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  The Wind Waker - Walkthru

Part 3: THE THIRD PEARL AND THE TOWER OF THE GODS

Red Lions tells you the next destination for the third pearl is Greatfish Isle (Quadrant B4). Forest Haven is F6, so you have to sail for a long time. To start your journey, set the wind NW and set sail. As you sail along, Ganon's forces grow in strength. Also, you meet Seahats for the first time. They are basically HUGE Peahats. Hit them with 2 Boomerang hits and they die. Seahats are located at D5 and B5.

Greatfish Island

As you approach Greatfish Isle, you notice a dark cloud over it-not good. Also, you find out the island was destroyed. Red Lions tells you that a great water spirit, Jabun (Jabu-Jabu from OoT), lived here, but he has disappeared. Quill comes and tells you Ganon attacked the island. Also, Quill found out that Jabun is on OUTSET ISLAND! He's in a cave behind a stone slab the pirates couldn't destroy. Quill tells Link to leave and head to Windfall Island to see the pirates. After that, he leaves because Valoo called the place cursed and had no idea of staying. Follow his lead and leave. Go NE and head to Windfall Island.

Windfall Island

The pirate ship is docked at the northern part of Windfall. Red Lions advises Link to find out what the pirates are up to without being discovered. Since they're by the bomb shop and bombs can destroy the stone slab, look there.

The Bomb Shop

Go to the bomb shop in the SW corner. The front door is locked, so sidle on the ledge on the left side of the building. At the back of the building, climb up the vines, and crawl into the light. In a cut scene, the pirates kidnap the shop's owner. He tried to get 10 bombs for 10,000 rupees! Also, Tetra worries about Ganon attacking Outset. She's not worried about treasure!?!? At that point, she sees Link tells the pirates they are staying overnight, leaving in the morning. Finally, a pirate asks what's the password. Remember it. You need to use it to go in the pirate ship.

The Pirate Ship

After that, leave the shop. Go to the island's NW corner and jump to the ship. Go to the door that goes inside and tell the password. Go down the stairs and talk to Niko. He'll give you bombs if you swing from rope to rope to the other side. Save time by stopping the rope and line yourself up to the next rope. When at the end, open the chest to get BOMBS! This opens up many adventures: secret caverns, Great Fairies, a cannon on your ship, and much more! Now that you have the bombs, go to Outset Island by setting the wind SW. Be weary of Ganon's minions along the way.

Side Quests: Windfall Island

Song Of Passing

Go to where the door to Tingle's cell. Behind the door (not inside) is a grave and a man. L-Target the man and show him the Wind Waker. He remembers the ¾ tempo and shows you notes (->, <-, and down). Play them and you'll learn the Song of Passing. It turns night into day and vice-versa.

Outset Island

When landing, Red Lions tells you something amazing: since Greatfish Isle, there has been NO daylight. That's good because the pirates didn't leave yet. Also, the Red Lions tells you to see your Grandmother. But first, you need something to heal her. Time to get a rupee purse upgrade! Remember where you saved Tetra? Remember the big rock? (If you don't remember, check Part 1.) Go there. To cross the broken bridge make the wind face towards the forest, go up to the big rock on the hill, and fly to the forest. At the big rock, blow it up with a bomb. Go inside. It has a open seashell go to it to meet a Great Fairy, it will allow you to hold up to 1000 rupees. After that, many fairies appear. Grab one with a bottle. After that, go to Grandma's house. She's in a chair. L-Target her and stand next to her. Use the fairy in a bottle. She comes out of her daze and makes you soup. It has 2 servings and it fills your Heart AND Magic meter!! With that out of the way, go into you're ship. Sail to the western side of the island until you are sucked into a whirlpool. While in the whirlpool, take out your cannon (your bombs at sea). Aim it at the door. It has 3 parts. Each parts can only take about 4 hits each. While inside, Red Lions will talk to Jabun in Hylian. After that, you receive Nayru's Pearl, the final pearl for The Tower of the Gods. It's time to open the tower for business!

