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-------- Legend of Zelda: Wind Waker Guide --------
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|Version 3.3|
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/Table of Contents/
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01. Table of Contents (Version 3.2
02. Updates (Version 3.2
03. Epilogue (Complete until American version is released)
04. Story (Complete, Japanese)
05. Characters (Complete, Japanese)
06. Races of Wind Waker (Version 1.0, Japanese)
07. Overworld Guide (Complete, Japanese)
08. Moves and Attack Moves (Complete)
09. Dungeon Guide (Version 1.1 3 Dungeons done and one done by a fan)
10. Boss Guide (Complete)
11. Item Guide (Version 1.2)
12. Bottle Guide (Complete, Japanese)
13. Wind Baton Songs (Complete, Japanese)
14. Great Fairy Guide (Complete)
15. Triforce Map Guide (Complete, Japanese)
16. Heart Piece Guide (Version 1.4, lacking 04 pieces of heart)
17. Treasure Map Location (Version 1.5)
18: Treasure Map Contents (Version 1.0, Near Complete)
19: Secrets (Version 1.0)
20: Trading Quest (Complete, Japanese)
21. Enemies (Version 1.1)
22. FAQ (Frequently Asked Questions Version 1.1)
23. Tingle GBA link up FAQ (Version 1.0)
24. Mini Games (Version 1.0)
25. Camera Missions (Version 1.0)
26. Useable Enemy Weapons (Complete)
27. World Map Locations (Version 1.0)
28. The History of Zelda Games *All Nintendo and Capcom Games* (Complete)
29. Rumors and Hoax's (Version 1.0)
30. Translation Guide
31. Legal Info (Complete)
32. Credits (Complete for Now)
33. Thanks (Complete)
34. Contacting me
*Tip: Hold Ctrl and F to get a search box. Copy and past the name of
the section you want to go to and you will be taken there
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/ Updates /
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Version 3.1 February 23, 2003: As you can see...I deleted some of the
other log enteries to make room for the newer ones. Many of
the Treasure map locaitons have been added. I'm going to start on a
God's tower walkthrough and hopefully the other dungeons by tomorrow
Version 3.2 February 24, 2003: Completed God's Tower dungeon guide.
Version 3.3 March 10, 2003: Added translation guide, new layout.
March 10th: Game comes out on the 25 of this month. 15 days left
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/ Epilogue /
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About 5 years has passed since Ocarina of Time was released on the N64 and was
dubbed the "Best game of all time." Since then, people have been waiting for a
sequel to the hit game. The only other 3D game since then was
Majora's Mask, unfortunately, it was too short and didn't have the impact
Ocarina did. That has changed. On December 13, 2002, the Japanese Zelda game
"Takt of the Wind" was released on the Gamecube. I have picked up Japanese
copy and might I say it is one of the best games I have ever played in 5
years. This guide is for the Japanese version of Takt of the Wind (AKA Wind
Waker in America and Europe.) All the islands names are from the Japanese
version and will be changed once I get the American version. Everything in the
Japanese version is subject to change in the American version, so do not blame
me for any changes that may affect game play when the American version is
released.
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/ Story /
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*NOTE: This will give EVERYTHING away. Don't read if you don't want to know
the ending*
This is the sequel to the Adult Link time line. Ok, here's how it goes. Since
Link had already returned to the present, he was not in the future. Ganondorf
used the Triforce to break out of the sacred realm and claim hyrule as his
own. Before he could do this, though, Hyrule was flooded. The Triforce of
Wisdom from Adult Zelda went to the king minus one piece which the king still
had, the Triforce of power was still with Ganondorf, and the Triforce of
Courage was broken up into 8 pieces and scattered across new hyrule. 100 years
Later, Ganondorf sent a phoenix out to find Zelda. Since he thought she would
be in disguise, he made the bird get any girl with Blonde hair. Somehow, the
bird got tetra(really Zelda, but she didn't know it), tetra was dropped, and
the bird got Aryll instead. Link set out to get her, but needed the master
sword. He got the 3 orbs of the elements and went under the sea and got the
Master sword. He then rescued his sister, but then found out about Ganondorf
and tetra, lost against Ganondorf, and took tetra to hyrule where she turned
into Zelda and got the Triforce of Wisdom. Link then needed to power up the
Master sword to full power (The same as it was in ocarina) to face Ganondorf.
After he powered it up to max, he needed the Triforce of Courage to get passed
the barrier surrounding Ganons Tower. He got that, got passed the barrier and
made it to Ganondorf. Ganondorf either killed or knocked out Link and Zelda
(I don't know, it was in Japanese) and took the other 2 pieces and completed
the Triforce. Then the king stepped in and made some wish on the Triforce to
either bring back Zelda/Link, or something else, and then they both woke up.
Link then battled Ganondorf and stabbed the master sword in Ganondorf's head,
turning him to stone. Hyrule then completely flooded, the king and the
Triforce stayed under the sea, while Zelda without the Triforce turned
back to tetra and then they both sailed off on there own boats into the
sunset. That is the COMPLETE story
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/ Characters /
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Note: Major Spoilers. Don't read if you don't want to know!!!
Link: 100 years after the Future Hyrule, A fresh, new link wakes up to his
sister. Link is the Main character and the one you play 95% of the time.
His journey is to Rescue his sister, Completely power-up the master sword,
Resurrect the Triforce of Courage, and Defeat Ganondorf once and for all
Aryll: Links sister. She is Kidnapped in the Beginning and you don't see
her until a bit later. You eventually save her, but you don't see her
until the ending. She really doesn't play much of a roll in the game
Zeetlock: The Phoenix bird that kidnapped Aril in the Beginning.
Ganondorf order it to capture all the Blonde haired girls to find out
which one is Zelda. You eventually kill him as the 4th boss.
Tetra: The pirate from the beginning. At first, she really Doesn't have
much of a roll besides helping link get to Monster Island, but she l
ater finds out that will change her and link forever
Zelda: This is the true identity to Tetra. She can only be Zelda when
she has the Triforce of Wisdom and goes back to Tetra if she loses it.
You don't see her much until the end.
Ganondorf: The only actual character from Ocarina. 100 years ago, he
was sealed in the Sacred Realm by Zelda and the 6 Sages of Hyrule,
along with the Master Sword from Adult Link. Since he still had the
Triforce, he used it to break out later on and took control of Hyrule.
Since Link had already went back to the present, no one could stop him.
Then, a great flood flooded hyrule and forced Ganondorf to go to the
surface to look for the Triforce. He thought that the descendant of
Zelda would have the Triforce, so he ordered Zeetlock to capture
every Blonde Haired girl. Little did he know that the King of Hyrule
had the Triforce of Wisdom.
