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Grab a stick and light it. Throw it onto the ledge by the ladder, then walk over and climb up. Use the stick to light the boards. Open the chest beyond to get a key. If you scatter some all-purpose bait near the rat hole in this room, you can buy a red or blue potion from a rat. At this point, a blue potion which restores health and magic is no better for you than a red potion which restores just health , but if you're planning for the future you'll want to buy the blue potion.

Use the newly acquired key and head back outside. Go up the stairway and fight the kargaroc. Grab the key from its nest and go through the nearby door. If you want to quickly get the piece of heart from Medli's guard's girlfriend see the Dragon Roost Island section , continue going in and out of this door and fighting the bird until you've collected 20 feathers.

Note that you'll want to get them now if you have the patience--they will be less common once you've left Dragon Roost. Kargarocs drop useful feathers. The room beyond the kargaroc is dark, so grab a stick and light it. Use the flaming stick to light the torch in the next room, and kill all the bats.

Light the stick again and burn the boards blocking your way. Before you leave, grab the joy pendant from one of the nearby vases, then go through the door. You're back in the large cavern. Throw a bomb flower at the boulder blocking the warp pot, then cross the long bridge. The next room will be sealed once you enter. You'll need to kill everyone in sight and a few who aren't. Once you've eliminated all the visible enemies, start breaking vases. There are a few hiding inside. Use a stick to light the torches, and grab the treasure chart from the chest.

Once the room is clear, go through the door to the south. In the next room, you'll find more water-filled vases and your first magtail. Throw a jar at the magtail to cause it to curl up like a pill bug. Once it's inactive you can jump over to the platform and kill it or just leave it be and act quickly. To access the next area, you'll need to grab a jar and jump over to the platform, and then throw the jar on the bubbling area where the fire spout emerges.

Jump on the newly created platform and ride it up on the fire spout, then jump to the ledge. You're on the third floor now, but you'll be ascending shortly. All the ornate decoration to the north is important, but you can't get there yet. Throw a bomb flower at both the rocks in this room to uncover a warp pot and a door. Go through the door and run up the stairs.

Be quick, because they'll fall away as you ascend. When you reach the top, you'll need to fight a few guards. Once they're gone, you will receive the grappling hook from Medli. Look at the beam she is standing on: Equip and use the grappling hook to grab it.

Use the grappling hook on the beams to make your way back down the mountain. You'll finally come to a door and, beyond it, a room with a wooden bridge. Kill the bokoblin, then cut the ropes on the bridge.

You'll fall to the lower level, where you can grab a joy pendant from a nearby chest. Go through the door at the opposite end of the walkway. Get on the unsteady platform, stand in the center, then use a spin attack hold down B and then let go to cut the ropes. Ride the platform down and jump to the nearby doorway.

Follow the passageway around until you come to a room with two beams on the ceiling. If you have a GBA attached to your GameCube, use the Tingle tuner on the ledge opposite of where you entered this cavern. You'll get the first of five Tingle statues, which will earn you some money later.

Use the grappling hook on the beams to access the area to the east. Remember that you can hold down R to adjust your facing. Jump across the platforms to the next area, and then enter the large cavern. Attack the resident magtail until it rolls up, and then place it on the switch. Grab the boss key, and then kill the magtails or just leave. Return to the room where you destroyed the bridge, then use a water jar on the flaming spout to return to the third floor.

You're ready to fight the boss. You may want to get the other treasure chart in the dungeon first. If so, return to the room on the western side of the first floor, where you first went outside. Fight the bokoblin once again, and light his stick. Walk north to the large gap, and toss the stick across to burn the boards. Use the grappling hook to swing across, and then open the chest. Now return to the ornate room on the third floor. Use the grappling hook to swing across the lava.

Smash the jars for some fairies which you can grab if you have an empty bottle, though you won't if you bought a potion and a knight's crest, of which you'll want to eventually collect Proceed through the door to fight Gohma. Pull on Valoo's tail to drop the roof on Gohma.

This fight isn't too tough once you get the swing of it. Equip the grappling hook and aim it at Valoo's tail. Swing across the cavern, and a huge chunk of rock will fall on Gohma's head. Do this three times, and his shell will fall off. Once Gohma's armor is gone, aim the grappling hook at his eye and fire it you can use the L button to target his eye so you don't have to manually aim.

When you hit his eye, he'll collapse, giving you some time to attack his head with your sword. After a few attacks, he'll fall.

