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  The Wind Waker - Walkthru
Welcome to Ganondoof's Wind Waker Guide! This is my first guide, so give me a break!

The guide starts after the opening cinematic and after Aryll wakes you up and your first time to control Link.

Aryll told you to see your Grandmother. To get there, crawl (or fall) down the ladder. Follow the footbridge and head west. Her house is on the Northwest corner of the footpath.

Inside, go up the ladder and walk towards the Grandmother. After the conversation, you receive the traditional green tunic to wear. The Grandmother knows they're warm, but he only has to wear them for a day. She then puts you out of the house and tells you to play with Aryll, who is at the watchtower that you started out on. To get there, just go in reverse on how you got to Grandmother's house.

A conversation starts and she gives you her telescope. You can assign it to X, Y, or Z buttons. To assign it, press start, highlight it, and press the button you want to assign it to. Aryll then says to look at your house and zoom in, you see your mailman, Quill. She then yells out, zoom over into the sky. A giant bird is holding a blonde girl. A pirate ship follows catapulting rocks at it. One connects, and the girl is dropped off on the highest point on Outset Island. Link automatically zooms over. Aryll tells you to save her, but first you need something to defend yourself with. It's time to get your sword!

Remember that two story house you passed on your way to Grandmother's house? Time to go in it. Forget the old geezer on top and go in the lower door. Inside, you'll see another geezer. He is Orca, a swordsman. He gives you a sword and teaches you how to use it. Follow his directions and you keep the sword.

Now that you're armed, it's time to save the blonde. Go Northwest, as if you're going to the watchtower, when you reach the sign by the tower, turn right and follow the dirt path that winds up to the forest of fairies. Even though a sign says not to go up the forest, cut down the trees to continue. Go to the suspension bridge and keep walking. You'll automatically jump over the hole. Go inside the cave to go inside the forest. When you enter, you barely see the Blonde hanging from a branch. After that, move to the narrow path on the right to enter the next part.

In the next part of the forest, a monster known as a Bokoblin is there. Using your sword skills, easily defeat it. If you want, crawl under the hollow log on the ground for an easy 20 rupees. After that, crawl on the tree stump and jump to the ledge to continue.

You see a big rock, but you can't do anything about it till you get bombs later in the game. Climb up the slanted log and defeat the 2 Bokoblins in the next area. After that, there's a cut scene explaining who is the blonde. She is Tetra, a leader of a group of pirates. The next part of the cut scene is outside the forest. Aryll calls for Link, but the bird from before then kidnaps her! Now, it's personal!

Now, Link tells Tetra he wants to go with the pirates to go save his sister! Quill helps persuade Tetra to let him go to get his sister, but first, he needs to get a shield. Go to Grandmother's house and talk to her on the lower level. She gives you the family's shield. Go back and talk to the pirates to leave the island for the Forsaken Fortress, the place where the huge bird lives.

On the ship, you are told to go see Niko, who is down the stairs behind the door in the front of the ship. Niko challenges Link to a rope-jumping contest. 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 Spoils Bag, which is important because it is used to keep the special drop items from enemies. After receiving the bag go to the main deck and climb up the ladder on the mast. After a conversation, you'll be catapulted to the Forsaken Fortress, the place where your sister is held. The pirates' aim is off, so you lose your sword on the top of a tower. (Don't worry, you get it back.)

Forsaken Fortress

This part of the game is stealth. 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 Bokoblins at the lights. You also must get your sword back!

HINT: If you get busted, you'll warp to a holding cell under the second searchlight #2 (2F Room1). To get out, climb on the table in the middle of the cell, run and jump over to the top of the shelf across from the table on the left side of it, destroy the pot and you will find a tunnel. Crawl into it and you will end up outside of the cell! Go north to continue your quest.

Courtyard

From your starting point, go up the stone stairs, grab a barrel, and continue up. These barrels go on top of you ONLY when you are not moving. Use them to stay hidden from monsters and searchlights. THEY WILL SEE YOU IF YOU ARE MOVING UNDER THE BARREL!!! In the courtyard, go up the stairs next to the stairs that you came up with. When up the stairs, don't go into the hallway! Go right, up the ramp and you will be next to a ladder.

