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* **************************************************************************** ****** IV. Walkthrough Code: [WATH] ** **************************************************************************** * /\ /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= /\ /\ A. Outset Island Code: [OSIS] /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Your sister, Aryll, seems to be looking for you. After waking you up, she will tell you to go meet grandma at her house. It seems like she has been waiting because it is your birthday! Climb down the ladder and walk over to the house. If you wish, you can make some quick cash pretty easily. Just read the next two paragraphs. If you just want to continue through the game, then skip the next two paragraphs. __ The first way to get some coins is to hop from rock to rock / \ at the center of the wooden bridge connected the two parts of \__/ the island. At the center, you will see Joel jumping in place. _ You'll see a blue rupee at the closest rock, which is the one / \ at the bottom in the map below. Jump your way to the rock at __ \_/ the top of the map to the left. You'll get a yellow rupee in / \ that spot. Simple enough. |__/ As for the second place to get some money, you'll need to find and catch the three pigs. You put the three pigs in a small pen with the large woman in it. Look for Zill, the kid with the snot hanging from is nose. Then go up the path and you'll see the pan. One pig is by the only house on the first half of the island. The first half of the island is the half you started on. The spotted pig is here. The black pig is near the tall grass on the second part of the island. Look for a man low to the ground near some grass. He'll be facing the pig, which is on a dirt patch near the rock. The final pig is a bit near Zill, the kid with the snot hanging from his nose. Just stand by him and you'll see the pig somewhere near. When you have put all of the pigs in the pen, speak to the woman in the pan and she'll give you sixty rupees. Head into grandma's house and climb the ladder. She will speak to you and then give you the Hero's Clothes. After a few more words of grandma, the camera will focus on the shield on the wall. Remember its location! After grandma speaks a bit more, look for your sister. Head to "Aryll's Lookout", which is the high wooden platform on the first part of the island where you started. After speaking a bit, Aryll will let you borrow her telescope for the day. Treasure it dearly! Look at the red postbox near grandma's house and you'll see the postman. Kind of weird-looking, he is. Oh jeez! What's that in the sky?! Look directly up into the sky! What a huge bird. And it's holding a small girl! Oh, looks like the pirates got it taken care of. Oh dear, she fell into the woods! Go and help her now. You'll need to climb down the ladder and follow the other dirt path that leads higher into the first part of the island. That's the left path. But you'll need to go back and get something to cut those trees down. Head to Orca's house, which is on the way to Grandma's house. It's the house in front of the house with the pig pen next to it. Go into the first floor. Now it's time to learn how to use a sword. Use the B button to perform a horizontal slash at Orca. Do it a few times until he says to stop. Now to do a vertical slash. L-target Orca and press B to do a vertical slash. Once again, keep on doing it and he'll make you stop to move on. Next is the thrust! L- target Orca again and press B along with FORWARD on the joystick. Now it's time for the spin attack. Use the B button to slash away at Orca, then hold down the B button. Move in range of Orca and spin away. To it once more to continue onto the parry. Look at the green circle in the upper right corner of the screen with the A in it. When it changes, press A to do a parry. Make sure you're L- targeted! Now for the last thing: the jump attack. L-target Orca and press A to jump at him, sword at hand. Do it again and you will get the Hero's Sword. Now head to the trees you couldn't cut before up in the first part of the island. Follow the path until you come to a bridge. Keep in mind that you can go a little higher in the island. Anyway, go across the bridge and enter the dark entrance. Walk directly forward and you'll see a small path that curves around the corner. Go up and the jump off the ledge. Head to the ledge to fight a blue bokoblin. After defeating it, do not climb up to the stop. Instead, crawl into the long tree trunk on the ground in the area to get a red rupee. Now you can climb onto the trunk and then hop onto the grass ledge. Walk forward and climb onto the long tree trunk and jump off it when you come to the end. Two bokoblins will come falling in. Fight them and then the girl will fall onto the ground. Her name is Tetra and she seems to be the captain of some pirates. Speaking of pirates, another one will appear and will follow Tetra out of the woods. SPOILER WARNING =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Link will follow the two pirates out of the woods. Aryll will be at the other side of the bridge. Aryll and Link will exchange waves