Legend of Zelda: The Wind Waker Walkthrough :
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Walkthrough - FAQ/Walkthrough****************************************************************************** // || \\__- _ __/ -- ___ __/ < _____\______ |_ | ________ / T H E L E G E N D O F \/\/\/\, |/ | } / /_________ _____ _______ ____ /---______/ | }/,/ \ ____ |\ / \ _ \ \ \ / /,/ | | \| | | | | \ | / \ - - - / / | |_/| | | | | | | / /\ \ \ /*/ \ | _ | | | | | | | / /__\ \ \ /,/ \__| | \| | | | | | | / ______ \ \ /,/ | |____/| | |____/| | |_/ |/ / \ \ / / /________|/________|/______/___\______/____\__ __ / /_______/| \/, \ /___________| T H E W I N D W A K E R \_/ / , \,\, \,\, \, \, \, \, \,\, \, \, \,\, \, \/\/\/ / \__/\/\__/\/\_/\_/\__/\_/\____/\/\__/\_/\___/\/\___/\_/ ****************************************************************************** The Legend of Zelda: The Wind Waker A FAQ/Walkthrough by CyricZ Version 1.4 ****************************************************************************** Table of Contents 1. Introduction 2. FAQ 3. Basics 3A. Controls 3B. Menus/Displays 3C. The Sea and Sailing 3D. Miscellaneous 4. Walkthrough 4A. Outset from Outset (Outset Island and Forsaken Fortress) 4B. Setting Sail (Windfall Island and Dragon Roost Island) 4C. Familiar Forest Faces (Forest Haven and Forbidden Woods) 4D. The Hero's Trial (The Last Pearl and the Tower of the Gods) 4E. Return to the Forsaken (Forsaken Fortress) 4F. Gearing Up (Fire Mountain and Ice Ring Isle) 4G. Power of the Stone (Earth Temple) 4H. Fury of the Gales (Wind Temple) 4I. Shards of Courage (Finding the Triforce Pieces) 4J. The Return of the Hero (Ganon's Tower) 5. The Islands of the Great Sea 5A. The Map 5B. Outset Island 5C. Windfall Island 5D. The Dungeon Islands 5E. And THE REST 6. Items 6A. XYZ Items 6B. Quest Items 6C. Bags 6D. Bottled Goods 7. Pieces of Heart 7A. Island Hearts 7B. Sea Hearts 7C. How Many Should I Have? 8. Charts Etc. 8A. Treasure Charts 8B. Triforce Charts 8C. Miscellaneous Charts 8D. How Many Should I Have? 9. Enemies 9A. Fighters 9B. Crawlers 9C. Fliers 9D. Swimmers 10. Sea-Wide Sidequests 10A. Upgrades 10B. Forest Revival 10C. Merchant Oaths 10D. Pictography 10E. Nintendo Gallery List 10F. The Second Quest 11. Tingle 12. Standard Guide Stuff 12A. Legal 12B. E-mail Guidelines 12C. Credits 12D. Version Updates 12E. The Final Word ****************************************************************************** 1. INTRODUCTION ****************************************************************************** Hello and Konnichi wa, etc! Welcome to my guide for the latest Zelda masterpiece from those godlike peoples at Nintendo! That's right! It's the Wind Waker, baby! This is the, what... ninth Zelda game now? And only the first one for GameCube, as in there may be more! Waaaah! Anyway, in this here game, Link takes to the high seas in search of adventure and treasure! Arrrrr!! So, come on in and pour yourself a mug of grog and I'll see if I can help ya landlubbers through this game! ****************************************************************************** 2. FAQ ****************************************************************************** Q: What exactly is Zelda: The Wind Waker? A: Why, it's the latest installment of one of the finest gaming series ever created, of course. Take control of Link once again as you set out to fulfill your destiny, and stuff! Q: How many blocks does this game take up? A: This game takes up 12 (that's twelve) Memory Card Blocks. Q: When does it take place in the Zelda timeline? A: Officially, the word from Nintendo is that it takes place hundreds of years after Ocarina of Time. At this point in history, the events of OoT are now legend. Q: What's the deal with the graphics? A: They're cel-shaded. It actually looks really nice. Screenshots don't do it justice. You have to see it in motion to appreciate it... Q: LOLOL R U A KID OR SOMETHIN PLAYIN A CARTOON!??1 A: You're the kid if you feel you have to avoid this game to preserve your masculinity.... Q: So, is this game set up like Ocarina of Time? A: Actually, they're very similar in play styles. The A Button is still the action button, B swings the sword, etc. If you played the GameCube version of OoT, you already have a good jump on the controls... Q: I'm missing one item in my Item Subscreen! What is it? A: Most probably the Magic Armor. Check out how to get it in the Items section. ****************************************************************************** 3. BASICS ****************************************************************************** All right. In this section, I outline the eponymous "basics". This is mostly stuff you can read in the manual, which I know you're not going to read anyway, because no one ever does anymore... ============== 3A. Controls = ============== Basic Link Controls - Control Stick: Moves Link in the desired direction. Up moves Link away from the camera. Down moves him towards it. Some things can be done automatically using just the Stick, such as climbing ladders, or leaping over small gaps. A Button: Primary Action Button (see below) B Button: Attack with the sword (see below) X, Y, Z Buttons: Use Items selected from the Item Subscreen. R Button: Secondary Action Button (see below) L Button: Used for L-Targeting (see below) C Stick: Controls the camera. When you're moving or indisposed, it rotates the camera around Link or pans it towards or away from him. If you tap L first, you can use Up C to switch to a first person view. Control Pad: Used for maps. Up brings up your Sea Chart or Dungeon Map on the screen and Down removes it. Right brings up your Area Map and changes its size. Left puts the Area Map away. START Button: Go to the Subscreens. Advanced Link Controls - Primary Action Button (A): This does maaaaany things. When moving or L-Targeting, it can perform evasive maneuvers, like rolls, jumps, or flips. When standing