The Three Pearls

Southern Triangle Island (D5)

From Outset, sail NE to D5. On the way there, look out for a giant cyclone, Octoroks, and Seahats by the island. Walk up to the statue on the island and you automatically put the pearl in. After that, sail NE to F4, Eastern Triangle Island..

Eastern Triangle Island (F4)

Run to the statue and you automatically put the pearl in. Sail NE to D3, Northern Triangle Island.

Northern Triangle Island (D3)

Avoid the giant cyclone, and step up to the statue and you'll put on a cinematic (I don't need to tell you what happens, you're playing the game!). After the cinematic, sail into the Tower of the Gods.

THE TOWER OF THE GODS

This dungeon probably has some of the hardest puzzles in the game. Instead of testing your sword skills, it has you use your brain skills. Also, note that all rooms on the first floor with water will have water levels go up and down periodically.

First Floor: 1F Room 1

This is the central hub of the first floor. The red lions moves you around. Go to the SE corner. Wait for the water level to lower, and then go to the low SE door of 1F Room 2.

1F Room 2

A Yellow ChuChu is in this room. Use the boomerang to discharge the ChuChu, and then slice it with your sword to defeat it. At high tide, go to the SW alcove to bomb it. Break the pots for common items. Next, at low tide, pull the SE crate W so it lines up with the cracked wall. At high tide, bomb the wall to get common items and the dungeon map. After that, 4 ChuChus come from the ceiling. At low tide, drop down and use your boomerang to stun them and defeat all of them. If you want, you can bomb the other alcoves for common items. Go back to 1F Room 1.

After entering 1F Room 1, go to the NE door. (It's only available at high tide.) It's the sealed door to 1F Room 3. Open it by picking up a statue by the door. Put it on the constant-pressure switch. The door will unlock. Go inside.

1F Room 3

On the west end, defeat the Yellow ChuChu. Drop into the ditch and at low tide grab a box and drop it on the constant pressure switch. During low tide, it creates a magical bridge to cross. Go back up and run across the bridge during low tide. Pick up the statue in the east end and cross the bridge again at low tide and enter 1F Room 1. With the statue, drop it in the sea-green and gold grid center. A large gate on the other side of the room will open. Steer the Red Lions down the corridor that opened up at high tide. There, put down the 2 jars on the switches and go inside the now unsealed door of 1F Room 4.

1F Room 4

This room is hard puzzle. In the ditch, you must arrange the crates so you can run across the crates at high tide and hold a burning deku stick. To go from the south (door) side and to the other side without doing many jumps put the crates (starting by the door): small gap, 1 crate, big gap, 2 crates, small gap, 3 crates, and gap to the platform. Light the torches and a chest holding a small key will appear. Grab it and go back into 1F Room 1.

Back in Room 1, sail NW and use the bombs to blow up the 3 walls there. Swim there and defeat the ChuChus. Go into the NW door to enter 1F Room 5.

1F Room 5

Inside, there's a red bubble. Don't hit with your sword because it will hurt you. Instead, run to the chest, and open it to get the compass. After that, run back into 1F Room 1. While in Room 1, go down the stairs at low tide and open the door.

1F Room 6

Defeat the 4 electric ChuChus. Stun them with your boomerang first and then strike them with your sword. After you kill all 4, an invisible stairs will appear. Go up the stairs and pick up the staue in the middle of the tiled floor. Wait for the water level to drain again and then run with the statue in your hands down the stairs and through the door to Room 1. While the water level is still low, turn left and run up the stairs and you will see a little gazebo. Place the statue in the groove in the little gazebo, doing this will shut down the waterfall in the north side of the room and pour out two more waterfalls out the sides of the structure. Jump back into the boat and steer your way over to where the waterfall used to be to find a corridor. Go inside of it and into the door.

1F Room 7 (and the top is 2F Room 1)

You will see at least two rats running around in the middle of the room, defeat them with your boomerang first before doing anything. See the gold round part in the middle of the room? the property belongs to Beamos which is the statue with a rotating eye in the middle. It will shoot a laser at you to finlict damage if it sees you. Pick up one of the statues behind you and wait for the eye of Beamos to pass and then run across the room and place the statue down on one of the three glowing floor switches. Run back across the room and carry the other statue back over here on one of the remaining two switches and then stand on the last switch. Doing all this will cause some platforms to move vertically. Jump on the first platform and work your way up to the door above and then go through it.