King of Hyrule: Little is known about him besides he has the Triforce
of Wisdom and was the king of hyrule. At the end, he wished that Hyrule
would flood and no one would know about him.
Medli: The Girl bird from Dragon island. She was given a harp from
the soul of a Girl Zora that had mystic powers. Her fate would soon
be learned when she saw a image of the Triforce and the Master Sword,
and knew she needed to help link in his Quest.
Girl Zora: Almost nothing is known besides she was the last
Zora and she gave Melody the harp. She is also dead. *Note-
she is NOT Ruto*
Makar: He also plays a part with his Violin given to him by a
Mysterious Boy
Mysterious Boy: Little is known besides he gave the Deku Sprout
the Violin and looks ALOT like link. He's also dead
Links Grandma: A mysterious old woman. Very little is known
about her past
Tingle: Yes....he returns...a new incarnation of Tingle
has arosen from the ashes....
Orca: Swordsman of Outset island and brother to Sturgeon. He
gives link his first sword and hopes link to surpass
him someday
Sturgeon: Orca's Brother and scholar of Outset island. He lives
above the outset dojo and always has his books and pots fall
off the shelvs because of Orca
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/ The Races of Wind Waker /
------------------------------
Hylian: The main race of most of the Zelda games. Hylians are nothing
more than people that live in the area of hyrule. Weather it is flooded
or not, they are still concidered Hylians. Hylian class are normal people, but
have pointed ears. The Hylian class included the Royal Family of Hyrule and
Link and his decendants (Uncle, Sister, Grandmother, etc)
Goron: Was once a main race of hyrule, but lost there home in the flood
and was force to settle on dry land. The Goron numbers have dropped dramaticly
since Ocarina and have changed a bit. They now are scattered thoughout the
flooded hyrule and are now traders. The gorons now dress in shirts and have
hats on that cover there face
Zora: The zora population dramaticly declined in Ocarina, and now is extinct
in Wind Waker. The only survivor is the spirit of a woman zora from long ago.
Gerudo: The Gerudo race has all, but died out in Wind Waker. The only
remaining Gerudo is the Great King of Evil, Ganondorf.
Rito Tribe: The tribe that is somewhat of a conbination of the zoras
and the gorons. They live on Dragons island and protect the dragon
Vall. These are bird-like people that have beaks and can fly. Some of
the key members of the tribe is the Chief of the Rito Tribe, Medori, and
Komori, the chiefs son
Krog Tribe: These are the Deku sprouts I was talking about. I have next to
no info on them besides the look like small pieces of twigs glued together
with a leaf covering there face
Gods: There are 4 gods. One is Fuchin, the frog that sits on a cloud and
is master of the wind the second is the Storm god (Forgot his name). He
controls the Tornados and the Storms. The third is Vall, the Dragon. I
realy dont know what the hell he is the god of. Finally, there is good
old Lord Jabu Jabu. He is the one from Ocarina that dissapeared. Now
he speaks, but only in the classic Hylian language
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/ Controls /
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L button-L targeting (same with ura Zelda)
R Button-Shield when sword is out, crawl when not
Z, Y, X Buttons-Item Buttons
A Button-Action Button(Go against a wall, pick up a jar, etc)
B Button-Sword
D-Pad: Map control, up for area map, and right and left to control
which small map you have
C-Pad: W/O baton: Up for First Person, and all others for free camera.
When in free camera, you must use the L button to go back to fixed.
With Baton: C button actions(Like Ocarina)
Start: Item Screen
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/ Moves and Attack Moves /
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Basic Moves:
Move character-Move the analog stick
Roll-Press A while running
L Targeting-If enemy or person near, it lock on to that enemy or person
If no one is near, it goes into zoom mode
Side Step-While in zoom mode and going sideways, press A
Backflip-While in zoom move, press the analog stick back and press A
Pick up-Press A near item
Talk-Press A near item
Jump-Automatic when going forward on a gap
Press against wall-Lean near wall and press A
Corner View-While against the wall, go near the end of the wall. Its automatic
Sword Moves:
Basic swipe-Press B
Forward Swipe-Press up on Analog stick and press B
L Target strike-Press B while locked on
Charged Strike-Press B when sword turns green
Hold strike-Hold B and let go
Dizzy Strike-Hold B after you get this from the Master. You use some
magic, and it goes on for about 10 seconds, but there is a 3 second delay
once your done
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/ Overworld Guide /
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*Note, this is a guide to everything that happens on the Overworld.
The dungeons will be discussed later in a later section.
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Outset Island:
When you begin, you watch a long beginning talking about the ganon,
link, the Triforce, and hyrule. Your sister then wakes you up and
that is where your journey begins.
Go down the ladder and swim across until you get to the last house.
That is your grandmas house, and that is where you need to go. Go
upstairs and talk to her to get the green tunic. Exit and head back
to where your sister was.
talk to her and get the Pirate Telescope. Use it to look at the
mailbox to start a event. Point it up and you will see a large bird
with a young girl. The bird then drops the girl into the forest.
The only way to get to the forest area is to get a sword, but you
don't have one yet. Go to old warriors house which is the next to
last house near your grandmothers and the bottom one and go in.
Choose the top option and your training will begin.
The training is easy for the most part. The only thing you will
have trouble with is the new A button move. When your sword starts
to turn green, press the A button and you will roll behind your
opponent and strike them in the back. Complete this to get the sword.
Go north and chop down the sapling trees and continue forward. Go
pass the bridge to get to the forest area. Here, you need to defeat
3 enemies to rescue the pirate girl, tetra. After that, a cut scene
will start and you will go back to the bridge area.
Aryll will then be kidnapped by the same bird that captured tetra
and will take her off. Tetra then offerers to take you where the
bird went, monster island, but you need to speak to your grandmother
first.
Go upstairs first to find that the Hyland Shield is missing. Go
downstairs to find your grandmother with the shield. After a
conversation, you will finally get the Hylian shield. When your ready to
leave, go talk to tetra. You will then get on the pirate ship and leave.
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Pirates Ship:
This is a VERY short part where you need to get the Enemy Drop bag to go
further.This is pretty easy for the most part, though. Go through the door in
the back of the ship and go down the stairs to get to a puzzle. This is a
pretty simple one, jump from platform to light and swing to the next and get
to the end. You can stop the swinging light by pressing the L shoulder button
and up and down on the analog stick to go...well..up and down!!! Get to the
end to get the Enemy Drop bag, which is used to keep the special drop items
from enemies. After that, go back to the main deck. You will then be blasted
onto Monster Island, but in the process, you will lose your sword, so you'll
have to use some stealth on this one....
