Legend of Zelda: The Wind Waker Walkthrough :
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Walkthrough - The Legend of Zelda Series Character Guide
/\ / \ / \ / \ / \ / \ / \ / \ /________________\ /\ /\ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /________________\/________________\ ZELDA SERIES CHARACTER GUIDE by Adam Marx =~=TABLE OF CONTENTS=~= Introduction [INT] Version History [VER] Zelda Series Overview [SUM] The Meat of the Guide [MEA] Races Compendium [RAC] Ladies’ Man [LAD] Thanks [THA] Legal Garbage [LEG] Contact Information [CON] In Closing [INC] Those numbers in [ ] are to allow you to quickly access the part of the guide you want to view. Use your Ctrl+F function (on John Hodgemans, I’m not sure what it is for Jason Longs) to jump to where you need to be. For example, if you wanted to see the Billy Bob section, whose code was [BIL], you would press Ctrl+F, then type in ‘[BIL]’, then click ‘Find Next’ twice. Boom! There you are! It saves on scrolling through the whole document to find what you need. =~=INTRODUCTION=~= [INT] The Legend of Zelda is my favourite video game series, bar none. I am a FAQs author. It follows that I would want to write a Legend of Zelda FAQs. Unfortunately, I’m not the only one who subscribes to this way of thinking. Quite a few other people like Zelda, too. Plus, I don’t think I could write a very good walkthrough. These two factors combined mean that any walkthrough I were to write just wouldn’t be able to compete. So in a way, I guess this guide is my way around that. Because I’m pro at NPCs. I actually consider myself a walking encyclopaedia of the Zelda universe – I’m a real ‘ask me anything’ kind of guy when we’re talking Zelda. That’s not arrogance, it’s just the truth. >_> Ok, it’s actually arrogance. So, inspired by various other Nintendo-franchise character and ending guides (props to them), I composed this one. Snazzy, isn’t it? Of course, I’m not nearly as talented a writer as some of those genius authors, but I hope you enjoy my work anyway. The very first version of this guide contained 69 entries. Obviously, that is far, far fewer than the number of characters in the series. But most of them are just not important enough to merit lengthening the guide; if I actually went over every single one, we’d have a document 1,000 gigs long, and it would be mostly uninteresting and redundant. Speaking of redundancy, some characters have been culled to keep the thing from growing too long. But back to what I was saying, I viewed various resources to find lists of characters. Characters were considered for inclusion if they met one of the following criteria: (1) It played a significant role in the storyline of at least one Zelda game (2) It played multiple roles of moderate importance (storyline or otherwise) (3) It intrigues me personally This method held up very well for the first few versions, at which point I unconsciously changed the rule to “any character with a known name” (and with entries like Flute Boy’s, even that boundary is starting to fray). And if I didn’t happen to know what it was, it’s not in the guide. On top of that, my new method only applies to games from Twilight Princess onward (at which point I started playing new games consciously thinking about which characters would go in and what I might write about them while still playing through.) As you can see, the basis for selection is painfully arbitrary. If you take a look and you see that this guide lacks a character you believe should be included, please let me know. That about wraps it up. I’m proud of myself; by my standards, that was a pretty short intro. Onward, and enjoy. =~=Version History=~= [VER] :-Version 1.0 (11.13.06)-: The initial version of this guide; the state it was in when first posted on GameFAQs. :-Version 1.1 (12.17.06)-: I’m never rushing another guide. Trying to get this one out left large gaps, an inability to edit for errors before posting and some entertaining but scandalous silliness, such as my having accidentally left the placeholder ‘DATE GOES HEEEEEEEEEEEEEEEEEEEEEEERE’ for the date index for Version 1.0. So I’ve fixed most of those. -Created a few new character entries (Grog, Zephos and Cyclos, and some characters from Tingle RPG), edited some others and created a whole new section, the Races Compendium. -Some other information has been added as well, mostly little things. :-Version 1.2 (02.09.07)-: Finally added all the information for Twilight Princess, added some profiles I neglected to put in from before, and fixed some errors. :-Version 1.3 (05.03.10)—: Didn’t manage to get it out in time for Spirit Tracks, but everything’s in there now. Edited for accuracy and readability. Changed ‘Boss Bokoblin’ to ‘King Bulblin.’ Added information for Phantom Hourglass and some Mogitate Chinkuru characters; about freaking time. A ton more profiles from other games went in as well, including some I can’t believe I forgot. =~=Zelda Series Overview=~= [SUM] Before we get to the character section itself, I thought I’d give you a brief look at the Zelda series as a whole. New players might have trouble keeping up, and returning ones might like a recap, so hopefully this section will help you avoid confusion. If you’re a seasoned Hyrulean veteran, you can feel free to skip right over this section, or read it for posterity. It’s probably worth a skim. There are a couple of things to keep in mind here. Mainly, there is NO one definitive timeline for the Zelda series. Certainly, there was one published on zelda.com years back, and you can devise innumerable fan timelines if you apply certain rules to the universe (Kirby021591’s is one of the best; check out any of his Zelda walkthroughs to find it), but really, it’s all guesswork. Aonuma Eiji, the dude currently in charge of the Zelda franchise, has stated he eventually intends to solidify the overarching story, but I’ll believe it when I see it. It’s probably most convenient to think of each game as self-contained, except in instances where the events of one game explicitly reference others (for example, Majora’s Mask is irrefutably a direct sequel to Ocarina of Time) to make a pair. I could say way more on the subject, but I’ll contain myself. The next issue is caused by the first. Many weapons, items and –characters- recur from one game to the next. Sometimes it’s possible they’re the same thing (for instance, How many Mirror Shields can there possibly be? one must ask oneself) whereas others are cosmetically different but functionally identical items, like certain bows. Others, like the Hookshot, may just be variations on the same design. It’s impossible to know. As for characters, many of them appear in multiple time periods. Some just live a really long time (Impa, the Great Deku Tree, Jr), some apparently time-travel (Tingle) and still others have no explanation for their presence (Beedle, Zill.) Oh yeah, and of course some have alternate-universe, ancient ancestor, or reincarnation versions. Sifting through endless layers of ambiguity is fun, no? The years of release are for the North American versions. Actually, I guess just about all the information in this guide comes from the North American versions, but anyway other regions may be different. The Legend of Zelda Japanese: Zeruda no Densetsu Nintendo Entertainment System Released: 1986 Since there’s no clear storyline, let’s look at them one-by-one, in the order that they emerged in the real world. That means we kick-start the section with the original Legend of Zelda. Being that it’s the first one in the series, it’s hard to write about, because if you look at it from an industry standpoint, everything’s an innovation, and if you look at it from a series standpoint, everything’s a franchise standard. But look! I just took up a whole paragraph talking about the paragraph itself! Well played, self. *congratulates self* I might as well say SOMETHING, though, so let’s do a brief overview. Ganon, evil pig lord and main villain of the series, possesses the Triforce of Power, and seeks to earn the Triforce of Wisdom as well. (No Triforce of Courage, that came later.) But it was Princess Zelda who had Wisdom, and when he tried to take it from her, she magically broke it into eight pieces and hid the shards in a collection of dangerous catacombs throughout Hyrule. On a chance encounter, Zelda’s handmaiden Impa apprised a lad named Link of the situation, and he took charge, recovered the pieces after many harrowing adventures, and finally gained the power to face Ganon head-on. In the process, he introduced many elements that would later become Zelda staples, like the acquisition of tools, inevitable confrontations with bosses and the magic number eight (in regards to the number of dungeons a game contains, plus the final level.) Hmm...on second thought, I guess that wasn’t so hard to write about, after all. Zelda II: The Adventure of Link Japanese: Zeruda no Densetsu: Rinku no Bouken Nintendo Entertainment System Released: 1988 Man, I hate this game so much. I finally got a copy almost four years ago, and