still, you can talk to people, read stuff, open doors, pick up objects on the ground, and some other stuff... Secondary Action Button (R): When standing still, this button makes Link crouch. Holding it down and moving will make him crawl, which can allow him to fit into tight spaces. When L-Targeting, Link will pull out his Shield to defend himself. It's also used for a couple other actions when multiple actions can be performed with an object. For example, R will allow you to grab a nearby block, as opposed to A being used to climb it. L-Targeting (L): Any object you can L-Target will have a red arrow above it when you get close. Holding L (or just pressing it, depending on how you set up the options) will let you focus on your target. Using the Control Stick will move you in relation to the target. Use this for combat, and you will find it a lot easier. Combat: When in combat, you'll mainly use B for attacking. While not L-Targeting, your attack will be a standard horizontal slash. When L-Targeting, you can direct your sword based on how you hold the Control Stick, to the side for slashing, and up for thrusting. Also, while L-Targeting, press A with the sword out to perform a jumping slash that does double damage. Also, like past Zelda games, hold down B and release to perform a spinning slash. Finally, there's a special move, called "Parry", which can be done in certain situations. While in combat, you may see and hear a flashing green "A". Hit A at that point to counter your enemy's attack with one of your own automatically. Ropes: A new aspect of Zelda introduced in this game is the art of rope- swinging. To grab onto a rope, simply leap out over a gap at it and you'll grab it. Pushing Up and Down on the Control Stick will make you swing back and forth, and pressing A will let go of the rope. If you want to stop swinging, hold R. While holding R, pressing Up and Down will make you climb the rope in that direction, and pressing Left and Right will rotate you on the rope. Also, when you get the Grappling Hook, using it will cause it to act like any other rope. ==================== 3B. Menus/Displays = ==================== Main Menu: Press START on the Title Screen to access the Main Menu. From there, pick a Quest Log, then choose to Start, Copy the file to another, Erase the file, Main Display: - Upper Left Corner: Displays your Hearts and Magic Power - Upper Right Corner: Displays your various buttons and what each one would do if you pushed them. - Lower Left Corner: Displays the Area Map if on dry land or the Compass and Clock if you're sailing. - Lower Right Corner: Displays the number of Rupees you have. Subscreens: Pressing START during gameplay will allow you to access these screens. Use L or R to flip between them. - Items: Allows you to view the XYZ items you have. Press A to see short descriptions of the items. Press X, Y, or Z to assign the item to that particular button. - Quest Status: This screen shows more or less every other kind of item etc. you've obtained. You can't manipulate these items, but you can view descriptions. Also on this menu, you can access Options, whereby you can change your Targeting Style, Rumble, and Sound... On both subscreens you can save your game. It's suggested that you do this as often as possible. ========================= 3C. The Sea and Sailing = ========================= An integral part of the game is in getting around in your fancy boat, the King of Red Lions. After you give it a Sail, the open seas are available to you. Boat Controls: Pressing the A Button while the boat is stopped will make you get in and out of it. You have very limited swimming capabilities, so if there's anything involving water, make sure you use the boat. With no sail up, hold down R and you can cruise the boat VERY slowly. It's good for precise positioning of the boat, but not much for anything else. Sail: Set the sail using whatever item button you set it for. Once it's up, the wind will become a factor. A yellow arrow points in the direction that the wind's blowing. You get the most speed by going with the wind, naturally. Going against the wind, you can barely reach cruising speed. Use the Control Stick to move the rudder while sailing. At top speed, you can get about a kilometer a minute, which is an entire square, straight across, in one minute. Naturally, if you want to go a different direction at a good speed, it's best to use the Wind Waker to change the wind's direction. You can only do this after you learn the Wind Requiem on Dragon Roost Island. Press R while sailing to leap in your boat. It's really cool... Crane: Once you obtain the Grappling Hook, you also, technically, have a crane you can use on the boat. Equip it to an item button and use it to drop the crane to the sea depths. If there's anything to find, you'll go into a cutscene as it's pulled up. The Sea: The Great Sea is split up into a 7X7 large grid. Each square is more or less its own "area". The Sea Chart shows each square as "1000 X 1000", which could more or less be termed a square kilometer. Islands: Most squares in the game have an island or some sort of, well, anything to land on. In the case of major islands, keep a lookout for fish hopping around near the shore of the island. Spread some All-Purpose Bait near these fish and they will offer to draw you a chart of the square you're currently at. They'll only include major islands on that chart, but they'll also give you information on them. Treasure: If you're near treasure, you'll hear a chorus that gets louder as you get closer. Of course, to even hear the chorus, you have to be within about five meters of the treasure. It helps to know where it is, of course. Once you find the treasure and the chorus is at its loudest, use the crane to pull it up. Treasure Charts: This is the real way to find treasure. Once you find these charts, which are scattered all over the land, bring them