Grab the heart container and step into the light to leave the cavern. Once all the pleasantries are over and you have the pearl in hand, finish any business you have in the rito village, such as handing over your golden feathers or completing the mail-sorting game.

Play the "Wind's Requiem" on your wind waker and make the wind blow south. Now it's off to Forest Haven. On your way to Forest Haven, you may want to explore the sectors you pass through. Look for the jumping fish as you sail, and then get near him and drop some all-purpose bait in the water.

He'll mark your sea chart and provide some information. You also may want to take this opportunity to grab another empty bottle, which you'll find near Bomb Island, one sector north of Forest Haven. Find the submarine in that sector and enter. Fight the bokoblins, and when they're gone, a chest containing the bottle will appear. Give bait to the jumping fish and they'll mark your chart. When you arrive at Forest Haven, climb up the ledges, fighting the boko babas along the way. These will drop boko baba seeds.

When you reach the top, use the grappling hook to swing across to the little island between the waterfalls. If you miss, and find yourself in a secret cave behind the waterfall, just leave. This area is not important yet, and there's nothing you can do here. When you land on the island, quickly hit R to go into defensive mode. This will bounce the octorok's attack back at it, killing it instantly. Jump to the nearby ledge and fight another boko baba, then jump to the island in the middle of the stream.

Jump to the next island, and then go into defensive mode to kill the next octorok. Use the grappling hook to swing into the pool ahead, and then enter the cave. Make your way through the stream to the great deku tree. Roll into the tree to knock down the chuchus, and then kill them.

Before or after speaking with the great deku tree, you may want to find a firefly, as Lenzo requested. Look for a huge firefly on a small landmass near the deku tree, and grab it with your empty bottle. Note that you can't grab the small ones, and you shouldn't try in the water--otherwise you'll get a bottle full of forest water, which is both useless to you now and time consuming to dispose of.

If you do accidentally get the water, leave Forest Haven and wait 20 minutes for the magic to run out. Pour out the normal water and return. Once you have the firefly, you may want to return immediately to Windfall Island and finish some more side quests, but it isn't necessary: You'll be heading back there soon enough. The deku tree wants you to rescue Makar. Speak with the deku tree and you'll learn that you need to rescue Makar from the Forbidden Woods.

But first you'll need to get the next important item. As instructed, you need to use the baba buds to ascend up the deku tree. This can be frustrating. You need to press the D-pad in the direction you want to be shot as you leave the bud. Your best bet is to slam the D-pad forward to move the camera while the bud is charging up so that the next bud is at the top of the screen and you're always being shot forward.

It takes some practice, but once you get it, moving from bud to bud will be no problem. Get to the first branch and use the grappling hook to swing to the next bud. Continue up and around to the top branch and grab the deku leaf.

Note the baba bud nearby that seems to give access to the high ledge. It does, but not yet. See the Nintendo Gallery section for details, because what lies beyond that bud is totally optional and also, frankly, totally useless. Before continuing, glide down to the ground and use the baba buds until you reach the area with the grappling beam. Climb up the rope onto the beam, and use the deku leaf to sail over to a small island, where you'll find a chest containing a treasure chart. Drop down again, and use the buds to ascend back to the branch where you obtained the deku leaf.

Glide to the forest entrance after using the updraft from a whirlwind. From this branch, float down to the area with the grass shaped like an arrow. It is here you'll learn that camera management is a key element of deku gliding: It's helpful to move the camera into the highest position so you can see where you're landing.

Go through the doorway. Walk up to the end of this ledge, and play the "Wind's Requiem" to make the wind blow to the southwest. Jump and use the deku leaf to glide to the small island ahead.

Cut the grass to refill your magic, then play the "Wind's Requiem" again so that the wind is blowing northwest. Face the Forbidden Forest. Wait for the whirlwind to get close, and then jump toward it, activating the deku leaf.

The whirlwind will blow you into the sky, and you can glide safely to the forest entrance. The entrance to the forest is filled with chuchus. Kill them, and open the chest to grab the dungeon map. Now pick up the big acorn to the west. Throw it at the flower on the door when its petals are open.

Go through the door. Pick up an acorn and toss it at the door. You can just shoot across this room if you want, using the baba buds and the deku leaf. But there's treasure to be had, so drop down to the very bottom, deploying the deku leaf just before impact. There's a treasure chest blocked by a flower. Either pick up a stick from one of the boko babas down here, or use the GBA to have Tingle set off a Tingle bomb on the flower. Open the chest to get a knight's crest. Now use the baba buds and the deku leaf to continue up and up to the next door.