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The Forsaken Fortress:
You will need to use some stealth on this one, and some of the enemies
weapons. Your goal is to get to the top where your sister is being held,
but before you can do that, you need to take care of the three moblins
at the lights. The path for the most part is straight forward, but you
will need to go on the top part of the halls to get anywhere. Once your
done with the guards, look for a circular room with two moblins and a
stairway to a door. That is the path you need to go. Once on the outside,
avoid the moblin and go to a partly blown off area. This part is where
you need to push against the wall and move the analog stick in the direction
you want to go. Make sure you've taken out the lights man that does the walls
and you will be fine. Make is across to get your sword, and your first
Mini Boss.
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Mini Boss: Warrior Moblin
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Difficulty: *
This is pretty much the Moblins you've seen, only with a sword and a shield.
You cannot run from this battle, so you need to defeat him, though I'm not
saying he's hard in the first place. Several hits and he's gone.
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After that,enter the prison area where your sister is being held. The reunion
is cut short from the same bird that got Aril, and it gets link! You are then
carried to a area with....a strange green skinned man!?!?!?! Is that who you
think it is? Only time will tell. You'll then be thrown into the sea, and to
be awoken by a...Talking ship? Yup, its your partner for Wind Waker, and he's
not annoying this time. Before you can do anything, you need to get a sail
first, but where, and speaking of where, where are you? Why, your on Taura
Island!!!
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Windfall Island: You'll be going here a lot. Taura island is pretty much the
only village in Wind Waker, and a pretty small one at that. Its about the size
of Karito in Ocarina was. Anyway, to cut this short, you need a sail, and for
the sail, you need 80 rupees. Your pretty much on your own to get rupees,
there's really nothing to do at this point to get the big rupees, so you need
to use the bushes for your income. Once you got 80 rupees, go find the Eskimo
salesman and but the sail from him. Before you leave, I recommend you let
Tingle go from his prison at the side of the windmill. Go near the gravestone
and look for a door in the wall. To free tingle, you need to press the switch
on the left side. After freeing him, he will give you a GBA remote and a very
poorly done map about directions to his island. It isn't important right now,
so don't bother with him. After he's gone, look in the cell for a hole in the
wall that you can crawl in. Go through a maze(don't go on the wooden parts,
its a trap) and at the end is a Black and White camera. You'll need it later,
so don't worry about it now. You will finally be able to leave!!! Go back to
the ship and press A to enter and assign the sail to one of the buttons and
press it to cast it. You will now be able to go to your first island, Dragon
island, home to the bird type people.
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Dragon Island: After landing on the island, the Dragon Boat will give you a
Wind Baton. This is pretty much the ocarina of Wind Waker. Practice and go
to the back of the island and look for a slab. On it is your first song,
the Wind Song. You wont need it now, but you will be using it pretty much
ALWAYS in traveling in the game. Use the bomb plants or pay tingle 10 rupees
a bomb to clear the path of boulders blocking your path. You'll have a small
cut scene with the bird man from the beginning of the game. After the short
conversation, go inside the volcano. You'll have another conversation with
there king this time, and after that you will get the Mail Pouch. Its similar
to the Enemy Item Drop bag, but instead holds trade items and important items
that has to do with the main game. Go upstairs and go into the room with the
girl bird named Melody. Remember her, she plays a big part in the upcoming
dungeon and a VERY big role much later in the game. After meeting her, she
willgive you a letter to her brother, boyfriend, whatever, I dunno, a young
boy bird. Go downstairs and look for a path that goes down a short hallway
that leads to a door. That's his room. Give him the letter and leave. Now go
to the door opposite from where you entered when you first got here.
You'll find some shriveled up bomb plants, a broken bridge, a big rock, some
water, and melody. After talking to her, pick her up with A and go to the
levitated rock near the back. Wait until the dust starts blowing north of
where your standing and throw her. It may take a couple of tries, but be
patient. After successfully getting her across, she will give you your first
bottle of the game. Use it to get some water and go back to where the
Shriveled bomb plants are. Use the water on them to revive them and pick
one up and throw it toward the rock. After it explodes, water will start
shooting out and fill the area. Climb up the bridge and you will find a easy
puzzle. The temple is on the other side, but there is no bridge, and there is
two statues with pots. Use the nearby bomb plants and throw them into the pots
to bring the statues down. Once you do that, you can access the first temple.
I'll post a walk through for the dungeons in another section.
After defeating the temple, the boy bird you gave the letter to will finally
give you one of the three Element Orbs (Yes, the beginning is similar to
ocarina.) the Fire Orb. you have nothing else to do here. Time to go to
the next dungeon location, Deku Tree Island.
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Deku Tree Island F7: The F7 is the location of the Deku Tree Island on the
grid. It should be marked anyway, but I'll start listing the grid location to
make it easier. You will need to use the Grappling Hook to go from rock to
rock and to the end. Its straightforward for the most part, though you will
need some quick timing with the Octorocks. Once your in, you will see a giant
tree covered in those blobs from the first dungeon. Roll into the tree to get
them down, and defeat all of them to start a cut scene. The tree will tell you
that one of the Deku Spouts. is missing in the Deku Dungeon, but you will need
something before you can enter. The cut scene will then go to a location on
the tree where a Deku Leaf is located. You then have to use the flowers at the
side of the tree to bounce up, one flower at a time, until you get to the Deku
Leaf. Equip it and float down to the exit in front of you. You will be in a
area where you need to float to the lone island and use the mini tornado
to get a boost. Once boosted, float to the Second Dungeon, the Deku Tree
Dungeon.
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Overworld: After the Deku dungeon, you will be told to go to a certain island.
Waiting there is the same bird man from the beginning. He'll tell you some
stuff and leave. Once he's gone, go to Taura Island
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Windfall Island: This can be pretty tough for some people, so listen and
listen good. Go to the back of the bomb shop for a cut scene with the pirates
stealing from the Bomb Shop. After the scene with Tetra, one of the pirates
will say something in red. WRITE THAT DOWN!!! That is a password you will
need. Since it is in Japanese, you will need to be careful with how you write
it. If you forget, ask the boat. After the first 2 lines, he will say a
sentence in red. Only the part in red is the password, and can vary in
characters, and doesn't have to fill the max number of characters that the
password allows. Go to thepirate ship near the gravestone and talk to the
door. That is where you need to enter the password. Once inside, go down where
you got the Enemy Bag and you will find the same pirate, but a different
puzzle. You need to use L to change the direction of the swinging lights.