up and you'll see a 100 X 100 view of an island or system of islands. X marks the spot. It's up to you, of course, to actually find said island or system of islands, but once you do, you can use the Treasure Chart to follow yourself to the X. Tingle: If you have Tingle activated, he can also find and mark treasure for you. You'll find that there are a LOT more sunken chests than you have Charts for. Fortunately, you'll also find that there's nothing truly good in those chests that you can't find by chart. Compass: The compass in the lower left corner of the screen points where north is. If it's pointing up, you're heading north. If it's pointing to the left, that means north is to your left and you're heading east. Clock: Time only flows on squares that aren't major islands. If there's a half-sun, half-moon, time is flowing. If there's just a sun or moon, time is standing still. Some islands (particularly inhabited ones) are different at night and day. Etc.: Barrels, platforms, watchtowers, and buoys are scattered all over the sea. Most of these are relatively useless to you, except for maybe some quick cash. =================== 3D. Miscellaneous = =================== Rupees - As always, Rupees are the currency of this Zelda game. Rupees are worth more depending on their color: Green: 1 Rupee Blue: 5 Rupees Yellow: 10 Rupees Red: 20 Rupees Purple: 50 Rupees Orange: 100 Rupees Silver: 200 Rupees You'll start by only be able to carry 200. Opportunities may arise for increasing your wallet size. Enemy Drops - When you destroy enemies, they can drop items to replenish you. Here's what they can drop. Rupees: Green, Blue, Yellow, and Red, depending on the enemy. A Heart: Replenishes one heart Magic Jars: The small kind will refill your magic gauge by 1/4 and the large one will refill half your magic. If your magic is doubled, it'll only be 1/8 and 1/4, respectively. Bombs: 5 each pickup Arrows: 10 for a "single", 30 for a "triple" Vortex Balls: Large enemies can drop these multi-colored swirly balls. Hit them with a weapon and they'll explode into a bunch of drops. Dungeon Items - Most of the dungeons of this game have a set of items to help you get around in it. Dungeon Map: By pressing Up on the Control Pad, you can view a full map of the dungeon. Areas you haven't visited yet are black. Areas you have visited are green. The flashing room is your current position. Compass: When you view your map, you can see the locations of chests and the boss of the dungeon. Also, on the main game screen's minimap, you can see yourself move around and where you entered the room (in case you get turned around). Also, if you have a friend helping you in the dungeon, they'll appear as a purple dot on the map. Small Key: When you get one of these keys, simply use them on a locked door. The key will disappear once used. Big Key: This is found in a pretty blue and gold chest. With it, you can enter the final room of the dungeon and face off against its evil master. ****************************************************************************** 4. WALKTHROUGH ****************************************************************************** BIG NOTE: This walkthrough will only cover important and story-specific stuff. If you want the side-questy stuff, head to the sections further on that makes the most sense about what you want. ============================================================== 4A. Outset from Outset (Outset Island and Forsaken Fortress) = ============================================================== Outset Island - After enjoying the recap at the opening, you'll find we begin with Link asleep (seems to be a pattern in Zelda games). Little sis Aryll wakes him up and tells him that Grandma is looking for him. You can explore Outset Island for a bit and talk to various people. Poke around in some houses if you wish or in the field, as there are Rupees to be found. If you wish, grab three pigs and carry them up to the pen for more Rupees (to grab them, crawl up to them slowly, then stand up and pick them up). Now, to spend some of your new-found Rupees. Head to the shore. Note the weird-looking ship in the water. Swim inside. This is Beedle's Shop Ship. Something you should really get your hands on in there is a BAIT BAG. Also, buy a serving of All-Purpose Bait and a Hyoi Pear. After you're done goofing around, go and talk to Grandma and she'll give you the outfit all boys your age receive when they come of age. After you're done your little chat, head out. If you haven't already, go to the two floor house and speak to each of the brothers. One has several tips for the game on the walls, and the other will teach you basic sword practice. Now, go and speak to Aryll and she'll give you the TELESCOPE as your birthday present. Use it as she instructs and you'll see a postman dropping letters off at the postbox. Then, she'll instruct you to look up, so do so, and you'll see a real big bird carrying a girl in its claws. The two are being pursued by a ship firing cannon shot. The bird takes a hit and ends up dropping the girl in the nearby mountain summit. Being the helpful type you are, you'll want to go and see what the commotion is about. Aryll will mention defense. Head to Orca the trainer, and he'll teach you all the sword techniques you'll need for now. Once that's done, he'll let you keep the HERO SWORD, feeling you've earned it. Now, you can fool around chopping grass, small trees, and bushes, or you head up the mountain path on the left side of the island. Climb up, chopping down anything in your way, then hop across the gap in the suspension bridge, and head into the Faerie Forest. Fairy Forest - This is rather basic. Head straight through the brush and circle around the back. Note the weird-looking rock sitting in this area. Anyway, you'll also want to note the Bokoblin opposite you. Show him you've been practicing your sword skills. Once he's kaput, climb