Don't stop here. Continue up until you find a joy pendant. Now return to the door and use the bomb flower to clear the vines. Use the deku leaf to blow the propeller in the next room, which will bring the gondola to you. Board the gondola, and use the leaf to move the gondola forward by waving the leaf away from where you want the gondola go. The next room is full of peahats and boko babas.

To kill the former, use the deku leaf to knock them down, then attack. One of the boko babas will turn into a baba bud after you kill it. Use the bud to shoot yourself up to the next level.

Attack the next boko baba, which will also turn into a baba bud, and fire yourself up to the gondola platform. Fan the propeller with the deku leaf, then board the gondola. Move yourself across the room, then attack the boards. Grab the acorn and jump on the gondola.

Drop the acorn, then quickly fan yourself to the other side. Throw the acorn at the vines and open the door. The acorn in the next room is blocked by impassable, spiky tentacles that shoot out of the floor as you approach. Use the deku leaf to blow the acorn to a safe spot, then grab it and use it on the door. The next area is huge, but the lower level is not important yet.

Walk to the right and use the grappling hook to swing to a platform, then jump to the moving tendrils, finally landing near a locked door. Jump to the moving room in the center of this chamber to grab some loot, then jump back to the locked door and grab the acorn.

Jump back to the ledge around the room, and then to the platform with the vine-blocked door. Use the acorn to clear the vines.

Note that you can jump to the moving tendril to your left and ride it up to a warp pot. When the creatures in the next room grab onto you, use the spin attack hold B and then release to kill them. Continue to the tentacle maze in the next room.

Walk slowly to find the clear areas, and then proceed. You want to get to the bomb flower, and then throw it at the closest boarded door. Wait for it to regenerate, then hurl it at the second boarded door. Now make your way through the maze to both chests. The first holds a compass, the second a key. Use the baba buds to reach the tree stumps for some loot and a quick exit.

The spin attack is an effective maneuver in the Forbidden Forest. Go back to the locked door at the north end and open it. Use the gondola to cross the gap. In the next room, use the baba buds to reach the second level and head through the door to the north. Fight your way through the next room, then attack the huge moth in the subsequent room. He's somewhat tough, but you can use the deku leaf to stun him.

Once his wings are removed, he should be no trouble. Your reward is the boomerang. Use it to hit the crystals above the door, and return two rooms to the south.

Use the boomerang to hit the two flowers blocking the door to the south. In the next room, use the boomerang to clear all of the hanging vines. Jump and use the deku leaf to fly across the room, where you'll find a chest with a joy pendant.

Go through the door, and you'll be at the very top of the central chamber. With a single throw of your boomerang, sever the five vines holding up the large, central room. Now jump all the way to the bottom, using the deku leaf to slow your descent.

Go through the southern door. From the safety of this platform, kill everything in sight with the boomerang. Head to the right and through the door. Sever the vines holding the huge flower, then drop onto it. Use the shield to deflect the octorok's attack, then go through the door to the north. If you have the GBA attached, activate the Tingle tuner, then use a Tingle bomb to blow up the area marked with a question mark in this room to receive the second Tingle statue.

Make your way to the gondola platform at the opposite end of the room. Use the deku leaf on the propeller to access the gondola, then fan yourself across.

Grab the bomb flower, and throw it into the hole in the huge stump in the center of the room. This will destroy the feather, allowing you to open the chest, which contains a treasure chart. Crawl out of the stump through the hole, and leave the room. When you reenter the room, you'll need to cut down the flower and defeat the octorok again.

Do both. Jump on the huge flower and use the deku leaf to move it, by fanning away from where you want to move. Around a corner you'll find two octoroks. Use the shield to deflect their attacks, then grab a bomb flower and destroy the boards. In the next room, make your way to the top of the central mound and use the boomerang to hit all five crystals that encircle it. Drop down and open the chest to get the boss key.

You'll be attacked. Defeat the guards, then climb back onto the mound. Use the grappling hook to reach a door, and leave the room. Continue back to the central chamber. Note the propeller along the wall--use the deku leaf to activate it, then jump into the wind and activate the deku leaf to reach the upper level.

Find the door with two vines blocking it, and use the boomerang to clear the vines. Defeat the monsters in the next room for a joy pendant. Before continuing to the boss, you may want to go back for the last treasure chart. Use the warp pot to return to the beginning, and then go into the chamber where you grabbed the knight's crest and the joy pendant.