Once done, you will get the Bombs
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Outset Island Revisited: You can do a few things here before you begin. If you
go to Grandma's house, she will be mumbling something. Use a fairy near her
to get her to give you a infinity amount of her special soup. It increases
your strength until you get hit. Like the milk, it can be used twice, and you
can refill anytime you want from her. Go to the top of the island and use the
Deku leaf on the giant rock to float across to the Woods you were in earlier.
Go to the back and find a giant stone, bomb it to reveal a Fairy Fountain.
The great fairy will give you a Rupee wallet that holds 1000 rupees now.
Assign the bombs to a button and go to the back of the island. A cut scene
will play and you will be in a giant whirlpool. This is timed, so you need to
hurry. There is a bomb able wall in front of the whirlpool, hit it nine times
to bring it down,3 hits a section. Inside, you will find Jabu Jabu. Even if
you do know Japanese, he speaks in Hylian, so the boat will translate. After
that, he will give you the last element orb, the Water Orb. You now need to
go to 3 shrines on the Overworld and put the orbs in, sort of like the
Elemental stones in Ocarina.
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Overworld (Various): There are 3 places on your map that is marked, and those
are the places you need to go. Each one has a shrine where you need to put one
of the element orbs in. Once all 3 are in, the pathway to Gods Tower Dungeon
will open up.
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Gods Tower (Top): You'll be at the very top of gods tower, and you will see a
bell. Use your Grappling Hook to swing on it to ring it. After that, you will
be transported outside where you will then be transported to Hyrule castle!!!
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Hyrule Castle: Finally, you get to see what happened to Hyrule. Remember that
this takes place 100 years after the Adult Link story, so this is a new hyrule
castle. Go down where the 3 triangle pieces are and try to fit them into the
holes. I cant give you much help here. After that the statue of Link will
move and show a pathway. Look familiar? Its the master sword!!! Pull it out!!!
Notice how it looks...different. After you leave, everything will turn real,
including the enemies. Defeat all of them to get back to your boat, which then
you will need to sail intothe light to get back. Note that once you leave, you
cannot come back until later.
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The Forsaken Fortress Revisited: When you first enter, you will have a small
fight with the shadow boss (Go to the Boss section for tips.) After you defeat
him, you will get the hammer. The direction to the top is the same, but the
puzzles are all different. Its a bit easier now since you don't need stealth.
Get tothe top and defeat Zeetlock. After that, go up where the Mysterious Man
wasstanding in the beginning. Go through the door to meet....GANONDORF!!!
Aftera long cut scene, it will be time to take Tetra to Hyrule to find her
Destiny!!
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Hyrule Revisited: You need to use the stepping stones for Tetra to go across.
After across, go to the place where the master sword was to meet...the
king!?!?! He will then give tetra the Triforce of Wisdom and she will become
...ZELDA!!! After ALOT of the story is told, he tells you that you need to
restore the Master Sword to its maximum power, and to do that, you need to get
through 2 dungeons. This is the Beginning of the end, or in other words,
your at the 1/2 way point.
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Overworld: Before we go even further, I would like to say this is the part of
the game where you have two possible directions to go, but need some help.
Lets let this over with. You need to find one of those giant tornado's that
sucks you up and puts you in a random place, first of all. Once you do,
you will see one of the Gods inside. You need to shoot him 3 times before
its over. Once you do, he will give you the Warp Song. The Warp Song is
a very useful song and needed to complete the game. Play it and warp to
the most northern square on the 2nt grid. Once there, the Fairy Queen will
give you the Fire/Ice Arrows. Now that that's over, lets continue. There
are two possible dungeons you can go to at this point, and they both can be
accessed with the required items from the Ice/Fire island, and a assistant.
To get a assistant, go to the dungeon you desire to go to. You must have the
item from the Fire/Ice island to get past the obstacle. Go inside and get
either the shadow song(For the Shadow dungeon) or the Song of wind
(Wind Dungeon).If you want to go to the Shadow dungeon, go to Dragon island
and get Medli, which is on a balcony near a top lever exit. If you want to go
to the Wind Dungeon,go to Deku Island and go to the first Grappling Hook
place. After attaching, go down and swing into the cave with the notes coming
out of it. You need to play the song based on what dungeon you want to go to,
to the person mention above. They are necessary to progress. Medli's
transport ability is to fly, which takes her own magic, and her special
ability is to use the harp she has to reflect light. The Deku Sprout's
transport is the same as melody's, and its special is to plant seeds which
make hookshotable trees grow. Remember that you need to play the soul
possession song to go to these characters. The first dungeon to beat will
makes your master sword x2, and release the wings of it. After the second,
it makes the blade glow and the jewel glow yellow. After doing this, its time
to revive the Triforce of Courage
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Overworld: To revive the Triforce, you first need to get the Triforce maps.
The Triforce maps locations are in the Triforce Map section of this guide.
After getting one, take it to tingle and get the map decoded for 398 rupees.
Once you have it decoded, you need to find it by looking at the regular map
and the Triforce map and look for a square that is identical to it. Obviously,
you need to complete the map first to get the pieces easily. Once you get all
8, you will complete the Triforce and open the gateway to Hyrule, where the
final battle awaits.
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Hyrule Castle: You find that the statue of adult link was smashed. go down to
meet Zelda...or is it? Its really a trap. You then battle 2 of the Nights,
defeat them for the flames to go down. Once that's done, go to the exit on the
other side when you entered. Break the barrier and go down the pathway to get
to Ganons castle, the final battle awaits!!!
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Ganons Castle: Just like Ocarina, you need to beat each section based on old
dungeons. The only catch this time is you only do four sections, Fire, Plant,
Darkness, and wind. Another catch is you need to face the bosses again, only
thistime you have more health and magic, but any item gotten from other
dungeons cannot be used.
Fire: Use the Ice Arrows to make temporary Magma platforms. Make one platform
on the Fire Blast to make it go up. Get to the end and face the Scorpion boss
again.
Deku: This is a frustrating one. Use the Deku Leaf to get the platform over,
and jump into it. Flap backward to go forward. Go on the levitating platform
and use the wind switch to bring the 2nt one over. Do the same thing and use
the Deku leaf to get to the 2nt levitating platform. Make sure you take out
the enemies so they wont attack you and fall. Face the Deku boss again
Darkness: This is easy. Run past the dropping coffins until you get to those
switches that need something to be hold down. Use the light on the Dark Blobs
toturn them to stone, and put them on the switches to bring the steps down.
If they start to go down, roll. You'll face the King Poe boss.
Wind: I honestly remember VERY little about this one, but its easy. You can
figure it out without much effort. You face the 2nt scorpion boss again.
After you do all those, the seal on the door will open.
