Legend of Zelda: The Wind Waker Walkthrough :
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Walkthrough - FAQ/WalkthroughThe Legend of Zelda: The Wind Waker: FAQ/Walkthrough by Zyre Version 3.0, Last Updated 2005-01-10 View/Download Original File Hosted by GameFAQs Return to The Legend of Zelda: The Wind Waker (GC) FAQs & Guides Liked this FAQ? Click to recommend it to other GameFAQs users. ______________ T H E L E G E N D O F / _______ / ____________ _______ _____ _____ /.` / / / `. .---. |`. .` `. ` . `. \ / / / | | \ | | | | |`. `. / \ / / / | | . \| | | | | \ \ / /\ \ / / / | `--`| | | | | | | / /__\ \ / # / | .--.| | | | | | | / ______ \ / / / | | ` /| | | /| | | / / / / \ \ / / / | |____/ | | |___/ | | |.` .` / / \ \ / / / .`__________|/__________|.`____. ` .`__`. .`____`. / / /________.`/ /______________/ t h e w i n d w a k e r ************************* *** -FAQ/Walkthrough- *** ************************* - Version 3.0 - by Andrew Nawroth (Zyre) Zyresoft@gmail.com /\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/\ /__\ - Legal - /__\ /\ /\ - Information - /\ /\ /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/__\/__\ This document is protected by U.S. Copyright Law, and may not be reproduced under any circumstances except for personal and private uses. This document may not be placed on any web site or otherwise distributed publicly without advance written permission. It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it as a gift. This guide cannot be altered. It was created and is owned by me, Andrew Nawroth. All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. This guide can legally be found only at the following: * GameFAQs | www.gamefaqs.com /X/ / / / / / piece of heart. If you don't want | \/`. \____/__________/A /__/ /_ to get it, then skip this paragraph \ \ ____ / __| now. You can always come back \ `._____/ \_____/ /_ later in the game to get the heart \ _____ _____________/ piece. Anyway, instead of using the \____.` \____/ the rope to swing across the gap, fall down. You will see another jail cell. To the right of the cell door is a group of barrels. Behind them is a switch. Press the switch and the jail cell will open. Inside is a treasure chest with a heart piece inside of it. Now, head to the room where you got the map and use the rope to get across the gap. When you are on the section with the two doors, head to the door on the left. It has three jars a bit to the right of it. When you go through the the door, you will be at an outdoor hallway. Go through the opening to the left _____ and climb the ladder. When you get to the top |D | of the area, fight the bokoblin guarding the ___|___ | searchlight. | ___ | ~2F~ | | | | Whether you got the heart piece or not, / | | \ head back to the treasure chest you got the / _/ |__ `. map in. Use the rope to swing across the .` .` `. `. gap. Go through the right door and __.` .` `. `._____ walk down the outdoor hallway / .`| | \ until there is an opening to the __\.` _/ \ `. \__/ left Go to the left, and then .` .` .` \ `. `. take the left path that goes .` .\ \___` `. uphill a bit. Begin to walk as /__.` .__/ `. `._ far as you can until you .` \___| |______| come to a ladder that you | * | | * | can climb. There is another | __ | |______| ladder in sight, but you `.| _|_| | ___| can't climb that one now. \ \ __ / /_ Anyway, climb the ladder and \ \ / / / \ take out the bokoblin near __\ \___ _/ / the search light. Use your \ \ \B \ /C / /__/ shield to him to hit until he \__ _\ \ /___/ / drops his stick. Then use the | \ \ ______/ /_ stick against him. Or you can take \_____ \ `.____________/A / /____/ | a pot filled with sticks and throw \___ \ `.______ ______/ * / it to get a stick of your own. \ \* \_________ _______________/ MAP \X \_.` \____/ \_____X_/ Now you will need to go back \ \ COMPASS to the outdoor hallway. Instead | | of going back into the door you | | came from, go through the door at the /-/ \__ end of the hallway. Look for a chest behind two barrels and / /....../ open it. You will get the compass. --/ JAIL / /______/ Now swing across the gap and enter the door. When you see an opening, go to the left and go up the ramp. This is marked as C on the map above. It leads to the C on the map below. Climb the ladder and defeat the bokoblin guarding the searchlight. ______ _______/ | Now you need to go back down the ladder / _____ D \ and down the ramp in which you came. Go | | \ \ to the outdoor hallway and enter the \ \ \ \ |_______ door at the opposite end of the ~3F~ \ \ \ \______.` ____ `. hallway from the door you went | ______.` `. `. through a while back. Moving |_______.` | ' `. `. along, go through the door / ' `. | and head to D on the map. _______ / `. .` _| You will need to swing .` \ | S`. .`S | across another gap to get .` | \ S`.`S | further. \ LIGHT | \__/____\ | \ | | | While approaching D, \ / \__ ___| you will need to use some `._ _/ _/ / of you stealthy skills and \ \ .`.C / hide in a barrel as you make \ \ .` / your way past the guard. Walk up \ \ .