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4H. Fury of the Gales (Wind Temple) =
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Hope you have double magic for this part. If you don't, get it now (check
the Upgrades section).
Now, for the next Sage, head north from Windfall Island to Gale Isle. Hop off
at the shore and put on the Iron Boots. Trudge up to the statue shooting out
wind and bash it with the Hammer. Enter.
Note the marks on the stone. Play those marks on the Wind Waker (hold the
Control Stick to the right for 6/4 time). You've now learned the WIND GOD'S
ARIA. Fado, the ghost of a Kokiri sage, will tell you to find the sage that
plays the same instrument as him. A leaf cello/violin? That would be Makar,
the Korok from Forest Haven. Head back there.
NOTE: Although it would seem like you can do these in either order, you have
to do the Earth Temple first. The new Wind Sage cannot be found until then.
At the Forest Haven, you should see notes coming out of a waterfall. Attach
the Grappling Hook to the branch above and swing towards that waterfall.
Let go and you'll fly through it and find Makar. Play the Wind God's Aria
for him and he'll remember. It's time to sail to the Wind Temple.
Head back to Gale Isle. Enter and play the Wind God's Aria for Makar.
*** LEVEL 5 *** The Wind Temple -
Controlling Makar - If you pick up Makar and throw him, he'll glide for a
distance, just like Medli. If you take control of Makar, he can fly by using
the A Button repeatedly. If you find a patch of dirt, have Makar press A on
it to plant a seed, which will cause a tree to sprout.
Entry Room: Exit through the north door.
First Wind Room 1F: Take control of Makar and have him plant seeds on the
patches of earth to make trees and a chest with 100 Rupees appear. Now,
float over to the far ledge and stand on the switch to remove the wind blast.
Now, for Link. Put on the Iron Boots and cllmb up on the spring. While on
the spring, take off the boots and you'll get shot into the air. Pull out
the Deku Leaf and glide over to the other side. Carry Makar into the next
room.
Gate Room 1F: Take out the Armoses and flap the rotating switch with the Deku
Leaf. Have Makar plant seeds in both patches of dirt to open the door.
Ledge Room 1F: Have Makar fly up and plant seeds in all the patches. After
he does so, he'll be captured by Floor Masters (jerks). If you have Tingle,
drop down to the lowest floor and use a Tingle Bomb in the center of the
low ground to get the WIND TINGLE STATUE. Leave by the east door.
Central Gate Room: You'll see Makar behind a cage. Poor little guy. There's
nothing you can do for him right now, so head east and take out the Armos
Knights and Peahats, then go through the door.
Gate Corridor 1F: Take out the two Peahats, then either drop down the hole in
the floor, or just use the Iron Boots on the other one to crash through.
Flap the switch to raise the gate, then head to the other side and flap it
back down. Leap off the spring with the Boots and land on the upper ledge.
Flap the gate back up using the switch up here. Take the Joy Pendant in
the chest nearby. Head out by the south door.
Updraft Room 1F: Use your Deku Leaf to coast over to the button on the ledge.
Hit it and the gate on the wall will fall. Cross over to it. Now, use the
updrafts to make your way further south to a chest with the DUNGEON MAP in
it. Now, ride the updrafts to the west all the way, watching out for
Peahats and Red Wizzrobes, and you'll reach the far door.
Central Gate Room: Use the Iron Boots to slam on the switch, which will open
up the gate to the basement. While you're up here, toss a Bomb on the Magic
Pot to open it. Drop down to the basement and exit by the south door.
Spiky Room B1: Use the Iron Boots to drop down one of the cracked floors.
Push the spring block to the mark at the far end of the room, and the other
block next to it. Spring up to the upper floor and grab the Small Key.
Don't leave just yet. Now, go back down to the lower floor through each of
the other four cracked floors. You'll face bad guys once you drop, such as
Floor Masters, Armoses, Red and Green ChuChus. Once all five holes have
been made, a chest with a TREASURE CHART will appear.