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Inner Ganons Castle: There is a wooden door in front you cannot get past
right now.On the left is a door with four switches. In the right room is a
bottomless pit, and some candles with specific candles on them. That's a code
for the other room. Write it down and use the boomerang to activate the
switches. Doing that will make your boat appear. This is the only exit from
Hyrule to the Flooded one, so use this when you need to do other quest. Go to
the right room and jump into the bottomless pit. This is where you will face
the shadow boss in every room. I recommend you ignore him and save your
energy. This is where Trial and Error come into play. Get a pieceof Paper
and mark down each door you use and where it goes. Each wrong door will
lead you back in the Wooden door room. One is with enemies, and the other is
the right way. Keep going the right way until you get to a room with only the
forward room and the way you came in. You will NEED to fight the shadow boss
and win to get the Light Arrows. Use the door to go back to the Beginning with
the Wooden Door.You will face the shadow boss for the last time, but he can
only be brought down with one Light Arrow strike. Take the sword the boss
drops to break the wooden barrier to get to the last section.
Heres a tip from Burgerdog on the Message Boards:
"Follow these directions, from the landing spot go,
Down, left, up, left, right, and up."
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Blood Red Hallway: Remember Ganons Castle in Ocarina? This is similar to that,
but this time you need to defeat every enemy you meet. You can easily beat
them with one Light Arrow Strike. Once all enemies are gone, the lock on the
door to the last battles will open
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Ganondorf's Room: This is a very cool Imperial-Style room with water in the
middle.You will face 3 incarnation of old Ocarina and A Link to the Past
Bosses here. Go to the Boss Section to learn more. Once done, use the rope
to go up, and use the Grappling Hook where it allows. Once at the top, use
fire to burn the top of the Warp Urn to go back down. If you need fairies, use
the Warp urn to your dvantage. You can warp back and forth to bring back the
Jar with the fairy in it. Once done, use the Hookshot to go to the Door
leading to the final battle with Ganondorf. Defeat him to get the awesome
ending!!!
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-----------------
/ Dungeon Guide /
-----------------
================================
Fire Dungeon
================================
Dungeon Item locations:
Keys:
Room 1
Room 3
Room 7
Room 8
Map:
Room 3
Compass
Room 7
Boss Key:
Room 17
Treasure Maps:
T. Map 39: Room 10
Dungeon Item:
Room 13, beat Mini boss and get from Medori
Total Rooms in Dungeon: 17
1. Push the left block forward, and then press the middle block left. Defeat
the moblins and light there staff on fire. Light the torches to make a chest
with a key appear. Use it on the locked door and go through.
2. Break the wooden door with your sword. Go left and jump from ledge to
ledge until you get to a block at the bottom. Pull it out and climb on top and
keep going. Go across the bridge and defeat the keese if you wish. Use the
Bomb Plant to blow up the rock and then go through the door.
3. Use the water jugs to make temporary platforms in the lava. Go left to get
the map. Go forward to a door and a Red Chu Chu. Defeat it if you wish and go
through the door.
4. Break the wooden door infront of you and defeat the moblin. Take his sword
and break the other wooden door. Pick the sword up again and use it on the
other wooden door on the ledge. Get the key and go through the other door.
2. Use a bomb plant on the rock and go to the locked door on the left side. Go
though that door
5. Ignore the lava pit on the other side. Defeat the red chu chus and go down
the hall until you get to a bar door and two wooden doors on both sides.
Go to the one on the left and break it to find a moblin. Defeat him and take
his staff and set it on fire with the torches. Go near the other wooden door
with the burning staff and burn it up to find a swich. Press it to raise the
bars. Go through the door
6. You'll be outside for this one. go past the moblin and then defeat him
Be careful of doing it on the bridge, for that may break the cables and
break the bridge. Go up the ladder and wait for the lava going out to
stop and continue up. Defeat the Pheonix bird and press against the wooden
beam and go across, waching for the lava. Go past the rock and try to grab
onto the railing of the wood. Climb across and go up on the rock and jump
up on the ledge to find a bomb plant. Throw the bomb at the rock to break
it and discover a door. Go through. You could also use Tingle for the Bomb
7. Pull out the bottom blocks to make a stairway. Jump up on them to find a
hole in the wall. Pull out the bottom block in the wall and jump up to find
a ledge with the Compass, several staffs, and fire. Light one of the staffs
and get near the edge and throw it with A. It will burn the wooden wall,
showing a chest with a key in it. Get the key and go through the locked
door on the other side
8. Go up the steps and get the key from the birds nest and use it on the
locked door infront of you.
9. Light the staff and then go throught the hall. Light the torch and then
burn the door with your burning staff. Light the other two torches to
raise the bars
2. Go past the bridge to the other side and go throught the door
10. Defeat the moblins to open the bars up. Some may use jars as
hiding places, so break all the jars to find them all. Light the other
torch to find Treasure Map 39. Go up the Ladder to find the other door.
11. Defeat the Centepede and use the jugs to make platforms. Use one jar
near the fireblast to make a platform that raises and falls. Use it to get
to the upper level and go through the door
12. Use the bomb plant to break the rocks and go through the door.
13. Hurry up the breakable steps to find the Mini Boss arena. Heres the
Mini-Boss:
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Two Warrior Moblins and One Green Tinted Moblin
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Difficulty: *
Still easy. by now, you should have learned the controls well enough
to beat all three of them easily.
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Once you did that, Medori will be released and give you the Grappling Hook.
Use it to swing from pole to pole. The path is prety straightforward, so
I'll let you do get though this part. Once your at the end, you will find a
door. Go though
14. Break the bridge with your spin attack and go though the door
15. Break the cages cables with your sword for it to drop down. Jump onto
the ledge and then platform to platform until you get to the ladder. Go
up and look for a swingable switch on the celing. Use the G. Hook to
open the door and use R to stop and turn around and then swing again to
get to the door.
16. Hook and then go down. Swing onto the ledge and then platform to platform
untill you get to a hook. Swing across to get to the Door
17. Hit a centepede to make it ball up and then pick it up. Go on the switch
to null the flames and press B to drop the Centepede to keep the switch
down. Get the boss key. If you blew up both rocks in room 12, save and quit
Go back to the 2nt area of part one and use the warp urn to go to room
12. If not, backtrack to room 12
12. Swing across to get to the boss door. The boss awaits!!!
Now, heres a fan walkthrough from Ben Ritter (bennard_skynnard@yahoo.com)
If any of you out there can't see the reason for this, then don't read on.
For those of you reading on, keep in mind that names might change when the
English version comes out, I just did what I could translating the names
since I can read Japanese, but I'm not fluent.