2F Room 2

The door to the west and north are barred, go through the door with an insignia on it to the east. The pots hold hearts, rupees, bombs and magic vitals. Break them if you need them.

2F Room 3

Defeat the Yellow ChuChu here if you want, otherwise jump on the moving platform to the ledge at the other side. Defeat the two other Yellow ChuChus and then go through the door to the east.

2F Room 4

Go up the stairs and across the platform to the other side. There is a tablet sitting on the ground, if you read it, it says "Seeker of the goddesses' guidepost... Press R to call me and guide me to my place of truth." Press down on the Right Shoulder Button, a platform with the statue on it will be lowered. The statue will follow everywhere you go, so carefully guide the statue through the path to the southwest corner of the room. Pick up the statue and jump across the gap and then go all the way back to 2F Room 2.

The statue goes on a pedestal. In the center, a tablet rises. It show a new song, the Command Melody. Hold the analog left the the song is (on the c-stick) left, neutral, right, nuetral. It allows you to control statues and other objects. If either Link or the object is hurt, the spell is broken. After learning the spell, the western door opens. Enter it.

2F Room 5

Lure one of the Red Bubbles over to you and defeat them with your sword. Take out and use your Grappling Hook on the pole above and swing and drop onto the ledge across the room and then go through the door to the west.

2F Room 6

Look for another pole above and then use your Grappling Hook again on the pole to swing and drop onto the ledge at the other side of the gap. Press down on the Rgith Shoulder Button to call the statue and look for a glowing floor switch in the southwest corner of the room. Place yourself on the switch to make a bridge appear. Conduct the Command Melody while standing on the floor switch to control the statue.

While you are controlling the statue, hop across the bridge to the ledge you were on and then press the Right Shoulder Button again to stop controlling it. Use the Grappling Hook on the pole to get yourself back onto the ledge. Pick up the statue and then go through the door you came in from.

In room 5, place the statue on the floor switch off to the left to unlcok the door to the south. Use the Grappling Hook on the closest pole above you. You might have to stop and turn right a little bit to reach the southern ledge. Once you swing and land on the southern ledge, go through the door to the south.

2F Room 7

Once you enter the new room, the door will be barred down behind you. You will fight with an enemy called a Darknut. The Darknut is armored and you need to get rid of it somehow. You will probably see a strap on the Darknut's back, execute a parry attack on it (draw your sword first, hold down the Left Shoulder Button and wait for your controller to rumble or the A Button Icon at the top of the screen to "flash" and then press A to perform it) to cut the straps. The Darknut is now running around with its armor, keep slashing at it with your sword until you defeat it. A chest will appear after you kill it, open the chest to find the Hero's Bow! Head back in the previous room.

Back in Room 5, The Red Bubbles return, defeat them both again with your Hero's Bow. After you kill them, shoot the eye across the room to make two moving platforms to appear. Use the Grappling Hook on one of the two poles at the top of the room and swing back to the west side of the room where the statue is. Pick up the statue and jump across the two moving platforms and then go through the door to the east.

In Room 2, statue hops over to the platform and then the platform will rise. The door to the north will be unbarred. Go through the north door.

2F Room 8

In here, drop into the water pit below and then swim over to the east ledge. Climb up onto the ledge and go through the door to the east.

2F Room 9

You will be in a room with a lot of moving platforms. Kill the two Red Bubbles before you do anything. Once you get rid of them, jump onto the vertically moving platform and when you reach the bottom, jump onto the platform that moves back and forth across the room in front of the eye statue. Take out your Hero's Bow and shoot an arrow at the eye to make the statue move vertically. Jump onto the platform with the eye switch and then jump again onto the ledge with the chest. Open the chest to find a small key. After getting the small key, turn around and look up to find another eye target. Take out your Hero's Bow and shoot an arrow at the eye target to make that platform the eye target on it to move. Look to the right to find another vertically moving platform, jump on that and then jump again onto the moving platform above.