I’m still stuck on the fourth level. (Edit: I did eventually beat it.) If I wanted Castlevania-style gameplay, I would play Castlevania. If you don’t know what I’m talking about, Zelda II is completely different from others in the series. Others have a top-down or 3D perspective, but Zelda II has a top- down overworld view, then switches to an action side-scroller for random battle and dungeon sequences. This is because it wasn’t an adventure game, but an action-RPG – and I myself was skilled in neither the action nor the RPG genre. For me, this game is frickin’ HARD (while I laughed out loud when I read that someone had tried over twenty times to beat Ganon in Ocarina of Time – I did it one try and only took about ten hearts of damage, and I know that’s a lot worse than some people. It all depends on your personal skills, eh?) But on the bright side, Zelda II (stupid, stupid title) introduced magic spells to Link’s arsenal, some of which are VERY cool, to say nothing of the exceptionally well-done finale. The Legend of Zelda: A Link to the Past Japanese: Zeruda no Densetsu: Kamigami no Toraifousu Super Nintendo Entertainment System Released: 1992 Ha ha, get it? Get it?? A Link to the Past is the second of three Zelda games with irritating English titles. It was renamed because Triforce of the Gods sounded too religious. But let’s move on, before my trend of failing to talk about the game itself gets out of hand. Past is one of the games that many consider to be the best in the series. The pak made the important contribution of the Master Sword, which has stood long since – the first Zelda had a Magical Sword, but who knows what the story is there. Though not in terms of hours, it’s also the longest to date: There was an introductory dungeon, then a set of three, then a set of seven and THEN the final boss dungeon. But what really set it apart was its Light World/Dark World feature. You see, the Golden Land of the Triforce was originally a mirror image of Hyrule (the Light World), with minor differences. Ganon’s evil transformed it into the Dark World. You eventually gained the ability to travel between the two, and navigating the world suddenly became insanely fun. Use the Rooster to fly to Death Mountain...plumb the depths of the caves...come out on a ledge near a portal to the Dark World...jump down a ways...use the Magic Mirror to return to the Light World...then go left a ways and you’re there at last. True story. The Legend of Zelda: Link’s Awakening Japanese: Zeruda no Densetsu: Yume wo Miru Shima Gameboy Released: 1993 Apparently as a result of player demand, the Big N finally cranked out some portable Moblin-bashing. By some interpretations, Link’s Awakening is a direct sequel to A Link to the Past. Either way, on a voyage to condition his body and mind in preparation for possible future catastrophes, Link is shipwrecked and wakes up on Koholint Island. I don’t know what a Koholint is, but the Japanese title seems to literally be ‘island that sees a dream,’ or Dreaming Island (I’m a learner of Japanese.) Anyway, Koholint Island is quite an interesting place, from the giant egg that sits on its tallest mountain to the village populated entirely by talking animals. Link quested to enter the egg with the eight Instruments of the Sirens, and find a way back home. I like this game a lot. The Legend of Zelda: Ocarina of Time Japanese: Zeruda no Densetsu: Toki no Okarina Nintendo 64 Released: 1998 Probably the most popular Zelda title. I can see why, but...amazing graphics aren’t everything, guys. (And you young ones snickering at them? Shut up. They were stupendous at the time.) At any rate, the level design is more than competent and the mix of old and new is commendable. Ocarina of Time built on some of the core elements of A Link to the Past, including its 3/5 dungeon dichotomy, the method by which the Master Sword is gained, and the dual-world scheme – though in this case, it’s the present and future of the same world rather than two separate worlds, and your ability to switch between the two is severely limited. Anyway, a fine entry indeed. The Legend of Zelda: Majora’s Mask Japanese: Zeruda no Densetsu: Majora no Kamen Nintendo 64 Released: 2000 Ocarina of Time was so well received, they decided to release a direct sequel to it, utilising the same engine and resources. To me, that makes Ocarina so much less special, but once I got into it (Majora’s Mask takes a while to get moving) I may have liked it even better. This one is set in a parallel version of Hyrule, called