Entrance
There are three stone statues, pull out the one on the far left, then move
behind the one you pulled out, and pull the center one to the left, revealing
the entrance to the dungeon.
Room 1
When we enter the room, there are two gremlins standing guard, who rush us
when they first see us. After defeating them, they leave behind sticks.
Just like in Ocarina of Time, we have to pick up one of the sticks, and
hold it next to the torch to light the stick on fire. Then we run to the
other unlit torch, stand next to it until it lights, revealing a treasure
chest with a key inside. We use the key to unlock the door. (Remember the
vase with the green gases pouring out of it)
Room 2
We come into a room with a bunch of vases, and a boarded up entrance in
front of us. We must use our sword to break through the boards and through
the entrance.
Big Cavern
This is a very large cavern, similar to the fire temple in Ocarina of Time.
We go left along wooden planks, we see a door to our left that is locked,
then ahead to drop down to the section we can't jump, and then pull out the
stone in the wall for a better jump across. Here we must jump across stones
to a bridge, being mindful of gushing lava that might burn us when we jump.
At the other side of the bridge are two bomb flowers, we use one of them to
bust open the rock before us, opening up another door.
Room 3
There is a lava pit in the middle, so we must use the big vases filled
with water, throw them into the lava to create temporary pieces of land
to jump on. First we jump over to the treasure chest on the left to obtain
the dungeon map. Now we jump over to the ladder, and take care of the
annoying red jelly blob to advance to the next room.
Room 4
Here there are two more boarded up entrances, a quick slice with the
sword and we'll take the left entrance first to deal with the arrogant
goblin. He'll leave a big machete in this small closet, we pick it up and
use it to smash through the other boarded up entrance since the sword just
won't cut it. Again we are presented with two choices, and the machete is
needed again, so we musn't be wasteful. Smashing the two red jelly bellies,
we exit stage left. Through the left boards is a treasure chest with a key in
it. Now we go through the other entrance to another door after two more pip
squeek red beans.
Big Cavern
We are back in the big cavern now. To our left is a board plank, leading to
a huge rock boulder with two flower bombs on the wall next to it. On the
right side of the little platform we can see some small rocks. We pick up
a rock, and throw it at the flower bombs to bust up the rock. Walking over
the plank, we find that we are back to where we first entered this cavern,
but now we have a key to the unlocked door in front of us.
Room 5
Again presented with two choices, we go left, since we can't cross the lave
pit down the path to the right. After defeating four red blobs, we are
presented with three more choices, left through the boards, killing Mr.
Gremlin who thinks he can surprise us by breaking out of a vase (Hah!).
He leaves us a stick, so we do the flaming stick magic trick and burn the
boards on the right side, since the middle path is barred shut. In here
is a switch, once stepped on, raises the bars for us to go through the
middle door.
Outside
We are taken outside onto a ledge. To our right is a wooden rope bridge
with another gremlin waiting on the other side for us. We pick up the
vase just before the bridge and smack Mr. Gremlin in the face, pushing
him back off the bridge so we can have room to fight him, and to avoid
cutting the ropes of the bridge. After two swipes he took a suicide jump
off the edge, letting us climb up the ladder. Halfway up the ladder we
must be careful not to get nailed by the lava that spits out of the wall,
(Why it doesn't burn the ladder, I don't know). The entire time we've been
outside, we've been hearing one of those annoying evil birds. Well, he's
waiting for us at the top of the ladder. After sending him to be part of
KFC's menu, we see that we must inch against the wall to a platform to the
other side, minding the spewing lava along the way. Once across, there is a
big boulder, but no flower bombs (Darn!). On the other side of the rock is
another small platform we must climb up to. This time Link is too big to
inch along, so we must hang on the platform crossing along by holding on
for dear life. Jump up the platform to find a flower bomb to bust that big'ol
rock wide open. Jump down and proceed through the door.
Room 6
To our left is a big stack of stone blocks, and we can see a hole behind the
very top block. We pull out one block on the left of right, then one in the
middle to create steps for us to climb up to the hole. Through the hole, a
ladder is to our right, and a stone to pull out on our left. Keeping with the
leftist theme, after climbing up the stone, there is a treasure chest with the
compass in it to our right. Next to the locked door are two sticks in a vase,
we grab one, light it, and chuck it across the room to burn the boarded up
path on the ladder side of the room. Through here is our key to unlock the
door. Back up the stone block and unlock that door.
Outside
We come outside again, and to our right are steps leading up, but with
gaps in them for us to jump. We can also see another piece of chicken meat
waiting for us at the top. After climbing the steps, Mr Birdie won't leave
his nest, so we run up to him and tease him to get him to chase us back to
the bigger part of the ledge so he won't accidentally push us off. After
marinating him in tariyaki sauce, we find he was hiding a key in the nest
to unlock the door behind us.
Room 7
Kind of dark in here, with only one torch burning. But look at all those
sticks over there! Maybe we should light one up? After lighting a torch
we go left down the path to another area where four bats are waiting for
us. The torch substitutes as a good weapon for killing the bats, and who
knows, maybe we'll light that torch in the middle area.After lighting the
torch in the center, we can see a treasure chest with a happy pendant inside
(Happy Happy, Joy Joy!). Now we pick up the stick again, light it, and burn
down the dead trees blocking the entrance to our path. Keeping hold of the
stick, we use it to light the two torches next to the barred door, raising
the bars so that we may pass through.
Big Cavern
We find ourselves in the upper regions of the big cavern, with a flower
bomb to our right, and a big rock covering a vase with blue gasses pouring
out of it. In front of us is a bridge leading across the cavern, but first
we take care of that rock. This vase is a warp zone back to the 1st room and
the vase with the green gasses. We don't have to go through it now, but we
can if we feel like messin' with those two gremlins. Across the bridge to the
other side, and Tinkle (The GBA helper) tells us he smells treasure here in
front of the door. We pay him 10 rupees to plant a bomb, revealing a treasure
chest with 10 rupees in it, What's the point? Through the door we go.
Room 8
Aaagh! The door is barred behind us right after we wallk through, and Mr
Goblin thinks he can take us. After taking care of him, looking around we
see two torches, but only one is lit, and all Mr Goblin left us was a machete.