` `. the stairs and into the large \ \_____ `. LIGHT `. door. Now climb the stairs \ _ `. `. .` and get into the barrel. You \ .` `. `. `. .` need to make your way past the \/ `. `. `.` guard. Where you want to go is to / `. \__ the left. Depending on how quick `. LIGHT |____| you were in climbing up the stairs to this `. / B point, you may have to wait a bit for the `.___/ guard to walk past you. When he does, walk to the path to the left. You can ditch the barrel once once you get to a safe distance from the guard. Run up the ramp and then sidle across the narrow ledge. After you make it across that ledge, walk around the corner and sidle across another narrow ledge. When you make it across, walk through the path and past a line of small holes in the ground. Link will see his sword lying on the ground, and celebrate. Then spikes will emerge from the holes to block Link's exit and alert the sleeping guide. Grab your sword and fight! When the fight is over, open the large door and proceed inside. SPOILER WARNING =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Link will walk into the room and notice his sister, Aryll. Likewise, she will notice him. The two girls behind her will turn around and look at Link. Link is happy to see his sister, but will soon be confronted by the large bird that kidnapped Aryll. The bird will grab Link and carry him to a man. This man is obviously the leader of Forsaken Fortress. The man orders the bird to throw Link into the sea. The bird does so. When Link comes to, he will be introduced to the King of Red Lions. He is none other than the red boat depicted on the case for The Wind Waker. He will mention how he has been watching you during your Forsaken Fortress trip. He will also explain who the man you saw was. He is none other than Ganon. Yes, the very same Ganon sealed away by the gods. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= /\ /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= /\ /\ D. Windfall Island Code: [WFIS] /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After meeting the King of Red Lions, Link must find a sail so he can make use of his new boat. To get to town, walk around the shore to the left and climb the hill. Before you can get too far, a cutscene will introduce you to the island you are on: Windfall. After the cutscene, make your way to town. Before you enter the town, speak to the poor old man standing in front of the tree. You wont get anything for it now, but perhaps later you will. Head into town and walk past the stairway with the man sitting on it and a fancy red door next to it. Once you are past it, look ahead for a man in blue with a large poofy white hood. This is Zunari and he will play a larger role in some side quests later in the game. Anyway, speak to him. If you have eighty rupees, you can buy his sail from him. Just make sure you speak to him in front of his counter. Now that you have the sail, there are a couple things you may want to do. If you have played The Legend of Zelda - Majora's Mask, then you definitely know who Tingle is. Well you're going to need him later in the game, so it's best to find him now. And if you have a Game Boy Advanced you want to take advantage of, then you most definitely want to get Tingle's Tingle Tuner. To get to Tingle, continue higher in town until you come across a bricked house with a camera above its door. This is Lenzo's house. You need to get behind it, so walk through the opening to the left of the house. Walk around the building until you see a wooden door. Enter the door and you will see Tingle in the jail cell. To free him, press the button behind the tree jars in the corner of the room. When you free him..."Tingle Tingle Kooloo Limpah! Become an item!" Presto! You got the Tingle Tuner! Now you can call Tingle using your GameBoy Advanced and the proper cable. Also, you wont have to do this later in the game when you need Tingle. He will also give you his chart. There is another item you can get while you are in the jail cell. First, get the blue rupee under the table inside the cell. Five rupees isn't a lot, but it's better than nothing. Anyway, move the block out of the way and crawl into the small hole. Follow the map below to get to the Picto Box item. X When you enter the tunnel, be sure you ___________________| |_____ watch out for areas marked with an X. They X___ _ ___ _________ | mean there is a mouse there. If you crawl | |_| |___| |_____ | |__ up to a mouse, they will laugh at you and | _ _________ |_ | | pull a string. You will fall through the | | | | | _| |____| wooden floor below you and land outside in |R|_|R|_________| | GOAL the water. You'll have to walk back to the | _____ _ ___| jail cell and start all over again. | |_____| |_| |___ | _ _____ _ | Note the two R's labeled on the map. | |_| | | | | | they mean there is a blue rupee there. You | _ | | | | | can get three blue rupees all together, | | | |_____| |_| | but the third one is on the way to the | | |___ _______| picto box. You can't skip that one. X | | | | When you reach the end, you will