for fear of failing the puzzle and losing a heart because of it.) Kill any rats that get in the way, and pull out the block to climb up to near the locked door. If the rats are too annoying, throw out some All-Purpose Bait. Open the chest for the COMPASS. Now take a Boko Stick from the pot here, light it, and throw it towards the boards up a ladder to burn them. Get up there and open the chest for a small key. Use it on the locked door here to get back outside. Start climbing the partially-destroyed staircase and kill the Kargaroc. Grab the small key from its nest and open the locked door up here. Oooh, it's dark in here. Take a Boko Stick from one of the pots and light it to give you some light. Kill the Keese, find the boards here and burn them, then find the treasure chest. Open it for a Joy Pendant, and continue past those burnt boards. Light the torch in the room with the chest too. Once you get to a barred-up door, light the two torches to unbar the door. Open it. Back in the main chamber, to your left you will find a giant pot blocked by a boulder. Blow it up with the nearby bomb flower. This giant pot is a warp pot, and takes you to the pot at the beginning when you jump inside it. Neat. Anyway, simply get across the bridge and enter the door. In this next room, kill the Bokoblin and find a Boko Stick past a ladder. Light it using the lit torch on the west end and light the other to make a chest appear. Open it for a Treasure Chart! Now start breaking pots until you find two more Bokoblins, and kill them to open the way forward. In this next room, use water pots to create platforms to the Magtail, and kill it. Throw another water pot where the fire jet comes up and stand on the platform. Take it up and enter the door. In this new room, find a bomb flower and use it to blow up both boulders. One reveals another magic warp pot, the other reveals a door. As you can see, this room holds the boss door, but we can't reach it yet, so go through the door to get back outside. We're pretty high up now, above the clouds surrounding the mountain. Climb the staircase carefully, as it will fall apart. At the top, fight two Elite Bokoblins and a blue Moblin to free Medli. Talk to her and she will say that an awful monster is hurting that great dragon Valoo's tail, which is why he's so angry. She gives you the GRAPPLING HOOK so you can progress further. Climb up the ramp and grapple across. She'll explain how to use it. After grappling across a few hooks, break the boards to return to where you entered. Grapple east along the mountain, and enter the next door you see. In this room, kill the Bokoblin, then cross the bridge and kill the other one that's hiding in a pot. This will make a treasure chest appear down below. Cut the ropes holding the bridge and drop down with it. Open the chest for a Joy Pendant. Enter the door down here. You're back in the main chamber, but higher up. See the birdcage? Get inside and spin attack all the ropes to cut them and make the bottom of the cage fall down to the lava. Don't worry, you'll be safe. A fire jet will come up and make this platform now act as an elevator of sorts. Drop down to the lava, and enter the small hall down here. Jump the platforms, climb up the ladder, and you'll appear in a higher alcove. To unlock the barred door here, look up around to find a hook. Grapple to it to pull it down and swing back into the alcove. Open the door. In here, grapple across to the seemingly empty alcove. If you have the Tingle Tuner on, Tingle will spot something. Place a Tingle Bomb there to make a chest appear. Open it for the Dragon Tingle Statue! It will be placed on the Tingle Island for later. For now, swing over to the east now. To do that, stop swinging by holding R while using the Grappling Hook, and move yourself to the east ledge. Jump across platforms, then swing across to the door. Enter it to find a room with a flaming chest. See the Magtail? Don't kill it. Instead, stun it by hitting its eye with the Grappling Hook until it curls up into a ball. Pick it up, get by the switch, and place it there to keep the flames surrounding the chest down. Open it for the BIG KEY. Now, for the most part, we can head back to the boss door room, but let's clear out some remaining treasures. Go back up using that birdcage platform. Time your jump right so that you fall onto the pillar a little to the south. It's best to do it while it's falling. If successful, take the western door. Remember this room? Look right to see a hook. Grapple across and break the boards to find a chest. Open it for another Treasure Chart! Now make your way back out of the dungeon, but stop at the room with the big pot. Hop in it to warp, then warp again to appear at the boss door room! Nice. Grapple across, kill the Magtail, and open the treasure chests for a Yellow Rupee and a Knight's Crest, another item for your Spoils Bag. The pots contain various things, such as Rupees, Spoils, and some Fairies. You can bottle one if you want to, as these neat little things will restore you back to normal if you die, so no game over! Open the boss door. ------------- BOSS: Gigantic Magma Arachnid, Gohma Valoo's tail is hanging on the ceiling, and the boss will emerge from the lava. Avoid the boss's attacks until one of its pincers gets stuck on the ground, then throw the Grappling Hook up to Valoo's tail. Swing from it, then jump off to make part of the ceiling fall on the boss. Do this twice more and its armor will completely break off. Now make sure you're on level with the lava, and dodge Gohma's attacks until it lowers