|
The Great Sea: Voyage to the Forest Haven
Link must race south of Dragon Roost to the sacred Forest Haven, where he can receive Farore's Pearl, the second of three pearls needed to defeat Ganon. But there's plenty of stuff to do before that.
-If you want to accomplish a few sidequests (as well as something that's necessary), sail west back to Windfall. If not, sail directly south of Dragon Roost.
-Once you get back to Pawprint Isle, look for Fishman jumping out of the water. When you get close, the game's camera will zoom in to indicate you're without bait-throwing range. Go ahead and spread some All-Purpose Bait on the ocean surface, and the Fishman will fill in Pawprint Isle on your Sea Chart.
-As the sun begins to sink into the horizon, you may encounter a Ring of Light. Now that you have the Grappling Hook, you can actually claim the treasure it marks. Just sail up to it, and stop approximately where the ring was before it disappeared. A siren sound will indicate how close you are to the treasure. Then, drop the grappling hook into the depths, and it'll pull up a treasure chest. Most Rings of Light indicate Rupees, usually a Red Rupee to be specific.
-Continue sailing west until you reach Windfall Island. Before you get close to the island, however, make sure it's night. You can do this by pressing right on the directional pad to open a meter that tells you what time of day it is. Or you could ask Tingle, though as usual, his Tingle Watch leaves something to be desired.
-Windfall is a much different place at night. Virtually everyone has gone inside for the night (with the exception of the emo kid Kamo). However, all the indoor areas are still open. Also, although this doesn't have much to do with the night, notice the little crown-shaped bowls spread across the island. These will come into play later.
-Another area of the island that has changed dramatically at night is the Windfall Cafe. It's full of drunken pirates and sailors. As soon as you enter, Gillian, the mysterious bar owner, will attempt to shoo you out of the bar, but you can stay if you want.
-Another thing that only happens at night is that Beedle's Shop Ship begins to sail around the island. Why this happens is anyone's guess, as it seems to me Beedle could make the most money off the most populated island. Oh yeah, wait, the game characters are complete idiots. In any case, Beedle only sells All-Purpose Bait here, though he will eventually offer Arrows.
-Although this next segment of the walkthrough is completely optional, I STRONGLY urge you to play through it. Anyway, go ahead and talk to Tott, the self-proclaimed 'charismatic dancer' (a.k.a. huge gaywad) and talk to him again. Then bring out your Wind Waker and let it conduct idly for a couple seconds. After six notes, Tott will be reminded of the song he's trying to remember, then perform a dance. You're supposed to conduct in the directions he dances.
-To make it simple, conduct right, left, then down. You'll learn the Song of Passing, which will allow you to turn night into day and day into night. It's probably the most useful song, and you'll be using it a lot (though not as much as the Wind's Requiem, thank God).
-Go ahead and conduct the Song of Passing (right, left, down, remember retard?). This will bring Windfall back to its bustling daytime state.
-Check the postbox near the docks. It should be bouncing weirdly (uh...inanimate objects do that?). This means that you've got mail, so go ahead and check it.
-The first letter is from Kashiko, Baito's mom (the part-timer at the Rito post office). For some reason, she wants to thank you for helping her son. She's even attached a Piece of Heart. This one's the fifth piece you've gotten so far.
-The second letter you have is from Hoskit's (the Rito you gave the Golden Feathers to) girlfriend. Man, it seems Link has some serious luck with the ladies! And he's probably half your age! Ouch...In any case, the girlfriend sent you another Piece of Heart, which is your sixth one.
-Now head over to Doc Bandam's (the potion shop, moron). This is where you turn your Chu Jelly in. By now, you should have a surplus of Chu Jelly, so give him five drops of the Red stuff.
-As long as you have an Empty Bottle (that's empty, dur), he'll give you a free serving of Red Potion. The stuff pretty much completely restores your life energy, so savor it. However, note that Fairies are by FAR more useful.
-And now for something that you (unfortunately) HAVE to do to complete the game. Head over to Mrs. Marie's school of joy. YES, you have to see the clown lady again, but I promise this'll be the last time. Go ahead and offer up your Joy Pendants to her.