Central Gate Room: Unlock the north door.
Wizzrobe Room: You've got a nasty Wizzrobe battle here. This Wizzrobe can
summon enemies, in addition to the usual fireball attacks. Just take him
out like any other Wizzrobe, slash or arrow, and you'll receive the
HOOKSHOT. Use it on the north wall and use the Hammer on the peg up here.
Exit the room.
Central Gate Room: Use the Hookshot to start climbing out the pit. About
halfway up, float over to the other side with the Deku Leaf and get the
COMPASS. Hookshot the rest of the way up, and over to where Makar is stuck.
Stand to the side of the statue, pull out your Hookshot, put on your Iron
Boots, and use it on the statue to pull it down and free Makar. Take the
Joy Pendant in the chest, as well. Now, make Makar fall down to the B1 and
plant two seeds in the dirt patches, and the giant fan starts up. Float to
the east door with the Deku Leaf and have Makar float over, as well.
Gate Corridor 1F: Do the same method as before to get to the other side,
then take Makar over. Play the Wind God's Aria for him and the stone will
be busted. Head through the door.
Darknut Room 1F: Defeat all three Darknuts here to open the gate to the BIG
KEY.
Gate Corridor 1F: Flap the switch and head back to...
Central Gate Room: Cross to the west side using the Deku Leaf and Hookshot
with Link, and Makar's little propellor thing.
Ledge Room 1F: First, take out the Yellow Wizzrobe in this area.
Pillar Stairway: Take out all the Blue Bubbles up here by using the Hookshot
to drag them to you, and then slashing them. Next, have Makar plant seeds
on all the pillars and the top. Now, Hookshot up and take out the Floor
Master up here.
Central Gate Room: Now, have both Makar and yourself step on the two switches
and the fan will be exposed. Ride the fan over to the chest on the left for
a Joy Pendant, and ride to the door on the south. Enter the room.
South Room 2F: Defeat the seven Armoses and take the Small Key here.
Central Gate Room: Drop down to the bottom of the room and past the fan.
Unlock the door down here.
Face Room B1: This is a tough fight room. Take out the two Stalfoses and
the Yellow Wizzrobe. After the messing, you need to pull down four stone
faces off the wall. Use the Hookshot to get up there using the targets, and
use the Iron Boots to anchor yourself so you can pull the faces down. Some
faces have Bokobilns in them. Once the Bokoblins are down, a chest with a
TREASURE CHART will appear. To leave this room, float over to the highest
point and Iron Boot the switch. Leave by the east door.
Wind Wall Room B1: Defeat the three Bokoblins and the two Armos Knights.
Take Makar and have him float over the wind wall and have him plant a seed
in the patch. Now, use the Hookshot to attach to the tree and defeat the
Floor Master and Peahats. Leave by the door.
Boss Door Room: There are three blocks here, and you need them to prevent
yourself for getting sliced. Put your Iron Boots on so you can stand against
the wind. Push the first block so that it blocks the first blade, then
likewise for the second. The third block will be dropped into a little
ditch before it can get to the third blade, so go back and get the second
block, and pull/push it over the third block and in front of the third
blade. Now you're across. To get Makar across, have him fly up as high as
he can, over the wind gusts, and all the way to the end in the center, and
he'll drop right onto the threshold and not get blown back. Take him to the
stone and play the Wind God's Aria and you'll be able to access the last
Magic Pot and enter the Boss Door.
*MOLGERA* - This is a very cool boss. When the sand turns dark around you,
MOVE, because he's gonna pop up right there. His tongue will stick out,
so Hookshot it. When you drag it to you, slash the tongue repeatedly. When
he pulls back, he'll spit out some young. You can slash them, or tug on
them with the Hookshot to stun them, and then slash them. Continue hooking
and slashing the tongue. Eventually, it'll start leaping out of the sand
to attack you. Keep on with the tongue-lashing and he'll give in.
Take the Heart Container and step into the light on the Triforce mark. Makar
will power up the Master Sword to its true power.
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