First Searchlight

Climb up the ladder will be the westernmost searchlight. In one corner is a jar of deku sticks. Use one to defeat the Bokoblin. After destroying it, it searchlight goes into the sky and can't be used to capture you. Climb down the ladder you came up, go down the blue path go into the hallway and go to the door closest to the blue path you just were on. I will call this room 2F (Second Floor) Room 1 (First room you were inside.) I will name all my rooms this way in my guide.

2F Room 1

This room has two plateaus and a swinging rope between them. On the other side is a chest. Don't worry about it until later. Go through the door on the west end of the room and outside.

HINT: DON'T GO TO THE FIRST FLOOR! IF YOU DO, GET YOURSELF CAPTURED AND BREAK OUT OF JAIL!

Second SEARCHLIGHT

From the exit, turn left, and go onto the small balcony. On the south end, climb up the ladder and you will be at the second searchlight. Get a deku stick (again) and defeat the Bokoblin. Go back down the ladder and back into 2F Room 1.

2F Room 1

Go to the middle of the room. Jump over to the rope and swing to the other side. Stand in front of the treasure chest and press “A.” Inside is the dungeon map. To access it now that you got it, press UP on the T- shaped Pad. Use UP or DOWN to change the floors. You are in the flashing room. You've been in green rooms and black are unexplored territories. After trying out the map, swing across again and leave through the eastern (right) door. Follow that hallway and go into 2F Room 2 on the other side.

2F Room 2

This room looks like 2F Room 1, two wooden platforms and a rope swinging between them. Don't swing across yet. Move the barrels and open the chest behind them. Inside is the compass; it shows hidden chests on the map. Very useful. After getting the compass, swing across and exit the north door.

Third Searchlight

After exiting, turn left to the balcony. On it there is a winding blue pathway up. Go up it and climb up the ladder. Up the ladder is the last searchlight and a Bokoblin. Defeat it with a deku stick and grab what it drops. Go back down the ladder and go into the door that is in the hallway across from the door in 2F Room 2. It is 2F Room 3.

2F Room 3

This looks exactly like Rooms 1 and 2: platforms and rope. Swing across and go through the north door. Outside, take a left, push the crate off the side, return to the hallway you came from and go to the door you didn't go inside. (2F Room 4)

2F Room 4

Finally, a different room! Grab a barrel and sneak past the two Moblins. Don't move when they're near you, or looking at you. You can move if the Moblin on the other side of the path is looking at you. Go to the big door. Open it and get ready to climb the tower.

The Tower

You've faced the worst of the Fortress, congrats. Climb up 2 staircases and a Moblin is patrolling. Walk on the right side to avoid him when he's not close or looking at you. Climb another stairwell (Get used to it, it's a tower!) On top of the stairs is a Moblin and a barrel. Sneak past and keep going up. In a short while, you'll see a gap with a ledge. Press “A” near the wall to stick close to the wall and walk slowly to the left and you'll pass it. After you keep going up, you'll see another thin ledge. This time it has hearts to heal yourself with. Sweet! Finally, you see a Shielded Bokoblin and your sword run for the sword, press “A” to get the sword and defeat the Bokoblin. Open the door to enjoy a cinematic. You see your sister, but the bird that captured her gets you! It presents you to a green, red breaded man. (I won't say who it is!) The man nods and the bird tosses you!

PART 2: DRAGON ROOST ISLAND

Windfall Island

There's a cinematic where Link meets a ship, The King of Red Lions, he's the only talking ship in the world. He tells you the green man is GANON, the man who fought the hero of time! Red Lions tells you he will help you, but first you need a sail. You can get one at this island, Windfall Island. To get it, walk into the archway and follow the dirt path until you see an Eskimo. He has a sail for 80 rupees. If you don't have enough, smash pots in bushes to get enough.