-In exchange for twenty of the pendants, she'll fork over the Cabana Deed. Yes, a frikkin' school teacher just gave you your own private island. How much is the Windfall government paying her?!?
-You can leave now if you want to, but if you have twenty more pendants to spare, give them to her. In exchange, you'll get the Hero's Charm. This trinket allows you to see enemies' life gauges. Sort of useful, I guess...but not really. If you want to put it on, go to the quest status screen, highlight the Hero's Charm, select it, and select 'Equip'. Now make a mad dash out of the school and be glad it's the last time you'll ever go there..
-You're done with Windfall for now. Set the wind to blow east and activate the Tingle Tuner if you didn't do it already. Sail all the way back to Dragon Roost, then set the wind to south and sail in that direction, towards Sector F6.
-The first island you'll come across on your southern journey is Fire Mountain in Sector F3. This is a volcanic rock on the ocean floor, and it's currently impossible to enter.
-Like at every other island, one of the Fishmen is patrolling Fire Mountain. Use some bait and get the chart for this island.
-Look in a general southwestern direction from the island to spot a flock of seagulls. Whatever you do, don't go in that direction. If you do, you'll be mauled by a giant squid that you don't have the means to defeat just yet.
-Sail south to Sector F4, where Eastern Triangle Island lies. Get the chart from the Fishman, too.
-Now open up your Sea Chart and then Treasure Chart #34. Turns out it's to this particular island.
-The underwater treasure turns out to be (surprise) a Silver Rupee. Great, 200 more Rupees you can't carry yet...
-Now sail south to Sector F5, Bomb Island.
-Once you get there, it's pretty likely that the moon phase has summoned the mighty Ghost Ship. If so, the skies will be cloudy and the lightning frequent. Sail towards the blue flames if you want to get a glimpse of the Ghost Ship, but it'll vanish once you get close. Creepy...
-Spread some bait to summon the Fishman, getting Bomb Island's chart.
-Now disembark for the first time since you left Windfall onto the island. Here, you'll meet Old Man Ho Ho, a strange traveler who pretty much stares at things through his telescope. And that's all he does. Weird. He's currently staring at a submarine, which you'll explore in a moment.
-As you've probably noticed by now, there are several boulders on the island with which you can blow up with Tingle Bombs. However, the only one you'd actually want to invest time in doing so with is at the top of the island, and, of course, Tingle won't let you bomb it. After throwing your GBA against the wall, hop back in your boat.
-Now sail in the direction Old Man Ho Ho is looking. You'll eventually reach a submarine. This one's the first of six across the Great Sea, and they're all manned by Ganon's minions. There's also a raft next to the boat, where a Sea Bokoblin is sleeping. You can fight it if you wish. It's a pretty good way to test out the Hero's Charm, actually.
-Now go into the submarine. You'll be on a raised ledge above the sub's cargo hold. There are several Bokoblins patrolling down there, including a Shield Bokoblin. Of course, if Bokoblins are still giving you trouble by now, you should just put the controller down and consider retardation rehab. Also, watch out for the Rats that run around. There are no rat holes to exploit, though.
-Once all the Bokoblins are goners, a chest will spawn (it doesn't matter if the Rats are still alive or not). Inside is another Empty Bottle. This one's the second of four. You can never have enough of them.
-Now sail in the direction of the Sea Platform. This one's the second of twenty.
-Once you get near the Sea Platform, watch out for the cannons that shoots Bombs at you. If you get hit with one, not only will you lose energy, but you'll be knocked clear out of your boat. Climb up onto the platform.
-Like the last platform you were at, there are two Sea Bokoblins 'standing guard'. And by 'standing guard', I mean 'sleeping'. Take them out using standard methods.
-After all the Bokoblins are dead, a chest will spawn with a Red Rupee inside. Sorry for wasting your time.
-Now sail south. Your destination, the sanctuary of Forest Haven, is only one more sector south.
Backward: Dragon Roost Island: Aftermath
To: Walkthrough Home
Forward: Forest Haven: The Sacred Grove
|
(c)2006 RPGClassics.com. All materials are copyrighted by their respective authors. All games mentioned in this site are copyrighted by their respective producers and publishers. No infringement on any existing copyright is intended. All rights reserved.
|
|