up the stump to the higher ground and you'll eventually reach the girl, who turns out to be the leader of a group of pirates. Her name is Tetra, and she doesn't seem to think much of you. Anyway, one of her cronies will show up to escort the both of you out. As you leave, you'll find Aryll on the opposite side of the bridge waiting for you. Then, things get pear-shaped. Aryll gets carted off by that big bird thing. You and the pirates regroup down by their ship and you'll meet that weird postman you saw earlier. He'll explain that several girls with pointed ears have been kidnapped recently, and that it would behoove you to head to the Forsaken Fortress to find your sister, and Tetra will begrudgingly agree to take you on as a swabbie... You need to say goodbye to Grandma now. Head up the ladder to find the family shield is missing. Head back down and you'll say your farewells to Grandma and she'll give you the HERO SHIELD. Now, talk to Tetra to get movin'. Tetra's Ship - So, you can converse with the scurvy dogs, but to get ahead, head below decks and speak with Niko, who's quite relieved to no longer be the bottom of the pirate food chain. Niko will present you with a little challenge. Here's the basic gist: Step on the switch and some platforms will pop up. You have to swing from rope to platform and so on to reach the other side. Use this time to get a feel of ropes. The platforms aren't very big, so make sure you're facing the proper direction, and press A to let go at the height of your swing, NOT at the bottom, because if you do, your momentum will carry you over the platform. Once you make it to the other side, Niko will let you have the SPOILS BAG. Nifty. Now, head back above deck and speak to Tetra, who's in the crow's nest. She'll point out Forsaken Fortress, and you'll be just about on your way there, in a rather unorthodox manner... Forsaken Fortress - You'll find yourself smack in the middle of the fortress. You'll soon find that Tetra can speak to you through a charm you're now carrying. This area isn't a true "dungeon" of sorts, but there is a Map and Compass to find, as well as a Piece of Heart... Oh, and you lost your sword. Smooth... So, I can't really give a standard "walkthrough" of this area, because it's quite open-ended. You can get around in several ways. I will, however, lay down some key points. Here's the lowdown. You'll notice outside are several searchlights scouting around. Avoid those if you don't want to be thrown in a cell. Those are the only problems outside, except for the problems of actually getting around and stuff. Inside, things are a little more complicated. There are two basic floors to this area. The lower floor has multiple Moblins patrolling. Unfortunately, without a sword, you cannot fight these guys at all. If they see you, they'll toss you in the cell. To avoid them, pick up a barrel and you'll drop it over yourself. Move slowly behind the patrolling Moblins to get past them. If they "notice" a moving barrel, stop moving immediately and they'll soon lose interest. Now, in the odd chance you get thrown behind bars, it's not hard to get out, just a bit time-consuming. Climb up on the table and hop onto the shelves. Pick up the pot to reveal a little passage. Crawl into it (use R to crouch) and pop out the other side. Now, there is a Map and a Compass on the upper floor in the two sections in the southeast. They're not terribly important, but there they are. What IS rather important is the PIECE OF HEART. It's in the southwestern room on the first floor, which is just below the room with your cell. If you get there, you'll have to sneak behind Moblins to get out. The room has a cell, which you can open by a nearby switch hidden behind some pots. You'll find the PoH in the chest inside. Now, about those searchlights. Making your way around the upper floor, you can find ladders that lead up to the three searchlight stations in three locations, which are the southernmost outside path, then the ones directly east and west of them. Although you have no weapon, you can take out the operators. With no sword, you'll need to use their own weapons against them. Either block their attacks until you knock the weapon out of their hands, or toss and break the nearby pot. Either way, press A to grab a Boko Stick weapon. Pretty cheap model, really. Use B to swing and A to toss it. Knock out the bad guy to stop the searchlight for good. The one you really want to stop you can only access from the west side, because it turns off the searchlight which looks at the upper ledges. The others just monitor the plaza. Anyway, another key point to remember is on the north side. You'll find a box sitting on an upper ledge. Push it down to the plaza and you have a quick way up to the upper floor. Handy. The big important room is to the west of the aforementioned box. You'll find Moblins wandering around on the upper floor here. Now you know it's important. Get in a barrel and sneak over to the far double door. Open it up to get on the upper ledges. Sneak past the Moblin up here and continue climbing. You'll eventually reach an area with a largely missing floor. To get across the broken floor, you have to push yourself up against the wall and press to sidle along it. Once you reach the end, keep moving up the wall, sidling a little more, and you'll finally reach the top, where you'll find your sword (go you), as well as a peeved Bokoblin. Teach him the meaning of pain and you'll be able to enter the room where Aryll is kept captive, along with several other girls... Of course, things won't go as planned, thanks, once again, to the big bird. He'll take you before a large and mysterious-looking man. This man will point out to sea, and the bird will give you a nice toss. As you lie on the open sea, you'll be picked up by a strange boat... ============================================================ 4B. Setting Sail (Windfall Island and Dragon Roost Island) = ============================================================ You'll eventually regain consciousness, and you'll find that it's the boat itself that saved you. It calls itself the King of Red Lions, and it offers its services to you. Unfortunately, it doesn't have a sail, so you'll need to find one on the island. Windfall Island - This island has quite a few people on it, and several shops, too. There's a Bomb Shop near the water, but the prices are rather outrageous. Go into the town itself and you'll find several buildings. There's a potion shop that you can't buy anything from because you don't have a bottle. Bummer. There's a rather extravagant-looking red door which leads to a fancy house, where some guy will get very huffy if you bust his vases. There's also a cafe, where you can get a bit of info. There's a school, where the teacher wants you to go find a group of kids who goof off. There's also a peddler who has your awesome sail for sale! Only 80 Rupees! If you don't have enough, poke around for pots hiding in bushes to find more Rupees. Buy the SAIL. Now, you could set sail, but there's one more thing to do here (or two). Go around the south side of the island. There's a little path near the beach leading up to a gravestone. Sure, you can talk to Tott, who's hanging out there. You can also go into a nearby door. You'll find the jail, and who would be inside, but good ol' Tingle. Find the switch to open the door behind some pots and he'll be so glad he's out that he'll give you the TINGLE TUNER. Check his section to find out what to do with Tingle. But wait, there's more! Pull the box in the back of Tingle's cell. Enter the narrow passage. Ready? Turn right, left, go straight to the far wall, right, left, left, right, right, right. You'll end up in a grotto with the PICTO BOX in it. There's a big sidequest involving the Picto Box, so head to the section in "Sea-Wide Sidequests" for more information. There's more stuff to do on Windfall, and if you want to learn about it, go to Windfall Island's section in "The Islands of the Great Sea". You're all set here for now. Go back to your boat and you'll set sail for Dragon Roost Island. Set up your sail using the item button and just point yourself in the direction of the island (east), and get movin'! Wheeee! On the way, you may find some stopping points, with barrels and such, and some Bokoblins. They're not big cash spots, so don't go nuts looking for them. Once you're about halfway there, veer south towards a island dotted with palm trees. You'll notice another boat here. Talk to the divers, and you'll get yourself a TREASURE CHART. Once you sail far enough east, you'll reach the shores of Dragon Roost. Dragon Roost Island - Land and the King of Red Lions will give you "THE WIND WAKER", a baton which gives one the power of the gods, or so they say. You'll practice with it for a bit, then you can head inland. Head through the tunnel near the beach and you'll see a monument out in the distance. Swim out to it and you'll see a stone with writing. Oooo... Pull out your Wind Waker in front of the stone and you'll pull up your first tune. Once you finish, the Wind God, Zephos, will have a bit of chat with you. He'll tell you about his brother Cyclos, and how the smashed stone was once his. You now know the Wind Requiem, which you can use to change the wind's direction. If you neglected to buy a Bait Bag on Outset, Beedle's Shop Ship is here. He also shows up in many other places, too... Note the large number of Bomb Flowers dotting the landscape. How curious. Take this opportunity to be a demolitionist and clear out some of those pesky big rocks by throwing Bomb Flowers at them. Climb up the hillside and find a ledge that you can sidle across. Bust up a rock that has blocks sitting on top of it so they'll fill the gap and you'll be able to proceed through another cave after speaking with the postman from before. Now, you'll find that you've entered the realm of the Rito bird people. These folks specialize in flying and delivery. They even have a post office right in their cave. But first, you'll talk to their chieftain, in the middle of the room, who tells you about two problems: the dragon Valoo becoming very upset recently, and Prince Komali, who is reluctant to perform his "rite of passage" and get his wings. You'll also be given a DELIVERY BAG. First, head up to the upper floor and enter the first room to speak with Medli, and she'll give you the FATHER'S LETTER, which will be put in your Delivery BAG. Go visit the Prince now. He's on the first floor in the back. Give the Prince the Letter from your bag and he'll explain that he doesn't want to go to the rite of passage. Talk to him some more and he'll talk about his ball, the Din's Pearl. There's nothing more you can do for him here, so head back to the main cave. If you're strapped for Rupees, head up to the second floor and talk to the guy at the post office desk. You can sort letters for him for Rupees. The first time you do it, if you break 10 letters, you'll get a Rupee for every two letters. The second time, if you pass 20 letters, you'll get a Rupee for every letter. The third time, if you pass 25 letters, you'll get three Rupees for every letter. It's fun, and a good test of your reflexes. So, now that all the extra stuff is done, head down to the lower floor, and leave by the passage that the Rito guard is standing next to and you'll end up in front of Dragon Roost Cavern. Drop down the hole and talk to Medli and she'll ask you to toss her up. Pick her up, climb on the nearby stone, and wait until the wind is blowing towards the far end. Toss her then and she'll give you your first EMPTY BOTTLE. Fill it with water from the nearby spring, then climb up the broken bridge and dump the water on the dried-up plants and they'll grow into Bomb Flowers. Pluck one and wait until its about to