Termina. They have a somewhat similar world. You’ll meet many of the same characters, this time with names, but Termina is more tribal than civic. Oh yeah, and the game’s main antagonist has set the moon on a collision course that will obliterate the planet, plus Hyrule. The three-day time limit can be reset again and again, but this also resets events – all you’ll keep is the items you’ve collected, which is enough. The jury’s out on this one; you’ll find the three-day system either brilliant, or annoying as hell. The Legend of Zelda: Oracle of Seasons Japanese: Zeruda no Densetsu: Fushigi no Ko no Mi Daichi no Shou Gameboy Colour Released: 2001 During development, Oracle of Seasons and Ages were originally called ‘gaiden,’ meaning side-stories. That’s not entirely inaccurate. You could even go as far as to say they were just to keep players going between console entries, but even if that’s true they are still excellent standalone adventures. Nut of the Mysterious Tree: Chapter of Earth is the easier and less interesting of the two. This one tracked Link as he used the Rod of Seasons, a magical device that he could use to change the seasons at will, to deny General Onox his dream of conquering Holodrum. The Legend of Zelda: Oracle of Ages Japanese: Zeruda no Densetsu: Fushigi no Ko no Mi Jikuu no Shou Gameboy Colour Released: 2001 Released concurrently with Oracle of Seasons, Nut of the Mysterious Tree: Chapter of Time and Space is more puzzle-oriented, and probably the superior game overall. We were a little squeamish when we found out that Zelda had been handed out to Capcom, but it all turned out all right. Link gained the Harp of Ages, another time-travelling instrument – as well as one that allowed another dual-world system, this one being the present and 400 years in the past. Link used it to fight the Sorceress Veran as she strove to conquer Labrynna. The biggest feature of the Oracle games was that when you completed one, you got a password. This password could be entered into the other game when you started a new file, allowing you to start off with the Wooden Sword (instead of looking for it) and an extra Heart Container. It also unlocked additional content and many special items unavailable the first time through. The Legend of Zelda: Four Swords Japanese: Zeruda no Densetsu: Yottsu no Tsurugi Gameboy Advance Released: 2002 When A Link to the Past was re-released for GBA, it also included a small, multiplayer-only game on the same pak. It introduced a new villain, Vaati, and had the players attempt madcap challenges as they cooperated to complete a level, yet competed to collect the most Rupees. While it got even more fun as more players were added, most people who bought the re-release probably didn’t have the hardware needed for Four Swords. The Legend of Zelda: The Wind Waker Japanese: Zeruda no Densetsu: Kaze no Takuto Nintendo GameCube Released: 2003 Despite its obvious flaws, The Wind Waker is my favourite Zelda game. Some people will blanch at that statement, but I love it, and I’m letting you know, even though you don’t need to. Although that name...Waker is not technically a word. (Neither is GameCube, of course...) Anyway, for some reason which I won’t spoil, the game does not take place in our usual Hyrule, but on the high seas. As a result, your adventure involves a fair bit of searching for sunken treasure, firing cannon and exploring small islands in a cel-shaded, superlively world that really irked a lot of people. But if you wanted realism, boy, did you ever pick the wrong series. Another area of complaint was that travelling across the ocean was too boring. I thought it was neat, myself. Fortunately this isn’t a critical review, or we’d be here forever as I argued my case. The Legend of Zelda: Four Swords Adventures Japanese: Zeruda no Densetsu: Yottsu no Tsurugi Purasu Nintendo GameCube Released: 2004 Not only did Four Swords+ expand on the original and bring it to a console, it also offered the option of a single-player mode that didn’t require a GBA or the GCN-GBA cable. Pretty sweet. The story is quite similar, but the game is much, much, much longer, and will probably take about 20 hours to complete rather than an hour and a half. Each stage takes about twenty minutes, I’d say. There’s also a shallow yet intense battle mode. The Legend of Zelda: The Minish Cap Japanese: Zeruda no Densetsu: Fushigi no Boushi Gameboy Advance Released: 2005 The title’s Mysterious Hat is Ezlo, who has a great plot that you can read about in the guide itself if