come START across a treasure chest. Open it up to get the picto box. If you got the picto box, head back into the hole and crawl into the of the spots marked with an X. The mouse will laugh at you and drop you right in front of the King of Red Lions. If you didn't get the picto box, then head to the place where you met the King of Red Lions. How To Sail ---------------------------------------------------------------------------- He will teach you how to sail. If you weren't paying attention, then I will explain it for you. To get onto the boat while you are in the water, you must press the A button while you float next to the boat. Then to use the sail, you must equip it to either the X, Y or Z buttons. Use it like any other item equipped on those buttons. The arrow that appears behind the King of Red Lions indicates the direction of the wind. You use the joystick to change the direction you are sailing. To remove the sail, press the A button. There are some things he doesn't tell you. If you aren't moving while you are in the boat, you can press and hold down the R button to cruise. The boat will move very slowly whether or not there is wind. Also, while you are in motion, you can press the R button to jump. If you use it correctly, you can use this to make sharp turns. ----------------------------------------------------------------------------- After an explanation on how to sail, climb onto the King of Red Lions Equip and use the sail. Sail to the east, heading to Dragon Roost Island. You can look at the Sea Chart by pressing up on the d-pad. /\ /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= /\ /\ E. Dragon Roost Island Code: [DRIS] /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When you draw close to Dragon Roost Island, the King of Red Lions will tell you a little bit about the island. At the top is Valoo, the spirit of the skies. He is a large red dragon god. You must climb to the top and speak to him in order to receive Din's Pearl, an item you will need to continue through the game. Before you go, the King of Red Lions will give you magical baton called the Wind Waker. How To Use The Wind Waker ----------------------------------------------------------------------------- You will be asked to play two different songs. First, there are three different rhythms for you two choose from: 3-time, 4-time and 6-time. To play in 3-time, leave the joystick as it is. for 4-time, move the joystick to the left. And for 6-time, move the joystick to the right. Now to play the Wind Waker: note the line if dots at the top of the screen when the Wind Waker is in use. You should see a dot going left and right and repeating as such. Also note that when it hits the center of the line, a note is played. There are five different notes: up, down, left, right and center. The first song the King of Red Lions asks you to play is up, down, right. You must use the C-stick to choose a note. To do a center note, do not move the C-stick in any direction. To play a song, make sure the C-stick is in the direction of the note you want to play before the moving dot reaches the center of the line at the top of the screen. ----------------------------------------------------------------------------- After the explanation on how to use the Wind Waker, why not learn a song to play? From where the King of Red Lions is docked, walk forward into a cavern that leads directly to the other side of the island. There are two rocks in front of the cavern as well as some boards of wood on the ground. Walk through it and you should see a small shrine. Swim up to it and examine the stone on the left that isn't broken. There are notes carved upon it. They are as follows: up, left, right. Use your Wind Waker and you will be taught how to play the Wind's Requiem! Now you can change the direction of the wind. Now get back to where the King of Red Lions is and face the island. Head to the left and you will see two rocks. The larger one that is in the path is the one you must destroy. Use the bomb flowers on the ground nearby to blast the rock away. After that, head up the path until you come across a rock. Now you may encounter the wrong rock. There is one on the path while there is another right next to the bomb flower. You don't have to, but you can destroy the one by the bomb flower if you wish. But the one you must destroy is the one on the dirt path. Now run up the path until you see a bomb flower next to a sign. If you continue up the path, you will notice a large rock. What you need to do is take the bomb flower by the sign and use it to bomb the rock at the top of the path. You'll have to be quick or the bomb will explode in your hands. If you don't really mind losing a quarter of a heart, just pick up the bomb and stand next to the rock. Although this will cause you minimal damage, it will save you a bit of frustration if you happen to do poorly at these type of things. Now sidle across the narrow ledge and grab the blue rupee. Then drop down to the next level with bomb flower on it. Pick up the bomb flower