explode before tossing it on the big rock below (you don't want it fizzing out in the water). Once the rock blows up, the pond will fill up again and you can swim across. Now, there's a small pool of lava ahead of you. Pick the nearby Bomb Flowers and toss them into the green pots on the statues so that they blow up on them. Once both statues are knocked into the lava, cross them and enter your first dungeon. *** LEVEL 1 *** Dragon Roost Cavern - Entrance Room: Pull the blue statues out of the way to the next room. Defeat the two Bokoblins. To leave the room, take one of their sticks, light it on the torch, if it's not already lit, and use it to light the other torches. You'll earn a Small Key and you can open the door. That pot with mist in the room is a Magic Pot which you can use to warp once you find others. Lava Pit: Toss a rock at the boarded-up door, then head left. Drop off the planks to a ledge, and pull a block out. Climb on it, then continue on the wood planks. Head across the suspension bridge and try to ignore the Keeses, because you're not exactly on stable ground. Toss a Bomb Flower at the rock to head to the next room. Watering Hole: To cross the little pit here, toss a water jar into the lava to harden it. Hop over to the left side to get the DUNGEON MAP. After that, you can cross over to the far end. Climb up the ladder and watch out for the Red ChuChu. Defeat him and proceed up to the next room. Boarded Room: Head over to the far wall and defeat the Bokoblin. Use his sword to start hacking down the boarded walls. Behind the second wall, you'll find a Small Key. Watch out for Red ChuChus. Exit by the other door. Lava Pit: Toss a pot at the Bomb Flowers on the wall to blow the rock, then cross over to the locked door. West Room 1F: Head towards the boards on the left to fight a Bokoblin. Defeat him, and use his stick to light the other boards on fire. Step on the switch and head through the door. Western Cliff: Cross the suspension bridge and quickly deal with the Bokoblin so the bridge doesn't get cut. Climb the ladder and take out the Kargaroc to get a Golden Feather. Now, carefully sidle past the gap, avoiding the fire jet. Next, hang onto the wooden ledge and edge across it. Climb up the rocks and toss the Bomb Flower up here on the big rock to open the way to the next room. Stacked Block Room: Pull on the middle block so that the stack drops, then pull it left. Then, pull on the middle block again so that the stack drops once more. Climb up on the stacks to the doorway. Watch out for Rats. You'll get a call from the pirates, so answer it. Pull out the block and hop up to the treasure chest to get the COMPASS. Break the nearby pot with sticks in it. Grab one, light it on the torch, and throw it at the far boards to burn them. Get the Small Key in the chest. Unlock the door and leave. Northern Cliff: Climb the stairs. Take out the Karbaroo and take the Small Key in its nest. Unlock the door. Dark Room: First, take out the Keeses a ways into the room. Then, smash one of the pots with sticks. Light the stick, then start lighting torches and burning down boards. Once you light them all, the door at the far end will open. Oh, and there's a Joy Pendant in a treasure chest nearby. Lava Pit: You can bomb the rock off this pot. Climb in and you'll warp back to the green pot at the entrance. Cross the bridge to the next room. Table Room: Defeat the Bokoblin. Climb up to the wooden ledge. Get the sticks from the pot up here and use them to light the other torch and find a TREASURE CHART. There's also a Joy Pendant in the pot on the shelf. Roll into the wall to knock it down. To leave this room, you have to defeat two more Bokoblins, and they're sleeping in pots. One on a shelf on the lower floor, and one in the series of pots on low table along the wall. Defeating them will open the doors. Magtail Room: That little worm across the way is the eponymous Magtail. Toss a water jar at it to cause it to roll up in a ball. Hop across to the platform and give it heck while it's curled up. After it's toast, toss another water jar onto the flame jet nearby. Hop onto the platform created and you'll get carried up to the next floor. Boss Door Room: Yeah, but it's across a big pool of lava, so you're not getting there yet. Use the Bomb Flower to blow both rocks. One has another Magic Pot, and the other has the door to the next area. Southern Cliff: You'll get a shot of Valoo from here, looking rather miffed. Climb up the disentegrating steps along the outside and enter the door. Defeat the two Bokoblins, and then the big Moblin (which has your first Skull Necklace), to free Medli. She'll give you the GRAPPLING HOOK as a reward. Use it as she describes to escape this cage area, then swing across to the boards, which you can chop down with your sword. Drop down back to the entry point and face left to find more points where you can grapple. Cross all these points and you'll reach the next door. Bridge Room: Cross the bridge and defeat the two Bokoblin to make a chest with a Joy Pendant appear at the bottom of the room. To get to the bottom safely, take the stick lying nearby, light it, then burn all the ropes on the bridge. Stand in the middle and you'll drop down to the path below. Leave by the door down here. Lava Pit: We're back here again. Climb up the steps and into the cage. Stand in the center and use a spin attack (charge up B) to cut all three ropes at once so the platform drops onto the lava below. Head through the passage and jump across the platforms and climb up the ladder. To open this door, look up and find a hanging switch. Use your Hook to hang from it and the door will open. Hop back and enter. Lava Passage: If you have Tingle, use the Tingle Bomb on the far side of the room to uncover the DRAGON TINGLE STATUE. Latch to the hook above and grab it, and then turn on the hook to drop to the other passage. Cross to the other side. Big