and smile. But the large bird comes from nowhere and takes Aryll! Link will unsheathe his sword and try to save her, but will almost fall off the ledge. Luckily, Tetra is quick enough to catch him before his fall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Link will want to ride in Tetra's ship and save his sister, but Tetra doesn't want to. Quill will come into the conversation and point out that it really is Tetra's fault that Aryll was taken. Tetra will agree, but will tell Link to find something to use as a shield. Head to grandma's house and climb the ladder. The shield will be gone, so go back down the ladder and speak to grandma. She will give you the Hero's Shield. If you haven't already gotten it, now is a good time to get the bait bag. Head to the dock near grandma's house and enter the boat floating on the water. You can purchase the bait bag as well as all-purpose bait and hyoi pears. The bait has a few uses. One use involves getting the fish jumping out of the water to come close to you. That fish will give you a sea chart piece. There is obviously one in every square on the sea chart. The hyoi pear will let you take control of a seagull, which plays a larger role later in the game. Head back to Tetra and speak to her. She'll make fun of you and then ask if you are ready or not. Answer yes and the pirate ship will set sail. /\ /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= /\ /\ B. Pirate Ship Code: [PRSP] /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As the ship sails, you will have to go below deck and speak to Niko. Open the door and then go down the stairs. Niko will automatically speak to you. Niko will explain how to press buttons and swing on ropes. If you missed it, then listen up. To press a button, you walk up to it, then just keep on walking toward it until you hop onto it. It'll pop down and presto! As for swinging, it's also pretty simple. You just run off the ledge toward to rope and you will automatically grab onto it. You use the joystick to swing. The more you swing, the further you can go. If you hold down R, the rope will stop swinging. While holding R, you can climb up or down the rope and you can also change your direction if you want to. Let go of R to swing and such. If you want to let go of the rope while you swing or not, just press A and you will land. _______ ________ To the left is a basic layout of the room. The spot | | | | marked A is the reset button. If you press this button, | |_____| _ | the platforms will reset. You can press the button where | |_| | B is to start the platforms. The numbers on the map to | _ 4 | the left are the lamps in which you must swing to get | |_| | from platform to platform. Although you are not supposed | _ | to, you can swing from rope 1 to 2, then 2 to 3 if you | 3 |_| | want to. It'll take less time. However, I do not | _ 2 | recommend you swinging from rope 3 to 4 as you will most | |_| 1 | likely miss or not make it. Then you'll have to start | _ | over. You have a little less than one minute. | |_| | |________________| Successfully making it to Niko's location will gain | | you the Spoils Bag. As you make your way through the | A B | game, some monsters drop various items that have |_______ ________| assorted purposes. You can keep these items in your spoils bag. There are eight different items you can put inside the spoils bag. The more you collect, the better. After getting the spoils bag, Tetra will call you up, swabbie. Make your way up the stairs and out the door. Walk forward and Tetra will call you again. Walk around the wooden pole in front of you to see a ladder right next to it. Climb that ladder and then a scene will begin. /\ /__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= /\ /\ C. Forsaken Fortress Code: [FSFT] /__\/__\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= On the maps below, spots marked with a * are where ropes are. You can use the ropes to swing across large gaps. Spots marked with a letter lead to a same letter. Look for the same letter to see where each of them lead. As for spots marked with an S, those are spots in which you must sidle to get across them. As soon as you land, walk up the stairs until you come across a large opening. You will see three spot lights moving their way across the opening. _________ You should get the map first, so immediately | | walk under one of the spotlights. That is, ~1F~ | | unless you want to get the two red rupees / \ before you do. In that case, try to get them / ________ \ and then go under a spotlight. You will be .` .` `. `. captured and put into a jail cell. How to __.` .` `. `.__ get out...simple. Climb onto the / | | \ table and look for an empty book \ _/ \__ / shelf with a pot on top. Jump on top .` .` . `. `. of the bookshelf and throw the pot .` .` __. ` `. `. somewhere. Crawl into the hole _.` .` . ` `. `.__ until you come to an opening .` | ` | | and fall down. Walk down | | \ | | the path until it turns to `._____| . | ___| wood and a treasure chest \ / / becomes visible. Open the | / / chest to get the map. _ / / / | \ START /_ _________/ / If you want, you can get a ___ \ \_ --->/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.