and chuck it at the rock with the two blocks on top of it. So you don't have to do this every time you want to get into the island, jump down to the level where the blocks fell. Pull one of the blocks out. Now you can easily climb your way to the main section of the island. Run up the path and you will meet up with Quill. Pleased to see you, he will be amazed that you got this far without wings. He will tell you to speak to the chieftain of the Rito tribe. Do just that and head inside the village area of the island. After a conversation with the chieftain, you will receive the Delivery Bag from Quill. Now you must go meet with Medli to attain a letter to give to the chieftain's son, Prince Komali. Head to the second floor and enter the first door you see. It will have a guard standing next to it. When you are inside, speak to the girl standing in the center of the room. After speaking to her, Medli will give you Father's Letter. To get the Prince Komali, head back down to the first floor and enter the door with no guard standing next to it. However, do not enter the door with the light shining in, because that one will lead you outside. Anyway, head to the unguarded door and make your way down the hallway. Enter the door. Go into the menu and equip Father's Letter to either the X, Y or Z button. Stand in front of Komali and show him the letter by pressing the button in which you have equipped with the letter. After the conversation with him, speak to him again. After the second conversation, leave the room and head to the guarded entrance on the same floor. Walk to the broken bridge and jump down. Speak to Medli who is standing there. At the end of the conversation, say yes to her question. Now you need to change the direction of the wind. If you didn't get the Wind's Requiem, read the paragraph right under the "How To Use The Wind Waker" paragraph above. When you have it, play it and change the direction of the wind to north. Now pick up Medli and walk to the small rock in the ground near the side of the broken bridge you jumped off of. Stand on the rock and throw Medli toward the opposite side of the bridge. If you got the wind to blow north, she will fly to the right spot with no problem. After helping Medli, she will give you a bottle. Now what? Step into the water with the rock at the center and equip the bottle. Scoop up some water and climb on the side of the bridge where you jumped off. You can climb on the part of the bridge that is hanging off of the ledge. Walk to the entrance of this place, but don't go inside. You should notice some flower buds on the ground. These are actually dried up bomb flowers. Walk up to one of them and pour the water from the bottle onto it. You don't have to water them all. You don't get anything special for doing that. Now pick up a bomb and throw it onto the rock covering the spring. When the rock is gone, the area will flood with water. Swim across to the side you threw Medli at. Walk up the path a bit and you will come across three bomb flowers and a lava pit. See the two statues in the lava pit? Each of them is holding a green pot. What you need to do is throw a bomb flower into each of the pots so you can make your way across the pit. Don't try only bombing one and trying to jump across the second. It wont work and you will burn Link's bottom. Then you'll have to walk all the way back here. When both statues have fallen, walk across and enter the dark entrance. This is the entrance to the dungeon known as Dragon Roost Cavern. /\ /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= /\ /\ F. Dragon Roost Cavern Code: [DRCV] /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= _ | | _______ ~1F~ / \___.` \ .````. | _____ | .` `. \ / `.__ \_____ | \ |_| | `--' | .| |. `.________.--. / _ ___/ \_________ \ b\ _/ \._ / \_ _______ `. `._______/ | | / \_/ \`. `. `s _.` / \ `. | ___s `.` _/_ _ g `. \_.` / \____ / \ (_)`. | `s_.` \ / _/ `. `. ._. `._ ___s | A| _ | / `. `. .(_). F\ / | `.___| |t| / | `. `. . | __ | | \ / | | `. `._ ___ .---|_.` `. \ __| / \ \ \ `.(_)___| _ |_____ \\ | g | | \ `---| \ `. ladder _ | | | | | / m | \\ | | \ / | / ____ ____ .` \ ___.` / |__/ \ | | \ \____/ \______/ \ .` | .` | _| \ \ \ \ __ _ _ .` \ | \__/ \_ _ `..` `.__.` _.` `. | `--` `-. .-` \ _/ \_/`.__.``.__|_.` / \ / \ | | | | \_ | | |_ | | \ `. .` \ \ / \ `._.` `. k - small key |_| .` ___ / b - big key .` \ __.` .` \ / m - map .` `\ / k .` `. .` c - compass | k | \__/ | | g - grappling point | p \ \__/ s - sidle point | | p - warp pot \ .` When you enter the cavern, there | .` will be three blocks at the end of the \ | room. Pull the leftmost one forward and \ / pull the middle one to the left where the _||_ first one was. Then proceed to the next / \ room. |START| _ \ | In the next room, two bokoblins wait (k) `--' for you. Each of them is armed with a // burning boko stick. Defeat them and take | | a burning boko stick to the two unlit torches and / \ light them. If the fire goes out on the boko stick, _/ | head to the lit torch and light the stick. When both ~2F~ .