you want it spoiled for you. When we meet him, Ezlo finds Link in the forest, latches onto his head just like a Metroid, and gives him access to yet another dual-world system. This time, our boy can go ‘twixt the Hylian-sized world and that of the inch-high Minish people. From this unique vantage point, Hyrule doubles in size as you explore huge dungeons stretching almost a metre in any direction. This innovative use of the diminutive form gets a thumbs-up from me, but like The Wind Waker, whose general style it follows, it is so short I have to wonder if development was rushed. Freshly-Picked! Tingle’s Rosy Rupee Land Japanese: Mogitate Chinkuru no Barairo Rupiirando Nintendo DS Released: 2006 Personally I prefer the more literal translation of ‘rose-coloured’ over ‘rosy,’ but, even though they place a hyphen where there shouldn’t be one, we’ll go with what the PAL version says – for the rest of the guide I’ve been going NTSC, that being my region (points to own username), but we in NA never got a version to call our own, evidently due to a lack of demand for localization. I finally found a copy while on exchange, though given my Japanese ability I’d say my understanding of the game is probably incomplete at best. I can say with certainty that it is a gaiden telling the origin story of the enigmatic Tingle; the game basically has him on a quest for Rupees, chatting up the townsfolk, opening up brave new frontiers, showing off the DS’s capabilities with touch-screen based boss battles, and all that good stuff. All right, it’s somewhat deeper than that, but it IS a children’s game, so not by much. The Legend of Zelda: Twilight Princess Japanese: Zeruda no Densetsu: Towairaito Purinsesu Nintendo GameCube/Wii Released: 2006 This game broke ground in several ways: It was the first game to receive an ESRB evaluation more dangerous than E (it got a T rating), for example, and it was the first to be released on two consoles concurrently. I won’t get into all the reasons why the game irked me, because we’d be here for a year, but they are definitely there. Despite this, the game is still really good. It marks a return to the inexplicably popular “realistic” style, a much darker tone, a heavier emphasis on storytelling, a Hyrule under siege by another plane of existence, and a cool new mechanic in the shape of Link’s ability to assume wolf form. Tingle’s Balloon Fight Japanese: Chinkuru no Baruun Faito Nintendo DS Released: 2007 I hate Club Nintendo. I hate it with a passion. Club Nintendo is Nintendo of Japan’s consumer incentive programme, offering a certain number of ‘points’ with each purchase, which can then be redeemed for sweet merchandise. Works a little like Air Miles. I guess it’s ok that they come up with really cool stuff to give out to dedicated customers as a little thank-you for their patronage, but it’s really hard to actually earn any kind of significant number of points, and they’re always coming out with wicked must-have items...items that nearly all of us can never have. And in particular, I’d vaguely feel like my Zelda collection was somehow incomplete without this little...thing...even though it’s pretty much just a retread of a mildly popular 80’s NES game with Tingle cast as the new main character. Luckily, I am armed with a fan’s grave dedication and an eBay account. It’s the second NTSC-J game to make its way into my hoard, being that it’s JP-only. The plastic it was wrapped in said “SECOND SALE” on it, so I think its previous owner must himself have bought it at Book-Off or something. Oh, incidentally, let’s say a few words about the game itself. Fly around, fire projectiles, pop balloons, send your opponent hurtling towards the ground to their death, is the general idea. The Legend of Zelda: Phantom Hourglass Japanese: Zeruda no Densetsu: Mugen no Sunadokei Nintendo DS Released: 2007 Series creator Miyamoto expressed a desire to create a fully touch-driven Zelda game, and he delivered. The system was certainly far from perfect; I think if the title had come farther along in the system’s life, once Nintendo had had more of a chance to test total touch control with other properties, it would have been a lot better. As it is, despite a few grating issues, the overall result is not bad at all. It’s kinda cool, moving Link around with the stylus, and some of his tools and weapons are implemented very cleverly. The game is ridiculously easy, though, and despite being a direct sequel to The Wind Waker, it draws next to no reference to that game, instead focussing