TheLegend of Zelda: The Wind Waker is another great installment in Nintendo's highly-acclaimed franchise. You'll assume the role of a young boy setting out on a great adventure, spanning wide expanses of ocean, dozens of islands, and many dungeons as you seek to free your kidnapped sister. Along the way, you'll interact with NPCs and undertake side-quests to earn more powerful weapons and items to assist you on your quest.
The walk-through section won't cover everything you can do in the game--just the major places and the items and upgrades you'll need to finish. To find all of the heart pieces and treasure charts, see the appropriate sections of this guide.
Enter the house and climb the ladder. Talk to Grandma to receive the hero's outfit, which, as everyone will tell you, looks too warm. Hope you think that's funny: You'll be hearing about it over and over again. Grandma will ask you to go find Aryll, so run back to the lookout and climb the ladder.
Aryll will give you a telescope. Equip it with either Z, Y, or X, and then use it to look at the mailbox, located just outside Grandma's house. Watch the mailman as he takes off and the subsequent cutscene involving the huge bird. It's time to live up to your new outfit and act like a hero.
First, though, explore Outset Island some more. The only thing you need to do is get a sword--head to Orca's house (it's the ground floor of the two-story house next to Grandma's) and follow his instructions. He'll teach you to fight, and after you finish his lessons he'll give you the hero's sword. Pay close attention when Orca teaches you the parry skill--this is by far the most effective fighting move in the game, at least until much later. Do a few of the Outset Island side quests (covered at the end of this section), if you'd like, and then head into the forest, high on the mountain above the village.
To get to the forest, follow the path behind the house near the lookout tower. You'll come to a row of trees blocking the path. Cut them down with your sword, then proceed. When you come to the broken bridge, just run and jump across the gap, then continue on into the forest. The path through the forest is fairly straightforward. Continue straight ahead until you meet your first enemy, a bokoblin--fight it and then keep moving. Look around for rupees, including some hidden in a fallen tree stump. Two more bokoblins will fall from the sky. Defeat them, and Tetra will fall from the tree.
Once Tetra is free, Aryll will be kidnapped. Tetra will agree to take you aboard her ship if you can find a shield. Return to Grandma's house and climb the ladder. Grandma will give you the hero's shield.
Before boarding the pirate ship, make sure you visit Beedle's shop, which is a little boat just offshore. Buy the bait bag, some all-purpose bait, and one or two hyoi pears. You may also want to finish exploring Outset Island for some rupees.
Talk to the man crouching in the grass near Orca's house to learn how to catch pigs. Catch all three and take them up the hill to the house behind Orca's, then throw them in the fenced-in area. The woman will give you rupees for every pig caught.
Other than breaking barrels and vases, there's only one thing to do on the pirate ship: beat Niko's challenge. Head down into the hold and find Niko. He'll explain what to do. Step on the switch, and then jump forward to the swinging lamp. Note that you can stop swinging and adjust your position by pressing and holding the R button. Jump from lamp to platform and platform to lamp until you reach the other side. Niko says there's a time limit, but it shouldn't be an issue. When you make it across, Niko will let you open the treasure chest, which contains the spoil's bag. Finish bashing all the barrels and vases for rupees, then head up to the deck and climb into the crow's nest to speak with Tetra.
After your unheroic journey to the Forsaken Fortress, you'll find yourself sans sword. Not to worry--grab one of the barrels near the first set of stairs and you'll have yourself a makeshift disguise. Climb the steps and proceed cautiously past the searchlights. You have a moment to stop once a searchlight (or a guard) sees you, but don't move again until you're in the clear. Gather up the rupees and then go through the huge wooden door.
Rats. This is your first encounter with these varmints, who will bump you and steal your rupees. Note that you can place all-purpose bait in front of a rat hole, and they will offer to trade you something. You can explore the ground floor of the fortress and find some loot. But eventually you'll want to get to the second floor, and the easiest way to do that is to get caught. Let one of the spear-wielding guards see you, and you'll get tossed in the slammer.
