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The Legend of Zelda: The Wind Waker - Walkthrough
System: GameCube
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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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.
 

Walkthrough


Islands of the Great Sea


Items


Pieces of Heart


Charts Etc.


Enemies


Sea-Wide Sidequests


 




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