Use the baba buds to make your way up to a chest on the southwest wall. Use the boomerang to clear the vines, and grab the treasure chart. Now return to the entrance and use the warp pots to return to the boss's antechamber. This fight is simple. Circle around and use the boomerang to sever the tendrils. When you get them all, the flower will open, allowing you to jump in and whack away at the center with your sword.

When it's defeated, grab the heart container and exit. The deku tree will give you a pearl. Now return to King of Red Lions. Buy some all-purpose bait from Beedle if you need it, and then to head to Greatfish Isle. Once again, chart the sectors you pass through by giving all-purpose bait to the jumping fish. There's plenty to do on the way, but for the purposes of this walk-through, head straight to Greatfish Isle. On the way, you'll definitely want to explore Two-Eye Reef, located two sectors east of Outset Island.

There you'll see a flock of seagulls. Approach them and you'll be attacked by a huge squid. Use the boomerang to target its eyes, and when it goes down you'll be rewarded with an expanded magic meter. When you reach Greatfish Isle, you'll find it's deserted.

Quill will appear and tell you an interesting story. Before leaving, find the merchant on the raft nearby. If you've already returned to Windfall Island and started Zunari's delivery quest, you can use the town flower to make a merchant oath with this trader. If not, remember where he is--it'll be easy to return later. Sail to a rock near the island, and climb onto it. Use the deku leaf to glide to a cave on top of Greatfish Island for a piece of heart.

Now you must return to Windfall Island. You'll reach Windfall at night, and the place is deserted. There is also a familiar-looking pirate ship in the harbor. Make your way to the bomb shop, which is closed. Work your way to the back of the shop, sidle along the ledge, climb up the vines, and crawl through the hole in the wall. Listen to the pirates and learn the password.

It will be repeated three times, but write it down if you think you'll forget in the next minute or so. Once the pirates leave, head to the stone tablet near Tingle's prison and jump from the ledge to the pirate ship. Knock on the door and tell the guard the password. Then head down into the hold and talk to Niko again. He'll give you a second challenge, which is not much harder than the first--except the time limit is actually an issue. Despite what Niko tells you, you can use the highest platforms, so don't despair if you land on one.

When you reach the other side, Niko will give you the bombs. You'll need to make it to Outset Island before daybreak, but don't worry. It'll stay night until you reach your destination. Unfortunately, it's night, so most of the denizens are sleeping. Old Man Ho Ho Old man. Always looks through his telescope and points out secrets. Found on many islands.

Princess Zelda Bundled with King of Hyrule. Salvage Corp Diving crew searching for treasures near islands. Salvatore Challenge attraction owner. Found in the Windfall Island windmill building and on Spectacle Island. Senza Pirate. Tetra Pirate girl. Snap her picture when she follows you into Hyrule Castle -- or during the second quest on the beach. Tingle Green fairy. Only one picture needed for triple figurine.

Zuko Pirate. Windfall Island Anton Man in striped shirt, walks the path around Windfall. Candy Big, almost bald sailor, wears a greenish shirt and dark vest. Cannon Bomb shop owner. Inside his shop at all times. Dampa Big guy, wears a blue jacket and a red hat. Doc Bandam Potion Shop owner. Inside the Chu Jelly Juice shop at all times. Garrickson Love-stricken mustachioed man, walks to the mailbox every day.

Gossack Old man, easily startled. Gummy Big sailor, wears a yellow shirt and black vest. Appears in the auction house at night.

Snap picture after the auction ends. Kamo Depressed young man. Sitting on the steps during the day, gazing at the stars on the town wall at night.

Kreeb Man with yellow hat, on the wooden windmill walkway exit the second floor above Salvatore's Battlesquid challenge. Killer Bees Four kids, hanging out near the school. Only a photo of one of them is needed for the quadruple figurine.

Lenzo Bearded Picto Shop owner, inside his atelier all day and night. Go to the second floor or sneak in through balcony to get a good shot. Linda Young woman in orange, near the windmill. Maggie Rich little girl once poor , on the second floor of the rich man's house above the auction Maggie's Father Poor man by the tree at the beginning of game, later becomes rich and resides on the second floor of the rich man's house.

Mila Poor little girl once rich , stands in near the Potion Shop and later near Zunari's stand. Mila's Father Rich man in his house on the second floor, later becomes poor and stands by the tree near the bomb shop.

Minenco Older lady in orange, by the potion shop. Missy Old lady, on the docks down the steps from the potion shop. Take the photo from your boat. Miss Marie Pink-haired teacher, inside the school at all times. Double figurine. In the school or by the beach. Tott Dancing guy in Elvis outfit, on the cliff. Kane Big guy, wears a green and blue shirt. Outset Island Abe Bearded man in green. Wandering around during the day, in his home at night.