Climb onto the table and jump to the bookshelf. Smash the vase and crawl into the hole it reveals. Follow it around until you emerge a free man. Follow the hallway to a ledge with a chest, which contains the dungeon map. At this point, you'll want to drop back down to the first floor and search the nearby barrels for a switch--step on it and a chest will appear, containing a "piece of heart." Don't worry if you miss it the first time, you'll be back to the fortress later. After you get the piece of heart, get caught and escape again.
Return to the ledge and jump to the lamp. Swing across to the opposite ledge and go out the door on your left. Hang another left and climb the ladder. Continue up until you reach a bokoblin manning a searchlight. There's a vase nearby with some sticks in it. Smash the vase and grab a stick, which you can use as a weapon. When the guard is eliminated, the searchlight will stop operating. Head back down and then back into the room where you got the dungeon map.
Take the other door, and once again make a left. Continue up until you find another searchlight. Once again, smash the jar and grab a stick to use as a weapon. Defeat the guard to disable the second light.
Looking at the dungeon map, note that there are two routes through the second floor. The route that goes along the eastern side is the better of the two, if only because it makes sneaking past the final guards a bit easier. So head down and then continue to the right. Grab the compass from a chest, and then swing across the gap. Go through the door, make a left, and head up to take out the last searchlight.
Once the last searchlight is disabled, climb back down and continue along the eastern path, swinging over ledges when needed. Before you enter the northernmost room of the floor, make sure you push the box into the courtyard--it will make returning to this point easier should you get stomped, because it grants access to that ladder you may have seen when you first entered the fortress.
In the northernmost room, don a barrel and sneak past the guards to the stairs. Go through the wooden doors. Outside, you'll need to grab a barrel and sneak past another guard. This can be sort of tough, so be patient. Just stay absolutely still until you are sure he isn't looking, then scoot past him. You'll come to a narrow ledge--walk to the wall until the action on your A button reads "sidle." Press the button, and work your way across. You'll need to do this once more, and then you'll find your sword. Fight the guard, then head through the doors to find Aryll and start a cutscene.
After your conversation with the King of Red Lions, you'll know what you need to do on Windfall Island: find a sail. It's not a difficult task--just run up to the center of town and find Zunari, the salesman with the outdoor market. He'll offer to sell you an unnamed item for 80 rupees. Buy it, and it turns out to be a sail. If you want, you're done on Windfall Island, and you can continue on to Dragon Roost. But there are a few more things you can do while you're here.
Above the cove where you landed, you'll see a stone tablet and a strange dancing man. He's of no use to you until later in the game. For now, head into the nearby door. Find the switch, and step on it to open the door. You'll release Tingle from prison. He'll give you the Tingle chart, and, if you have a Game Boy Advance hooked up to your GameCube, the Tingle tuner he gives you can now be activated. Freeing Tingle isn't optional--you'll need his help, GBA or not, much later.
In Tingle's cell, find the small hole and crawl in. Make your way to the northwest corner of this maze to find the picto box. If you encounter a rat, you'll need to start over. However, if you have the picto box, finding a rat will make getting out all the easier (just take your first right after grabbing the picto box for a quick exit).
Take a pictograph of the man in the red suit placing a letter in the mailbox. Get this one from the docks, and make sure the pictograph shows both his whole body and the letter in his hand. Go into the cafe above Zunari's shop. Throw a vase at the lone patron, and then snap his picture when he is shaking. Stand in the courtyard outside Lenzo's shop and aim at the woman standing alone near the steps. Wait for the man who strolls around town to pass by, and then snap a pictograph as they look at one another. Make sure you get both of their whole bodies in the pictograph.
Find the school near Zunari's shop. Talk to the teacher, who will complain about four hooligans in town. They are right outside. Talk to the hat-wearing leader, and they'll challenge you to the pastime of juvenile delinquents everywhere: a game of hide and seek. Find them all, and they'll give you some information. Find them all without entering a building, and they'll give you a piece of heart. Their hiding places are:
When you find them, you'll need to catch them. If you're having trouble keeping up, use the roll attack to gain a little speed. Once you've found all four, they'll tell you that their teacher loves jewelry. Go to the tree by the bomb shop, and roll into it to receive a joy pendant. Take it to the teacher to find out she wants 20 of these. Again, you'll need to come back later.
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