` __ _/ of the unlit torches are lit, a treasure chest will .` .`.` `. appear. Inside is a small key. Use the small key to \` | `. open the locked door. .`\ `.__.`. `. \.` `. `. In the next room, you must grab one of .`\ `. `. the large pots to the left. When you have .` .` `. `. one, throw it at the boarded entrance. You | | / `._ can then proceed further. |___/ _____ .` _| / \ / \.` .`\____/ Walk along the wooded path to the | `. | .` left until there is a large gap that you \ c| \_____/` cannot jump over. Walk off the path onto the ledge / |` .' '. with the block on it and pull the block out of the |A | .' '. wall. When it is pulled out, climb onto the block | / . `\ p /` . and hop onto the next part of the wooded path. | | .` `. .` _\ |k | / | | (_F\ _____ ____ Run to the long wood '--' | | | \ | .` \____--/___/ bridge and walk across .` | | | |__\_____________ / | it. When you arrive at | | | ( |__ _____________| | some bomb flowers, use `. | | \_| / _E__ \___| them to blow up the `. | | | `._____/ --\___\ large rock. Enter the | | | | ________ door to get | | | / / |___ `. further. \ .` `. .` _ / `./`.__ ` ./___ ___\.` .` | | : `. / \_ / |_| g : / .` `. | __:_/ .` _| | _ __/ | ~4F~ | | | ___ `. | \ .` `. `. | / | |B \ `. `. `.___.` `. /`. \.`\___/ / | / \ \ `. g`. \__ __/ ____\ \ C `. /`. _||___.` _ | \ \ .` \ (_) | \ \ | | ________/ / D | `.____/_.` `.__/ _ ___ ___ ___ BOSS --> .' '. .` \____.` `. \ `. / \ .`-`. _________ .--|___| \ | | | |_________| ___| | | | `.-.` _E__ `--| | / / \ `.___/ `.___.` /____/ / \ | | g _\p /_ ~3F~ |___________| /`. .` g / / `. |__________| ___ | | C | \ / \ / / \ \ | |__ | \___/ \ \ \ ______/ | | \ `. | | / | | g `. `. | | | B / | _ `. `. / `. \ `.` .` \ `. `. | `. \.` __.` / `. `.._| | \ ` `. D| g \___/ `---. .` \__.` When you enter the next room, you will see a lava pit and two places you can go. If you look at the leftmost place, you will notice a treasure chest. Inside that treasure chest is the map. To get to it, pick up the large jars and throw them into the lava. They are filled with water so when the jar breaks and touches the lava, the lava will cool and form a small path. You may have to use two jars if you didn't throw the first jar far enough. When you have gotten the map, pick up a large jar and throw it towards the other ledge you can go to. Don't throw it toward the area you came from! When the water cools the lava, jump on the hardened lava to make it across. If your aim is off, you may have to throw another jar to secure a safe path. When you arrive safely on the ledge, stand a distance from the ladder. A red chuchu waits for you above, but if you are close enough it will come towards you. A safe distance will stop the chuchu from landing on top of you. You can kill the red chuchu if you'd like to receive a red chu jelly. Of course, there is always the possibility you may get a rupee or nothing at all. Either way, proceed up the ladder and through the door. In this room, there are two boarded exits. Head to the leftmost one, but be aware. A bokoblin will break through it and attack you. Defeat it and grab its weapon. Use its weapon to break through the other boarded exit walk through. You will then notice two paths. To the left is a ledge and a boarded opening. Throw the bokoblin's weapon at the boarded opening to break through the boards. Open the chest to receive a small key, then head to the other path in the room. Go through the door. When you go through the door, you will be on a ledge within the large room you were in earlier in the dungeon. This is the same room with the long bridge. Move to the right and grab one of the rocks on the ground. Then go to the left to see a large rock. Next to the rock are two bomb flowers on the wall. Throw the rock at the bomb flowers to cause them to explode, destroying the rock. If you run out of rocks, you can always go through the door and then return here for the rocks to reappear. When the rock has been destroyed, walk across the boards and onto the wooded path. Keep on walking until you pass some skulls on the ground and see a locked door ahead. Use the small key you received earlier to open the door. After walking through the door, you will be at a long passage. Make your way to the end. Watch out for red chuchus that will fall from the ceiling. When they are disposed of, head to the end of the passage to come across two boarded openings. Approach the leftmost one for a bokoblin to break through the boards and attack. Defeat it and grab its boko stick. Head to the torch in the room to light the boko stick, then use the burning boko stick to light the other boarded opening on fire. Step on the switch and the bars in front of the door will disappear. Enter the door. Outside, grab one of the pots near the door you just came through. Then walk across the bridge. A bokoblin awaits your arrival at the end, so throw the pot at it to push it back. This will make fighting it a bit easier and you wont have to worry about falling off the bridge. Before you climb up the ladder, take a good look at