its head down toward you. Hit the eye with the Grappling Hook to stun it, then start slashing its eye. You may need to do it once more before he dies. ------------- As reward for clearing the boss, you will get a Heart Container. Take the windy warp out of here. Valoo will roar one last time by relief, and the weather surrounding Dragon Roost Island will return to normal. You'll be warped back outside Dragon Roost Island, and Medli and Komali will greet you. Komali will apologize for being rude and give you DIN'S PEARL. Valoo will say something in Hylian, and Medli will translate by saying that he says "Use the wind god's wind." Hm. Head east under the Postbox to find a small shrine. Swim to it and bring out your Wind Waker. Follow the directions to the song to learn the WIND'S REQIUEM! With this, you can control the wind's direction. The wind god Zephos will appear to talk to you. He will tell you about the song you learned, as well as his brother who is misusing the power of wind. He is manifested inside twisters at sea, so be careful of those. Head back to your boat. ------------- ITEM SUMMARY ŻŻŻŻŻŻŻŻŻŻŻŻ EQUIPMENT: Hero's Sword, Hero's Shield, Pirate's Charm ITEMS: Telescope Sail Wind Waker Grappling Hook Spoils Bag Tingle Tuner Picto Box Bait Bag Delivery Bag WIND WAKER SONGS: Wind's Requiem EMPTY BOTTLES: 1 CHARTS: (Checkmark boxes will be filled when the treasures from the charts get salvaged) Tingle's Chart Treasure Chart 7 [ ] Treasure Chart 11 [ ] Treasure Chart 23 [ ] Treasure Chart 39 [ ] UPGRADE ITEMS: Heart Pieces: 3 (3) Great Fairy Upgrades: 0 Boss Heart Containers: 1 Total Health: 4 Hearts ------------- __ /_ \ | \__| \____________________________________ A Great Tree's Plight / ------------------------------ Before sailing off to the south, play the Wind's Requiem and change the wind's direction to blow southward. Now get on and sail south until you get stopped by a fish. This talking Fishman will draw out your current section of the Sea Chart that you in, so that you can see where everything is in this sector. Also, these Fishmen dwell in every sector of the Great Sea grid, so to get their attention, first look for any splashes of water where they're jumping around, then sail to them and spread Bait. They'll do the same thing this Fishman did for you. Neat. Now, sail back to Dragon Roost Island for a quick moment. Remember one of the treasure charts we got? Bring up the sea chart, highlight the sector you're in, then bring up the Treasure Charts. Open up Treasure Chart 39 and you'll find a treasure is buried nearby Dragon Roost Island by all the rock spires. Cruise over there, and when you're over the X mark (you're the yellow arrow), bring out the Grappling Hook. This will act as a Salvaging Arm when you're on the boat. Hold the button the Grappling Hook is on to make it sink down the ocean, and stop as soon as you hit something. You will automatically pull it up. Open up the chest for a Silver Rupee worth 200 Rupees! Awesome. Now start sailing south until you reach the sector just north of your destination, which is C6. Be careful, along the way you may encounter various seafaring enemies, like Octoroks and Gyorgs. Once in C6, look for the Fishman and get information about this sector from him. Now, around the center of this sector is a submarine. Sail there (use the Telescope to help you find it) and enter the sub. You can kill the scout Bokoblin outside if you wish. At any rate, once you enter the sub, hop down and start killing all the Bokoblins. Open the chest that appears for an EMPTY BOTTLE. Just be careful of the Rats around here. Now you can exit and continue southward to your next destination. The Forest Haven. After the cutscene, if it's night, the Postbox may be wiggling around. Approach it and get the letter inside. This is a letter from that part-timer mail sorter's mom, thanking you. Packaged with it is a Piece of Heart! (HEART PIECES: 4 out of 44) Continue up the island, killing Boko Babas, (their stalk has to be cut off to kill them) and grapple across a tree branch. Be careful of the Octorok up here, and start jumping across ledges up the river. Grapple to the mouth of the river and enter. Walk up the river until you see a lilypad. Stand on it and a cutscene will show the Great Deku Tree being covered by ChuChus of all kinds. Knock them down by rolling into the Deku Tree, and start killing them. Once they're gone, watch the cutscene involving the Deku Tree and the Koroks. He will ask you to rescue Makar and will produce a Deku Leaf for you to use...unfortunately you have to climb to the Deku Tree's crown to collect it. Oh well, time for work. Before climbing, look to your right and you may spot a particular firefly that glows really brightly. Go over to it and bottle it. This will be for a bit later. Now, move along the land to the left of the lilypad until you find a Baba Bud. Use it to get launched up to another Baba Bud. Continue doing this until you're on top of a tree. Face the Baba Bud ahead and grapple over to it. Keep getting launched up until you reach the DEKU LEAF. This special item not only lets you glide along the air (at the cost of magic), but also produces a gust of wind when used on the ground. A Korok will want you to float over to where he's at, but ignore him for now. See the other Baba Bud here? Glide over there using your new item and get launched up. Glide the rest of the way to the |
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Another Legend of Zelda: The Wind Waker Walkthrough :
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