Key Room: There's a Magtail here, and no water. To stun it, it's best to use your Grappling Hook on its face just as its jaws open. It'll curl up and you can pick it up and drop it on the switch, which needs constant weight. Open the chest and take the BIG KEY. Leave and head back to the Lava Pit. You may want to go after the boss now, but let's take a little side trip, first. From the first floor Lava Pit area, go to the West Room 1F, which had Red ChuChus and a Bokoblin. West Room 1F: Take out the Bokoblin and grab his stick again. Burn the stick, and this time, throw it at the boards across the lava pit. Use the Hook to get across and take the TREASURE CHART. Now, make your way, using Magic Pots back up to the Boss Door Room. Boss Door Room: Cross the room with the Hook, defeat the Magtail. Open the chests to receive Rupees and a Knight's Crest. Enter the Boss Door. *GOHMA*: This is what's been giving Valoo such a pain the rear. The Gohma can attack you with its claws or with fire breath. You'd be wise to act before he can unleash these attacks. This fight takes place in two stages. In the first stage, use your Hook to latch onto Valoo's tail. Let go as soon as you find safe ground. Valoo will knock down the ceiling onto Gohma, who's armor will crack. Do this three more times to completely destroy the armor. At this point, just use the Hook on Gohma's eye (L-Target it). Once he's pulled to you, slash with the sword. Repeat until Gohma blows up. Take the Heart Container and step into the wind funnel. You'll find yourself at the foot of the mountain. Medli and Komali will congratulate you and Komali will give you Din's Pearl. Now, your destination is south. If you've already earned the Wind Requiem, use it to point the wind south, otherwise head to the monument that the two Rito point out to get it. On your way out, you'll find a fish, and he'll offer to draw you a map of the island on your chart, and he'll tell you about his friends, too, who will do the same. Just find them splashing near major islands and spread some All- Purpose Bait in the area. While we're in the area, let's head back to Windfall Island (use the Wind Requiem to point west). Once you're back there, show your Wind Waker to the guy dancing out in front of the grave and he'll show you the Song of Passing, which you can use to change day into night into day. Sounds just like the old Sun Song, too. Also, you can return some Red Chu Jellies for a free Red Potion, if you wish, but there's not much else to do. If you're up to it, head back to Dragon Roost Island and south to the Forest Haven. On your way, it'd be a good idea to mark Pawprint Island, which is between Windfall and Dragon Roost, and the three islands between Dragon Roost and Forest Haven: Fire Mountain, East Triangle Island, and Bomb Island. In the same square as Bomb Island, look for something near the western part of the square. It's a submarine. Destroy its occupants (mostly Bokoblins) and you'll earn your second EMPTY BOTTLE. ============================================================== 4C. Familiar Forest Faces (Forest Haven and Forbidden Woods) = ============================================================== Forest Haven Island - Now, head south all the way and you'll find Forest Haven. The KoRL will drop you off near the shore. So, start climbing up the hillside. Take out the Boku Babas and you'll earn some Boku Baba Seeds. When you reach the end of the path, use a branch to swing across, and make sure you land on solid ground, as the water will sweep you away. There are Octoroks up here, which you can defeat by blocking their shots back at them. Hop from land spot to land spot to reach another branch. Swing across it to a pool and enter the Forest Haven. Forest Haven - Head up and around the back of the massive tree in this area, and you'll find that it's, in fact, the Deku Tree, with a whole bunch of Chuchus on its face. Take this opportunity to get some Green Chu Jelly. Roll into the Deku Tree to knock them off and clean house. You'll then have a long dialog with the Deku Tree, which culminates in the task to find Makar, a Korok, and with retrieving a leaf from the Deku Tree's branches. So, run around the left side and hop into a Baba Bud. They send you flying. Push forward to move forward as you fly. Hop from one Bud to the next. After the fourth bud, hop onto a set of upper branches. Use the Hook to hop to the next set of Buds. Fly up to the DEKU LEAF and claim it for your own. Use it to float across to where one of the Koroks point you. Once you reach the ledge, head out the door. You'll need to point the wind to the SW to coast over to the platform sticking out of the water to the left. After that, point the wind to the NW. To get over to the Forbidden Woods, you'll have to get caught in the updraft circling the platform. It's actually pretty far out, so coast out a good distance before it gets between you and the Forbidden Woods, let it catch you and float towards the tree. Watch out for the Peahats and enter the dungeon. *** LEVEL 2 *** Forbidden Woods - Entry Room: Deal with all the Green ChuChus in the area. Head to the right side of the room to take the DUNGEON MAP. Head to the left side and grab the Boko Nut. Toss it at the plant covering the door to destroy it. Open the door. Tendril Room: Down in the basement is a Knight's Crest. Bash up the Boku Babas to take their sticks, then throw them at the plant on the chest. To get back out, and to the other side, you'll need to use both the Baba Buds and the Deku Leaf. As you get boosted up, float over to the next highest Baba Bud. Try to avoid the swinging tendrils so you don't get busted up. Find a way to the highest point in the northeast to find a Joy Pendant in a pot. Note that there's a chest to the southwest. Unfortunately, you have nothing to remove the plant on it with. Head through the exit to the north. Gondola Room: Flap the Deku