Aryll Link's sister. Bundled with Grandma's figurine. Crab Crustacean. By the beach. Grandmother Jabun Fish spirit. Buy the Legendary Pictograph from Lenzo. Joel Liittle boy with stick. Near the stone bridge during the day, in hise house at night. Link's grandma, inside his house. Mesa Guy in orange, cuts his grass during the day.

Find him in his house at night. Orca Old, master of the sword. Grandma gives him his trademark green duds, while Arril, his sis, presents him with a nifty telescope. He looks skyward and spies a huge, evillooking bird being attacked by a nearby pirate ship. The frazzled bird drops a mysterious girl into the forest and Link investigates. Just as he reaches her, however, the bird swoops down and snatches Arril with its talons.

With a sword in hand and a damsel in distress, Link's adventure has begun. We like the intro and new characters, but questions fill our heads. Where is Princess Zelda? What about series boss Ganon? Is this world even Hyrule? Sadly, Miyamoto isn't talking about the storyline. All we got out of him was a sly, elfin smile.

When Nintendo announced their decision to use cel-shading for the next Zelda, there were few initially who were enthused about the idea to say the least. Reducing Link from the realistic, highly detailed action hero many were hoping for, to essentially a goony looking cartoon didn't sit well with many die hard Zelda fans, including me.

I however, have been converted as Nintendo's risk has paid off significantly with another fantastic Zelda game. Set a hundred years after Ocarina of Time, Link's adventure starts off simple enough with a birthday gift from his grandmother. Things quickly turn sour however as his sister is kidnapped and he finds himself traveling across immense oceans as he tries to rescue her. Similar in many ways to Ocarina of Time, Wind Waker continues to build off the past success with numerous islands to explore, dungeons to get through, and obstacles to overcome.

In addition, everything is pulled together with a solid story line that builds off of Link's past adventures. There are areas that may cause some disappointment however as many will find the bosses at the end of each level to be less than challenging.

Most can be beaten easily and require little thought to get through. Another issue is the graphics. Personally, I expected to be unsatisfied with the cel-shading but was amazed at the textures and detail that is possible with this type of graphics design.

Some still may have a difficult time accepting the goony looking Link but I'd at least wait to pass judgment until you see it for yourself. Zelda: Wind Waker easily makes its mark as one of the best GameCube games to date. With exceptional gameplay many have come to expect from the Zelda, Nintendo once again successfully rejuvenates one of its older franchises on the GameCube. There are two kinds of people in this world--those who think Zelda's radical, new toon-shaded style is a brilliant move, and those who think its bug-eyed characters belong in cheesy 'zos-era cartoons, not in a videogame for adults.

For example, when Link is stalking Mila , he "meows" when she may have noticed him, or calls certain NPCs with English words. Though Ocarina of Time was the first Zelda game with English-speaking characters Navi had a set of English interjections The Wind Waker was the first Zelda game to give English voice acting to a wide variety of characters. Like the two N64 games in past years, The Wind Waker includes a tune that is heard during enemy proximity, but it is more developed because more notes and sounds of instruments are added when either Link or the enemy is attacked, especially when an attack is successful.

A similar audio technique is used when a mini-boss is faced; drums are added to the theme once Link or the miniboss engages the other. Bosses each have separate battle themes, marking a first for the series. The audio in cutscenes is in a recorded music format, as opposed to the MIDIs used for background music tracks, marking the first step towards live orchestrated music in The Legend of Zelda series.

Because of the three-month difference between the game's Japanese release in December 14, and North America's in March 24, , some moderately significant changes were made in the North American and international versions. One of the more noticeable changes involves the fifth Triforce Chart ; in the Japanese version, the chart is found after recovering various Treasure Charts from the sea, with one chart pinpointing another's location, while in the international versions, these charts are found in dungeons and pinpoint the location of Silver Rupees instead.

Also, the locations of some Pieces of Heart have been changed; for example, in the Japanese version, the chest at the very end of the Savage Labyrinth contains a Yellow Rupee, while in the international versions, the same chest contains a Piece of Heart.

The game is set in the Great Sea , a vast body of water consisting of 49 islands, which are of different sizes, shapes, and purposes. Some are inhabited islands, and they house dungeons, sidequests, shops, and many other things; these include Dragon Roost Island inhabited by the Rito Tribe, and guarded by the Sky Spirit Valoo , Forest Haven inhabited by the Korok tribe, and guarded by the earth spirit Great Deku Tree , Outset Island and Windfall Island both inhabited by Hylians.