what's behind it. On the mountain wall is an opening. Flames shoot out of it and into the ladder every twelve seconds. As you climb the ladder, make sure you do not get hit by the flames or they will send you flying off the ladder. When you reach the top, watch out for the kargorok. It's best to defeat it so it doesn't annoy you as you proceed. Then sidle across the narrow ledge that is in front of the flaming opening in the mountain wall. Like the one by the ladder, it will shoot out flames every so often. Avoid the flames or you will be sent falling to your doom. When you are safely across, run around the rock to come to another narrow ledge. The rightmost part isn't too narrow so climb onto it. Then walk off, but don't let go. Instead, hang on to the end and move to the left. When the wooden ledge becomes less narrow, climb back onto it and proceed to the left. Climb onto the small ledge and then climb onto another ledge with a bomb flower upon it. Pick up the bomb flower and run across the wooded platform. Throw the bomb at the large rock. When it has been destroyed, a new door will become accessible. Jump off the wooden platform to land in front of the door. Enter the door. Inside, a large stack of blocks stand tall before you. Pull the bottom block of the middle and right stacks forward until they fall down. Then climb onto the top and throw the entrance. Watch out for the mice! Like in Forsaken Fortress, the mice will steal your hard-earned rupees from you. If you bought the bait bag and purchased some all- purpose bait to put in it, equip some and put it in front of the small hole in the wall where the mice seem to be coming throw. If you want, you can buy a red or blue potion from the mouse that eats the bait. Feeding the mouse will cause the mice to stop stealing your rupees. Whether you fed the mouse or not, head to the left and pull out the block in the wall. Climb upon it and then onto the ledge with a couple of pots on it. Then look to the right to see a treasure chest. Walk up it and open it to receive the compass. Now head back to the ledge with the pots on it and break the one with the boko sticks in it. Grab a stick and light it on fire with the torch near the treasure chest. Then throw the burning boko stick across the room toward the boarded opening. It will light the board on fire and reveal treasure chest. Inside that chest is a small key. Return to the ledge where you broke the pot to get the boko stick. Use the small key you just got to open the door and walk in. When you are outside, walk to the right and up the stairs. At the top of the stairs, look to the left to see a nest with a kargorok in it. Pick up the pot next to the locked door and walk up to the kargorok. Throw the jar at the kargorok to kill it. Take the small key that is in its nest and use the key to unlock the locked door. In this dark room, break a pot containing a pair of boko sticks. Then grab the boko stick and light it on fire. Run down the dark hallway to the next room on the map. Walk out for the keese in the room. They will attack you as soon as you approach them. Light the torch and open the chest in the room to get a joy pendant. Of course, the joy pendant is completely optional. Anyway, with a burning boko stick in hand, walk up to the boarded entrance and light the boards on fire. When it stops burning, walk through it and proceed down the dark hallway. In the next large room, light the two torches to make the barred door accessible. In this next room, you are once again in that large room with the long bridge you crossed earlier in the dungeon. Before you proceed across the long bridge of this level, look to the left. You will see a warp pot with a rock upon it. Now look to the right to see a bomb flower. Pick up the bomb flower and drop it next to the warp out. When the bomb explodes, the warp put will be accessible. Now is a good time to save your game. You can turn your game off if you want because you can easily warp back to this room through the warp pot in the second room of the dungeon. When you're ready to continue, run across the long bridge and enter the door with the two torches on either side of it. When you enter the room, the door will bar shut behind you. To continue, you must defeat the three bokoblins in the room. One is in plain site so defeat that one first. The next two are hiding in pots. In the map, head to the right side of the room and destroy the pots on the wooden shelf to unveil another bokoblin. Defeat it and head to the upper right-hand corner of the room. Roll into the wall for the jars on the shelf above to fall down and reveal the last bokoblin's hiding place. Defeat it for the doors to open. There is a treasure chart hidden in this room. Look for a lit torch next to an unlit torch. Grab the boko stick one of the bokoblins dropped and light it on fire with the lit torch. Then use the burning boko stick to light the unlit torch on fire to reveal a treasure chest. Open the chest to receive Treasure Chart 39. Whether you got the treasure chart or not, climb