There is a ladder to climb but we should solve the torch mystery first. As we
go happy breaking vases, it turns out that one of Mr Gremlin's friends was
hiding in a vase, and he's got our stick! We take care of the chicken Gremlin,
and light the other torch to reveal a treasure chest with a treasure map for
use once we get back out on the sea. Since the bars on the door still have not
risen, something must still be missing. Looking around the room again, there
is one lone vase up on a ledge next to the door where we came in. Grabbing the
stick again, and climbing up on the ledge where the chicken Gremlin was
hiding, we take aim at the vase and hurl the stick to break it open, revealing
Mr Chicken Gremlin #2. We smash him, and the bars on the door we came in
through, and the one up the ladder raise up. Climbing up the ladder we find
that there were some sticks up here in a vase, but no worries since we like
fighting Gremlins. Let's go to the next room.
Room 9
More lava, but water filled vases to make us a path. To the left on the
island in the middle is a centipede like creature. Our best strategy is to
jump to this island, hold down the L button at all times, and quickly stab
him in the eye or jump attack him in the eye when he stands up and squeels
like the punk he is. After one hit he will run back into the lava, but keep
the L button down so that we are always facing him, and allowing us to
manuever around so that we don't fall off into the lava. After a few
hits in the eye, Mr centipede will eventually tire and run away up the wall.
Now is our chance to go back and grab a vase of water. While holding it, jump
to the middle island and wait for the gushing lava to cease, then pitch the
water where the lava will come up. A little temporary island will form, as we
hop on top, the gushing lava will carry us up to the next level where we can
jump off onto a wooden path towards the next door.
Room 10
Pretty big room, with two big rocks in front of us, and a river of lava
to our right, across which is another centipede and stairs leading up to
what appears to be a shrine. Looking back at the door from which we came in,
there is one lone flower bomb hiding there all by itself waiting to be
plucked. Two rocks equals two bombs. Behind rock number one is a vase with
yellow gas coming out, a warp zone back to room #1. Behind the other rock
is a doorway, since we don't need to warp back to the beginning, through
the door we go.
Outside
We end up outside again, and the screen pans up to give us our first glimpse
of a big, old, and kind of chubby, red dragon on top of the mountain. He
whines and puffs fire into the air, knowing we are coming for him. To the
left we can see some arms sticking out of the side of the mountain, holding
some sort of stone, but we can't do anything there just yet, so we head right
and up the stairs, while listening to Puff the Magic Dragon whine. At the top
of the steps is an entrance to an area where the little girl who gave us the
bottle is being held behind bars by two green gremlins with the red dragon
watching. We step through the gate to teach the gremlins a lesson, and the
gate shuts behind us, enclosing us in. Beating up the gremlins causes one of
the chicken birds to drop one of the pig guards from the first castle dungeon.
We will not be intimidated by size!!! Defeating the pig guard opens the
cell bars freeing the little girl. After talking with the little girl, it
turns out that the dragon's name is Val, and he's somehow gotten his long
tail stuck down the hole on which he's sitting. The little girl thanks us
for getting her out, and gives us a grappling rope in return. This
grappling rope is similar to the old hookshots in Zelda's past. Heading
up the stairs on the left side with our new toy, we find the little girl
on top of an arm similar to the ones we saw when we came outside. Setting
the grappling rope to one of the X, Y, Z buttons, we can use it to swing
over long distances. When using the grappling rope, we must wait for the red
dot to turn into a yellow explosion mark before we hit the button again to
cross over to the other side. Pressing A will release us, and magically make
the grappling rope release itself and come back to us. Moving on is another
grappling rope test, but if we gall, there is a ladder we can climb up to try
again. We come to another boarded up entrance, bashing through with our sword
takes us above the door we came through to get outside. We drop down so that
we may now grapple on to the arms to the left of the door, and move on. No
practice, this is for real, with no bottom in sight!!, 1, 2, 3 grappling
swings brings us to another door.
Room 11
Back inside after having to listen to Val whine all that time.
Ahead lies another rope bridge with a suicidal gremlin who decides
to charge us! Puff, he's gone and across the bridge, where another
gremlin pops out of a vase, four swipes and he's gone. After finishing him,
a treasure chest appears underneath the bridge back by the door. If we use
our camera well, we can see a path directly underneath the bridge. In one of
the vases is, yep, you guessed it, another stick. Light it from the torch, and
run along the bridge until all the supporting ropes are burned up. Then drop
the stick while standing on the bridge for it to finally break, dropping us
down to the next level. Inside the treasure chest is another happy pendant
(Yeah!). Next to the door out of here, are two vases of water for making a
temporary platform on the gushing lava next to the treasure chest if we want
to get back up. But we don't right now, so on we go.
Big Cavern
We come out on the uppermost level of the big cavern, and to our right is
some sort of bird cage, with the floor of it being pelted by gushing lava
from below. We climb the steps into the cage, and find there are three ropes
holding the floor up. If we step in the middle, we can cut the ropes, but if
we cut one at a time, the floor gives way to one side and we fall to the lava
below. If we take notice of what we are standing on (a circular spiral
pattern) this gives us a clue as to what to do. We take out our sword, hold
down the B button to perform the spin attack, wait for the lava to hit the
floor again, wait... wait... Now let go of B, simultaneously cutting all three
ropes, and when the lava subsides we lower down with it, to jump on to the
floor ahead of us. Through the small passage way into an area where there
are two boards hanging from the ceiling over lava, for us to jump over to
the ladder on the left side. Up the ladder, leading us to a door barred shut
inside a stone animals mouth. We can't find a way to open it, so we turn
around to look a the cavern, and up above we see a spot to use our new
grappling tool. Our weight from hanging on the arm triggers a switch in the
ceiling lifting the bars on the door behind us. A little swinging motion
and we are back on the platform, and through the door.
Room 12
Here is another lava pit with an entrance to our right, and one in front
of us. But with only one arm to swing from, naturally swinging us to the
dead end in front of us, we remember back to our training on the pirate
ship, wait for us to stop swinging, then turn ourselves to face the passage
on the right. Swinging back and fourth we make our way to the right. The
next area has three boards hanging from the ceiling, and after the last one
is another grappling arm above us. One big swing takes us to another door.
Room 13
Lucky number 13. The compss tells us there's something here, so wouldn't it
be fitting for another centipede to be guarding whatever is here? One good
jump attack whe he stands up takes care of him. Another one pops out, but
he's of no concern right now. Towards the treasure chest covered with fire,
there is a switch to the right of it, that puts out the fire when stepped on.
It turns out that we do have to fight that 2nd centipede because when we step
off the switch, the fire comes back. A quick jump attack to the new centiped
causes him to roll up into a ball momentarily, so we can pick him up, and use
his weight to keep the switch pressed down. With him on the switch, we can
now claim the boss key inside the treasure chest. Back out of the room we go.
Room 12
We make our way back to the door leading to the big cavern.
Big Cavern
To the left back down to the bird cage floor, so we can get back to the top
level of the cavern. Out of the cage and back through the door.