Dragon Roost Island

After doing what you want on Windfall, walk to Red Lions and he gives you a tutorial on how to use the sail. While sailing, assign it to X, Y, or Z and face the direction the wind is blowing. (West) And sail until you reach the island called Dragon Roost. It is home to birdlike creatures, Rito. Red Lions tells Link to go see the dragon on top of the island to ask him for an item called Din's Pearl. Before Link leaves, Lions gives Link the Wind Waker. It used to be able to harness the power of the gods; maybe it can be still used? He also gives you a tutorial on how to use it. After this, you control Link. Go Northwest (left) and a big boulder blocks your path. Press “A” next to those bomb-looking plants to pick one up. DO NOT TRY TO HIT ONE WITH A SWORD. THEY WILL AUTOMATICALLY BLOW UP. Drop it by the rock to destroy it. Continue up the path. Two more boulders are on the path blow up the northwest one to continue up to the dragon roost. Go up that one and you get to a broken suspension bridge. Pick up a bomb plant by the bridge and go on the incline. It doubles on itself and a boulder blocks the path. Bomb it and continue. There is a small ledge. Sidle on it and reach the other side. After you reach the other side, drop to the grassy plateau. A boulder blocks the path. Bomb it and 2 blocks drop and allow you to continue. If you want to save yourself time next you come here, drop down to the platform below and grab the bottom block and pull it. You can climb it. Go through the doorway ahead next to the postbox. Talk to Quill, your mailman. He's impressed with how far he has traveled. He tells him to see the Rito chief because he might be able to help him with his quest. After you gain control again, walk the winding path and reach the chief inside the Aerie. The chief says Valoo, the dragon on top of the mountain, is angry and is unapproachable so his son, Prince Komali, can't get his wings because he can't get a scale from Valoo. The chief wants you to talk to Komali and give him courage. He thanks you and gives him the delivery bag. It holds letters like the spoils bag holds monster's items. He tells you to get an item from a girl named Medli.

Finding Medli

To find her, take the ramp and go into the door with one guard outside of it. She is in there. She starts a conversation and you get Father's Letter assign it to X, Y, or Z. Go to Komali.

Komali

To get him, go to the first floor. Across from the entrance is a long hallway. Go in it and go in the door in the hall. Komali is there; show him Father's Letter. He's still scared of Valoo. He challenges Link to calm Valoo.

Dragon Roost Cavern Opening

After you exit the long hallway and inside the main aerie, on the first floor, go into the guarded door. Medli is there. Jump off the broken bridge. She tells him to throw her to the bridge when the dust is blowing forward. Pick her up with “A” and throw her. She makes the ledge and she gives you an empty bottle in thanks. There are 4 in the game. They hold liquids. Assign it to X, Y, or Z and scoop up water in the spring. Go back up the bridge you jumped off of. Water a plant. They are bombs. Bomb the rock in the spring. It floods the area. Swim to the other side and climb up the bridge. There are bomb plants grab one and try to throw it into cups on the statues. Do it to both to continue. You will then be inside the Cavern.

Dragon Roost Cavern
1F Room 1

Walk north and move the 2 blue statues. Move the left one south and the middle one to the left. Easily defeat the 2 Bokoblins in the next part of the room.

NOTE: The pot with steam coming out warps you to other parts of the dungeon if you have seen the other pots.

Pick up one deku stick. Light it by walking next to the flame in the right corner of the room. Go to the left corner and light the unlit torches. When you do, a chest appears. Open it and you get a small key. It opens locked doors. Open the locked door, and go into 1F Room 2.

1F Room 2

Go forward. Use your sword to destroy the rotted planks. You walk into it and see walkways and a lava pool. Run left and pass the locked door. You automatically jump over small gaps. When you reach a small platform, go on it. There is a block in the wall; pull it out, climb on top of it and jump to the next platform. Run to the right and leap to the suspension bridge. Run across the bridge and avoid Keeses until you get a ranged weapon. Blow up the boulder with a bomb plant on the east side of the bridge that reveals the door to 1F Room 3.