From that platform, jump onto the platform with the eye target when its close by. Look for a third eye switch just above the door you came in, shoot an arrow at it to make a chest appear. Jump on that ledge with the new chest to find a Joy Pendant inside. Either fall down into the pit below or work your way back from platform to platform and then go through the door you came in from.

In room 8, the room with the large scale, climb up the ladder to be in the upper part of the room and then jump onto the LEFT scale. You will see a cracked wall to the west (left). Take out a bomb and hold onto it for about 5 seconds, just a second before it explodes and when the 5 seconds (or around there) is up, throw the bomb at the cracked wall to destroy it. Jump into the new room and then go through the door to the west.

2F Room 10

In here, stand on the blue insignia and then conduct the Wind Requiem to make a chest appear. Before you can get to the chest, two Armos comes to life. They will hop three times and then they open their mouth to roar. Make sure you have the bomb equipped to one of your X, Y, Z buttons. When one of the Armoses stop to roar, go up to it and throw a bomb in its mouth. The Armos will spin around uncontrollably and explode. After you destroy both Armoses, open the chest to find Treasure Chart #30!

Back in room 9, the next room is behind the door to the north, but the ledge is too high for you to jump up there. Climb up the ladder and then pick one one of the 4 statues and place it on either scale. The other scale will go up higher, but if you jump on it, the scale will be back to even. The weight of one statue must be equal to Link's weight, so pick up another statue and put it on the same scale where the first statue is to hold it down. Jump on the other scale and then jump onto the ledge to the north. Now you will be able to go through the door to the north.

2F Room 11

Climb up and stand on top of the structure. Once you are up there, jump off the structure and then take out your Deku Leaf to glide over the electricity beams. Press down on the Right Shoulder Button to call down the statue and the conduct the Command Melody to control the statue. Make the statue hop THROUGH THE electricity beams and stand on the glowing floor switch to turn the beams off. Go up to the statue and pick it up, carry it through the door you came (room 9).

In Room 9, drop the statue down and look across the room to find a Wizzrobe. Get close to the edge of the ledge so that an arrow will appear above the Wizzrobe and then press and hold down on the Left Shoulder Button to focus on it. Shoot two arrows at it to get rid of it. The scale has been reseted, you'll have to place the statues back on one of the scale. Put THREE statues on one scale this time. After you put three statues on one scale, go back to where you left the black statue and then pick it up and carry it across the scale back into room 4.

Back in room 4, the statue will hop to the platform by itself and then all three forms a large beam of light in the middle. Since you got the Hero's Bow and before you step into the beam, go through the down south and go all the way back in the large water-filled room (where you left the King of Sea Lions). Jump back into the boat and go through the door in the northwest corner (1F Room 5). Take out your Hero's Bow and shoot an arrow at the eye switch to reveal an alcove below the eye switch. Open the chest to find Treasure Chart #10! Go all the way back to 2F room 4 and then step into the light to be taken up to 3rd Floor.

3F Room 1

The south side of this room has three glowing floor switches. Pick up the two statues and place them on the two of the three floor switches and place yourself on the last switch. This will deactivates the electrified beams, open the chest behind to to find the Boss Key! After you pick up the Boss Key, two Armos will appear and hops towards you. Focus on one of them by pressing down on the Left Shoulder Button and then shoot an arrow at the eye to stun it. Run around to the back of the Armos and you will see a flashing red switch, hit it to destroy it. After you destroy the two Armos, the door to the north will be unbarred, go through it.

3F Room 2

You will be outside of the temple. Kill the Kargaroc with your Hero's Bow. Before you go up the stairs, a Beamos will shoot a ray of laser down at the ground, keeping you from going up any further. Focus on the Beamos and shoot an arrow at it to destroy it. Keep going up the stairs while destroying the Beamos except for the one that has an eye that goes in a circle. Run pass in between the last two Beamos to the boss's door. If you have an empty bottle, one of the pots in front of the boss's door hides a fairy for you to catch with the bottle. Go to the boss Guide to figure out how to defeat him.



» Ganondoof's Wind Waker Walkthrough Part 4!!
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