Room 11
Time to use one of those vases back to the bridge level. Through the door
back outside.
Outside
We grapple swing the three arms back to the entrance back inside before
the stairs.
Room 10
Now we have the grapple hook and the boss key we need to move on,
but first there is one more treasure chest we can grab quickly using
the warp vases back to Room 1, for the treasure chest in Room 5.
Room 1
Through the door, through Room 2 and to the immediate left into Room 5.
Room 5
To the immediate right where we will now grapple to boldly go where
Link has not gone before. Swing across, slash the boards to reveal a
treasure chest with another treasure map for us to use at sea. Now back
to Room 1.
Room 1
Warp back to Room 10 for our venture to the boss.
Room 10
Swing over to the other side, so we can dispose of the creepy crawler,
once he rolls up into a ball, we pick him up and throw him into the lava.
We open up the first treasure chest on the right side to find a
swordsman's ------ inside, which we put inside our pouch. To the other chest,
which contains 10 rupee. Inside the lower right vase is another happy pendant
(Yeah!). Now to open the boss door to see what punk wants a piece of us!
Boss Room
Looking around the room, we can see Val's tail coming in from the ceiling,
and various planks along the wall of this circular room. A step closer to
the lava pool in the middle starts the music revealing one big ass centipede
boss! First we use our handy grappling rope to hook onto Val's tail, letting
us swing up to one of the planks. In the process, part of the ceiling falls
on the boss centipede injuring him. Hoping this will work again, we swing from
Val's tail, again dropping a piece of the ceiling on the boss. The third
time's a charm, as the last piece of ceiling cracks away Boss centipede's
hard armor. We jump down and keep L down to hone in on him. When he lowers
both claws into the ground, we run forward to slash his eye. We keep the same
process until he finally keels over and bites the big one, falling back into
the lava pit. A full heart container is presented to us, then the lava in the
center of the room hardens so we may walk to the swirling winds in the
middle. A cut scene opens up to see Val calming down, the swirling clouds
above the island clear away, and we see the little girl telling everybody
what's happening. The swirling winds take us to the entrance of the island
where the little girl is waiting for us with the little kid from downstairs
(Komori). Komori is sorry and wants to be more like us. He then presents us
with the Din's ------ that he was holding all along. Val sends us some thanks,
encrypted in hieroglyphics. Basically he is telling us we are brave, and
mentions the wind shrine on the back side of the island. Komori runs off to
go see Val, the little girl thanks us, ending the cut scene.
Thank you ben for that VERY Detailed Fire dungeon. I look forward to any
future submissions from you!!!
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Deku Dungeon
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Dungeon Items:
Keys:
Room 8
Map:
Room 1
Compass
Room 8
Boss Key:
Room 15
Treasure Maps:
Unknown
Dungeon Item:
Room 11, beat Mini boss
Total Rooms in Dungeon: 17
1. Go up the ramp to find a chest with the map in it. Defeat all the
Green Chu Chus and take the Deku Ball. Throw it at the door with the
eye to kill it.
2. Jump from Flower Pad to Flower pad using the Deku Leaf. At the bottom
is a Knights belt in a chest with one of those eye plants on it. The door
to the next room is at the top, but also has one of those plants. Use
a nearby bomb plant to kill it.
3. Use the Deku Leaf to blow the wind switch and bring the Trolly over to you.
When your on the Trolly, blow the Deku leaf in the oppisite direction of where
you want to go, which would be the trollys back.
4. Go to the right side of the tree and defeat the Deku Baba to get a
Flower pad to appear. Go up untill you get to the door with the plant on
it. Bring the trolly over with the switch and go to the other side. Get the
Deku Ball, put it down, and QUICKLY get back. Throw it at the plant to kill
it.
5. Use the leaf to blow the Deku ball out and go around the thorn plants.
These cannot be killed. Throw it at the wall to kill the plant
6. Go to the right and use the G. Hook to get to the other side. Use the
moving platforms to get across to the other side where a locked door is.
Pick up the D. Ball near it and hop onto the tree area and go around
untill you get to a door with a plant on it. Throw the ball at it.
7. Go though the hall, avoiding the spikes.
8. Go though the left side maze until you get to a wooden wall and a bomb
plant. Use the plant to destroy the wooden wall for the chest with the compass
in it. Theres another Wooden Wall near there, but cannot be accessed due to
the thorn plants. Throw the Bomb at the other wooden wall to break it, then
go around to the wall to find a chest with a key in it.
6. Go back to the locked door and go though.
9. Use the D. Leaf to bring the Trolly over and use it to go to the door
on the other side
10. Keep on going up using the Flower pads untill you get to the top lever
with two doors. The souther door has two of those plants, so go though the
norther door
11. Mini boss:
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Spike Moth, Spike Bug, Spikes
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Difficulty: **
Very simple, but does a good amount of damage. Wait until its near you
or does the charging attack and stirke it. Do it enough times until it
changes into a Spike bug. Kill it to open the door to the boomerang
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Use the boomerang to target both switches and strike them both at the same
time to open the door.
10. Use the boomerang to kill both the wall plants and continue
12. Cut down the spike plants with the boomerang and float across to get to
the door.
6. Cut the vines with the boomerang to make the flower drop. Go down
where it is to find another door
13. Go on the right side of the fork in the road and continue untill you get
to the door
14. Cut the vines to the flower and drop down. Use the deku leaf to steer it
in the direction you want to go. Get to the door down the hall to go to the
boss key room
15. Go to the very top of the hill and use the boomerang to target all the
switches. After that, the bars blocking the chest to the Boss key open. After
getting the key, two moblins come. Defeat them and then go back to the top of
of the hill and look for a branch you can swing on using the G. Hook. Swing
over to the exit
6. Go back to the Middle section of Room 6 untill you find a door with
one of those wall plants on a door. Use the boomerang to kill it and then
go though
16. Defeat the two spike bugs and continue to the other door
17. Boss room door.
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God's Tower
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1. This is the main hall for god's tower. Sail over to the right and wait for
the water level to go down and go into the door.
2. Use the boomerang on the Electric Chu Chus and then hit them with your
sword to kill them. Get on the middle crate on the right side and wait
for the water level to rise. Go onto the small balcony and place a
bomb near the cracked walls to break it. Inside is a treasure chest with
the map. Head back to room 1
1. Wait for the water level to rise and sail over a little ways on the
right side until you get to a small pathway going to a door with
bars on it. Use the armos statues near it to weigh down the switches
to raise the bars and enter
3. Wait for the water level to go down in the pit and pick up one of
the small boxes. Put it on the switch to create a energy bridge. Get
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