1F Room 3

You enter from the southern right (Southwest) corner. A pool of lava separates you from the rest of the room. On each ledge have pots of water. Throw them to cross the lava. They make temporary platforms. Go to the east ledge to get the dungeon map. It does the same as the map for the Forsaken Fortress. Now create a platform and jump over to the south end (NOT THE ONE YOU CAME FROM.) Walk to the ladder but don't climb it. A Red ChuChu is there; lure and defeat it with your sword. Then climb the ladder and go into 1F Room 4.

1F Room 4

Walk south to lure a Bokoblin into destroying the wooden beams. Defeat it and pick up his sword using “A.” Walk to the wooden beams and swing the big sword. It opens a path to the western end of the room. Go southwest, defeat the 2 Red ChuChus, and destroy the wooden beams with the Bokoblin sword. It holds a chest that holds a small key inside of it. Grab it and walk to the northwest corner, defeat the 2 ChuChu and go through the door to 1F Room 2.

1F Room 2

Look at the south wall. There are two bomb plants and a giant rock. Throw a rock or pot to hit a bomb to blow the rock up. If you run out of things to throw, go to Room 4 and come back; the things reappear. After destroying the rock run west and go to that locked door that you passed on your first visit here. Open it and go into 1F Room 5.

1F Room 5

Ignore the northern alcove for now. Go west, and then north defeating all the ChuChus along the way. Walk to the wooden bars and a Shield Bokoblin appears. They are a little harder than the regular kind, but not by much. After defeating him, take his deku stick, light it, and burn the northwestern alcove's planks and step on the switch and go into the used to be sealed western door.

1F Room 6

This is outside, but it's part of the dungeon. Cross the bridge and defeat the Bokoblin. Climb the ladder halfway, under the dark part. Lava appears where it's dark. After it disappears, climb the rest of the ladder. At top of the landing, there's a Kargoroc, L-Target it and attack it when it swoops in. Sidle along the narrow ledge. Just make sure at the crack, you avoid the lava. Follow the path until it stops. There's a wooden plank. Press UP on the analog stick and press LEFT until you get to the other side. Past that, pull yourself up to a group of bomb plants. Grab a bomb and throw it to the large boulder to get to 1F Room 7.

1F Room 7

This room is empty. The only thing in it is blocks. Grab the middle bottom block and pull it out. Also, pull out the bottom left one. That'll allow you to get the door behind the blocks, 2F Room 1.

2F Room 1

There are 2 rats in the room. They are hard to hit with a sword. Defeat them or ignore them. There are 2 chests in the room. To get the first, pull the block out of the north wall. Climb up it and walk to the east landing and open the chest. It holds the area's compass. To get the other one, smash the pot of deku sticks on the north landing. Light one stick and when standing on the north landing, throw the lit stick at the wooden planks on the south alcove. Open the chest for a small key. Go to the northern locked door and open it and enter 2F Room 2.

2F Room 2

This is outdoors. Go up the split up stairs and walk the narrow pathway. Lure the Kargoroc and defeat it. Go to his nest and take his small key. Use it to go into the southern door, 2F Room 3.

2F Room 3

This is a V-shaped room. In the center holds many Keeses. At the entrance, smash the pot of deku sticks, light one, light the torch in the center of the room. Use the light to defeat the Keeses. Also, after defeating the Keeses, grab a deku stick again and burn wooden planks in the southwestern part of the room to reveal the next part of the room. The door there is locked and there are 2 unlit torches. Light them and the door unlocks, letting you into 2F Room 4.

2F Room 4

This is actually the upper part of 1F Room 2. Bomb the rock on the pot so you will be able to warp from the first room to here. After doing that, run across the suspension bridge and go into the southern door of 2F Room 5.

2F Room 5

Defeat the Bokoblin and smash all the pots in the room. To destroy the pots on walls, roll into the wall. Two Bokoblins hide in 2 pots, defeat them and the door that leads to 2F Room 6 opens in the south. Climb the ladder to get to the door.
HINT: To get a hidden chest in this room, light a deku stick and light the unlit torch on the west side of the room to get Treasure Chart #11.