on the shenanigans of Link and new companions Ciela and Linebeck as they search for truth and money, respectively. The titular object of significance holds the sand that slowly sifts away but allows Link to venture into the deep Temple of the Ocean King, the supposed ‘one big dungeon’ we’d heard so much about but turned out to be kind of unimpressive. Whatever; like Metroid II for GameBoy, it’s not a fantastic entry in the series, but is still one of the better games for the system. Link’s Crossbow Training Japanese: Rinku no Bougan Toreiningu Wii Released: 2008 Less a game and more a tech demo, Link’s Crossbow Training was packaged with the Wii Zapper peripheral to entice people to buy it. The boys and girls in Marketing were right about me wanting the game, but wrong about me being willing to shell out for a Zapper to get it...or so I thought! Tragically, my desire for a new copy eventually came to outweigh my patience. Since it’s a side-game, it’s fairly simplistic: In a world based on the Twilight Princess aesthetic (GameCube version), we help Link brush up on his skills with the ol’ repeating crossbow, in various galleries and even some brief dungeons, where he must vanquish his enemies not through skilful swordsmanship, but by shooting them in the face. The Legend of Zelda: Spirit Tracks Japanese: Zeruda no Densetsu: Daichi no Kiteki DS Released: 2009 I may have had my misgivings with Phantom Hourglass, but Train Whistle of the Earth addresses nearly all of them. What’s more, it’s quite simply just a much more well-rounded game. If uniqueness were quantifiable, which it grammatically isn’t, Spirit Tracks would be one of the most unique games in the series. Its central mechanic revolves around operating a steam engine, which is not only a huge jump in technology but something totally unlike anything we’ve ever done in a Zelda game before. I just hope this doesn’t mean we’re taking the FFVI-VIII route with the series...although I guess that could work out. Spirit Tracks may also connect the earlier games, storyline- wise, with the more ‘modern’ ones, as it concerns the fate of the country that the Link and Zelda of the Great Sea founded. Ripening Tingle’s Balloon Trip of Romantic Love Japanese: Irozuki Chinkuru no Koi no Baruun Torippu DS Released: 2009 I haven’t yet had a chance to add this one to my collection, so this is all secondhand information, but this one seems to be an alternate origin story for Tingle, which is just plain irritating. Whereas the last one had the whole RPG schwerve going, this one had the ‘old-school point-and-click adventure game’ formula that fans of the late 90s are always complaining there aren’t enough of anymore. It’s a heavy take-off of The Wizard of Oz, which really turns me off of it, but if it’s even tangentially Zelda you know I’m going to enjoy it on principle. --A Note on Main Series versus Side Series-- Here’s a mildly interesting story about how a minor FAQs-writing problem led me to an observation about Zelda games that will be interesting to only the hardest of hardcore fans, and maybe not even them, so you may want to skip this section altogether. I won’t be mad. The classification between main games and side games was nonexistent until Nintendo released a handful of the latter. Specifically, I’m talking about the Zapper game and Tingle’s three games. The RPG is a gaiden (side story), but the other two are plotless extras. This presented a problem that took me some time to figure out. Every character has a chronological list of all the games they’ve made an appearance in. I obviously can’t just ignore these games, but I really didn’t want to uglify the lists by shoving them in there haphazardly. It really didn’t feel right putting ‘Freshly Picked Tingle’s Rose-Coloured Rupeeland’ up next to the likes of ‘Twilight Princess.’ I came up with the solution when the other two games came out. These three, I realise, don’t begin with the phrase ‘Zeruda no Densetsu.’ This strongly reminded me of the Kirby series, another Nintendo favourite. In Japan, the titles of all main-series Kirby games begin with ‘Hoshi no Kaabii,’ Kirby of the Stars. The ‘side games,’ ones that see Kirby playing puyo or engaging in competive cartoon star-racing, don’t have the ‘Hoshi no Kaabii.’ The rule doesn’t work perfectly with the English titles, but I figured out I could apply a similar rule to Zelda. Tingle’s game doesn’t start with ‘Zeruda no Densetsu.’ It’s not a main game; neither is its sequel, such as it is. The other two don’t even have plots. I now ha