the ladder in the lower left-hand corner of the room. If you want a joy pendant, then walk past the door and run into the wall below the jar on the shelf. When it falls down, a joy pendant will appear. Grab the joy pendant and then walk through the door. In this next room, there is a small platform with a magtail on it. Past that is a lava spout. What you must do is take a jar and throw it at the magtail. It wont kill it, but it'll get it out of the way for a few seconds. Then grab another jar and jump onto the platform. Throw the jar at the spot of the lava spout before it erupts. Jump on it and when it erupts, it will send you to the next level. Jump onto the wooded path and walk through the door. In this next room, there is a lava pit at the center. Do not worry about it at the moment. At the other side is the boss door, but you lack the proper key to open its lock. Instead, look for three skulls near the door you just came through. The skulls surround a bomb flower. Pick up the bomb flower and chuck it at the closest rock. When the rock has been destroyed, a third warp put will appear. Now is another good time to save and take a break if you wish because you can easily return to this room from the beginning of the dungeon. Just make sure that if you do start from the first warp put, you will teleport to the second one. Jump back into the second warp pot to be teleported to the third one. Anyway, pick up another bomb flower and throw it at the furthest rock to clear an entrance. Walk through the newly accessible door. Upon arriving outside, the camera will show you the very angry Valoo. Now head to the right and climb the stairway. Be careful because as you run up the stairway, the stairs will fall behind you. If you aren't quick enough, you will fall yourself. When you get to the top, you will see Medli and the gate behind you will close. You must fight a set of enemies to proceed in the dungeon. First you must fight two bokoblins. That's the easy part. Next comes the tougher but more fun part. You finally get to take on a moblin. They are those pig-like creatures that guarded the Forsaken Fortress. Now you get to show them who's boss! It's a good idea to take advantage of the pots in the area. The moblin's weapon has a long range and will deal some significant damage if you get it. Chuck a pot at the moblin to make it fall over and drop its weapon. When it gets up, slash at it some more until it falls over again. You don't want it to get its weapon back. When the moblin has been defeated, the gate in front of Medli will open. Speak to her to find out that some creature is doing horrible things to the great Valoo's tail. Medli will then give you the grappling hook, an item the Rito used before they got wings. When you can control Link again, walk up the small set of stairs and climb onto the ledge. Look above and you'll see Medli standing on a bar. How To Use The Grappling Hook ----------------------------------------------------------------------------- Using the grappling hook is very simple. Just equip it to the X, Y or Z button. Then press the button it is equipped to and you will see a small red dot appear at the center of the screen. This is where you should aim. When you see a bar similar to the one Medli is standing on, aim the red dot at the bar. A small yellow starburst will appear. Now press the button again to throw the grappling hook. It will automatically latch onto the bar and you will be able to swing on it like you did on those ropes in the pirate ship or in Forsaken Fortress. If you hold R, you can press up on the joystick and climb onto the bar the grappling hook is latched onto. The grappling hook has two other purposes. You can use it on enemies to steal items from them. Also, while you are at sea you can use the grappling hook to fish out treasure from the sea floor. ----------------------------------------------------------------------------- Using the grappling hook, latch onto the bar Medli is standing on. Swing across and press A to swing to the other side. When you land, walk down the path a bit. You will see a ladder going down, but disregard it. That is only there in case you fall. Now use the grappling hook again to swing across the gap. You will encounter a boarded opening, but this time you can use your sword to break through it. When you break through, jump off the ledge to land below. When you land, look to the left. You will see a couple of bars you can use to latch on using the grappling hook. Swing across each of the three gaps. When you land after the third swing, walk down the path a bit and enter the door to the left. In this room, you should take down the two bokoblins so they don't push you off the bridge and into the lava. When they are disposed of, walk onto the bridge and cut off the ropes holding the bridge. When you cut a one rope on each edge of the bridge, walk a bit and the br |
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Another Legend of Zelda: The Wind Waker Walkthrough :
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