2F Room 6

Jump to the platform on the right side of the room. L-Target the Magtail and attack it by pressing “A” when the “A” button flashes. Go back to the south end of the room and grab a water pot. Go back to the small platform and throw it where the lava rises. Jump on the temporary platform before it goes up. When it does, jump off and go into 3F Room 1.

3F Room 1

Nothing here except the door to 3F Room 2. Go through the door. Really scary.

3F Room 2

You need the Grappling Hook to get to the other side, but you can grab the bomb plant in the southeast corner and throw it at the big rocks to get to 3F Room 3 and get the third warp jar. Go to 3F Room 3.

3F Room 3

At the top, you see the angry Valoo. His tail is being pulled. Eastern is horizontal poles, but you can't use them yet. However, you can run up the stairs in the west, but don't stop. They fall behind you. At the top, you'll be at 4F Room 1.

4F Room 1

There is only a circular arena. Medli is in a jail cell there. Defeat the 2 Shielded Bokoblins. Then, a Kargoroc drops a Moblin. Defeat it as well. After you defeat it, Medli is freed and she gives you Grappling Hook. Also, a tutorial is given. Grapple down the Southwest pathway and smash the wooden beams to get back to 3F Room 3.
NOTE: When at sea, your grappling hook can pick up items at the bottom of the sea.

3F Room 3 (Again)

Face east and look at the horizontal poles. Using your grappling hook, swing on the pole to jump to the outcropping and do the same to the next pole. The 2nd outcropping has the door to 3F Room 4. Go in it.

3F Room 4

Run west across the western suspension bridge until a Bokoblin attacks you. Defeat it without cutting ropes and continue. A Shield Bokoblin attacks, defeat it. After they are defeated, a chest appears in the room below you. Grab and light a deku stick and burn the ropes on the suspension bridge. Then, stand in the center. The bridge falls and you're in 2F Room 7.

2F Room 7

You safely end up on a bridge on top of lava. Go to the chest, open it and you will receive a Joy Pendant. Go west and enter 2F Room 4.

2F Room 4

Walk along the narrow path until you get in the birdcage-like object. Do a spin attack to sever the ropes and fall down to 1F Room 2.

1F Room 2

Enter the northeast doorway and jump from platform to platform until you find a ladder in the northwest. Climb it and follow the path to reach a sealed door. To unseal it, grapple the horizontal bar, and when you swing on it, the door unseals. Drop down and enter 1F Room 8.

1F Room 8

From the ledge, swing on the bar, stop, turn east and swing to the landing. From there, jump the next three suspended platforms and swing to the east landing that holds the door to 1F Room 9.

1F Room 9

Run to the southern part of the room to see a constant pressure switch and a chest in flames. A Magtail attacks you, but just hit it with “B.” It curls to a ball. Pick it up and put it on the switch. Run to the chest to get the Big Key. It allows you to fight the boss. Now, it's time to get to him. Instead of walking all the way to the boss, save your game, reset, and you'll be inside 1F Room 1. Go in the warp jar twice and you'll be at the boss's room.

Boss Room (3F Room 2)

Swing across with the grappling hook. Defeat the Magtail and open the 2 chests. They have a Knight's Crest and 10 rupees. Open the pots for fairies. Put one in your jar to save yourself from the dreaded “Game Over.” Save your game. Get ready for your first boss fight this game. Go to the boss section in the Wind Waker section.

The Wind Shrine

After you leave the cavern, Valoo's clouds disappear and Medli and Komali talk to you in effect, you get the first of 3 pearls. Also, go to the wind shrine to perform a melody to talk to Zephos, a wind god. He tells him to watch out for his brother. Also, the spell you played lets you control the wind's direction. It's very useful. After finished talking to him, go to Red Lions. He tells you about Ganon and tells you must go to a island in the south. Play Wind's Requiem to make the wind blow south to sail for Forest Haven.



» Ganondoof's Wind Waker Walkthrough Part 2!!
Desert Colossus
Exploding Deku Nut
Gaming Exe
Hidden Triforce
Hyrule Castle
Hylian Help Desk
Hylian Worlds
Memories of Zelda
The Written Legend
Zelda Dungeon
Zelda X
ZTHL