Leaf at the switch on your left to get the gondola over to your side, then flap in the opposite direction to move it back to the other side. Exit by the north door. Buds'N'Gondola Room: Take out the Peahats by flapping at them with the Leaf, then slashing them, and take out the Boku Babas. One Baba leaves behind a Bud. Hop in and leap up next to the door. Alternatively, you can hop up to a nearby hole in the tree for a chest with 20 Rupees. Call the gondola with the swtich and head over to the other side. Break the boards with your sword and grab the Boku Nut. DROP it on the Gondola (using R) and head back to the other side. Toss the nut at the plant on the door to get to the next room. Surprise Room: Don't get too close to the Boku Nut, because tendrils burst out of the floor. Use the Deku Leaf to flap the Nut off its plant, then use it on the plant on the door. Korok House Room: Walk around the east side. Hook across the gap over the tendril. Cross to the north side on the moving vines. Take the Boku Nut and walk over to the west door. Toss the Nut on the door to open it. Also, keep climbing up using moving vines and you'll reach your second Magic Pot. 3F West Passage: There are Morths across the gap in this room. Use Spin Attacks to dust them off quickly. The chest below contains 10 Rupees. Leave by the west exit. Tendril Maze Room: As the name suggests, tendrils burst out of the ground to form a psuedo-maze. Make your way over to the left (south) side. Use the Bomb Flower to blow both the nearby boards, and the one in the far corner (toss it over the tendrils). The chest next to you has the COMPASS. Make your way around the maze to the other corner to get a Small Key. You can use the Baba Bud to get up to the platforms, one of which has a Joy Pendant. Leave this room and head back to the... Korok House Room: Head to the north part and open the locked door. North Passage: Flap the Gondola over to your side, and cross. Avoid the Peahat, as it'll be tough to kill with water all over the floor. Hanging Pod Room: Take out the Mothula, Peahat, and Boku Babas. You can use the sticks to break up the hanging pods for some items. Use the Baba Bud to float up one level of trees, then another. There's a chest high above you. To get there, use the Hook on the nearby stick, then climb all the way up the Hook and onto the stick. Hook to the next stick and drop onto the platform. Ride the moving vines up to the top and grab the Joy Pendant in the chest. Watch out for Peahats, and leave by the north door. Mothula Room: Mini boss time in this room, in the form of a full-grown Mothula. You can either swat it with the sword when it gets low enough, or flap it with the Leaf to stun it and then swat it. Each swat removes one of its four wings. Watch out for its diving attack and Morth deployment. When you clip all its wings, it switches to ground mode, where it's basically a normal Mothula that can take quite a few more hits. Eventually, it'll go down and the north door will open. Open the chest and claim the BOOMERANG. Look above the south door and target both switches. Toss it and the door will open. Hanging Pod Room: Use the Boomerang on the two plants on the door and pass through. North Passage: Use the Boomerang to remove all the pods in your way, then use the Deku Leaf to cross the pit. Take the Joy Pendant and leave through the south door. Korok House Room: Use the Boomerang on the five cables holding up the house and it will make a nice big hole in the floor. You can follow it down, or you can take this opportunity to go back to... Tendril Room: The second room of the dungeon. Float all the way up the chest in the southwest corner. Boomerang the plant and take the TREASURE CHART. Korok House Room: Drop down into the basement. Enter the door down here. Basement Passage: Boomerang the Peahat and the Morths. Hop over to the right. Take out the Green ChuChus and avoid the grabbing vines and head to the next room. Big Flower Room: Cross the flower and grab the 10 Rupees in the chest. Cut the flower's four strands with the Boomerang and drop down. Grab the Bomb Flower down here and blow open the boards. Treasure Room: To the right, in the corner, is Tingle's second statue, the FORBIDDEN TINGLE STATUE. Have him set a bomb to make it appear. Now, start crossing the platforms to the center. Kill all the Boku Baba until one becomes a Baba Bud. Hop in and drift over to the upper platform. Fan the gondola switch to bring it over, then ride it to the other side. Once there, grab the Bomb Flower and toss it down the hole in the ceiling. It'll blow the plant on the chest and you're free to drop down and collect the TREASURE CHART. Head back to the Big Flower Room. Big Flower Room: Drop the flower again, and this time we're going to ride it down the river. Use the Deku Leaf to fan yourself in the opposite direction. Use your Shield to bounce back the Octorok attack and climb up to the opposite side. Enter the door. Big Key Room: Climb up the slope to the top. Use the Boomerang to hit all five switches. To do this, start with one of the switches next to the tree and work your way around. If you don't, you might not get them all. Get the BIG KEY and prepare for attack by Moblins. Take out the two Moblins. To leave this room, use the Hook to attach to the branch above and swing up to the door. Basement Passage: Proceed back to the... Korok House Room: Fan the rotating switch to start an updraft. Hop in the Baba Bud and ride the updraft with the Deku Leaf. Use the Boomerang on the two plants on the door down here and head through. 2F Passage: Take out the two Mothulas in this room. Take the Joy Pendant in the chest and press on east. Boss Door Room: You're best just leaving all these pods alone, as they have |
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Another Legend of Zelda: The Wind Waker Walkthrough :
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