Greatfish Isle used to be inhabited by Hylians as well and guarded by the sea spirit Jabun until Ganondorf destroyed it and cast a curse on the entire Great Sea. There are islands that are either uninhabited or overrun by monsters, but are still key places for Link's quest. Forsaken Fortress houses the whereabouts of the evil Ganondorf, and is where the girls hijacked by Helmaroc King are held captive. The ancient Tower of the Gods shows the gateway to the deceased land of Hyrule , but it will only appear after the chosen one retrieves the Goddesses Pearls, and the aforementioned gateway will only open when that hero completes the challenges given to him by the deities.

Mother and Child Isles , Fire Mountain and Ice Ring Isle all house major treasure weapons and tools that help the young hero have access to Temples where the Sages blessing the Master Sword must pray; said temples are, respectively, in the Headstone Island and the Gale Isle. Additionally, there are numerous islands where Link finds the widely-spoken Triumph Forks , which pinpoint the fragments of the Triforce of Courage as long as they're deciphered which can be done by negotiating with Tingle in Tingle Island.

There are also islands that are similar to each other, for they share a similar purpose. For example, the three Triangle Islands are where Link must place the sacred Pearls in order to unveil the aforementioned Tower of the Gods. Five islands house Great Fairy entities, ready to improve Link's capabilities for weapon ammunition or even money amounts. There are also Eye Reefs invaded by multiple enemies and belic cannons, hiding Treasure Charts that lead to much more special charts.

These charts give Link location of a wide variety of quest items or secret features. Finally, there are three archipelagos that are nothing but isolated rock formations with no possibility for human landing.

The rest of the islands serve for optional and minor purposes, mainly collection of Treasure Charts and other prizes.

The entire Great Sea has an area of 49 square units; the identity of the units is unknown, but they are most likely kilometers. The Wind Waker directly references places and events from Ocarina of Time and gives some indication of what happened between the two games, making clear that it happens after Ocarina of Time. Some examples of background references include the prologue, the decorations within Hyrule Castle which allude to the Hero of Time with a sculpture and the Sages through the glass windows in the basement , the final dungeon being the same , etc.

During the time of this game's release, the split timeline theory was confirmed by Eiji Aonuma in a summer Game Pro interview; [77] thus, the confirmed timeline placement for The Wind Waker is after the Adult ending of Ocarina of Time , but in a separate timeline from Majora's Mask and Twilight Princess , which both follow the Child ending. It was later revealed to be a mistranslation and that they actually spoke of "hundreds of years.

Link in this story is the Hero of Time "reborn", since he possesses the same skills as his predecessor despite not being an actual descendant. The former game takes place shortly after the events of this game, and starts with Link and Tetra looking for a new land, beyond the realms of the Great Sea; the latter game takes place one century after Phantom Hourglass , and has various continuity nods to its two predecessors.

A limited edition version of the game was released only in Europe. The game was bundled with Master Quest in a single case, different from North America where Master Quest was only available as a pre-order bonus and came in a separate case. A limited edition pak was also released only in Europe. The bundle included a copy of the limited edition version of the game with Master Quest , a GameCube console available in both platinum and purple, and a controller matching the console's color.

The Wind Waker was commercially successful, selling around 3. However, most of the success comes from Europe and North America, as in Japan the game fared much worse than expected; [93] in fact, Eiji Aonuma commented that the low popularity of the game in the region would have meant the end of the franchise. Reviews of the game were mostly positive, especially in reference to the graphics style. GameSpot editor Jeff Gerstmann called the game "The Wind Waker is a strong achievement in every way, from its stunning graphical presentation to its tight control and interesting story line," [96] but also criticized the relatively long periods of sailing particularly in regards of the search for the Triforce Shard collection and the relatively easy puzzles and boss battles.

From Eurogamer, another review site, Tom Bramwell also praised the game, giving his personal recommendation to it, although he also argued that Epona used to be a better means of transportation than the boat. Consumers' reception on the game was positive, with an average reader score of 9. In , the impressions on the game using cel-shading graphics were nothing short of mixed, rendering the game as controversial as The Adventure of Link and Majora's Mask initially were in past decades.

He described the graphics as "animated C-quality Disney garbage. However, the game ultimately satisfied the consumer, leading to commercial and critical success. Yet, some players expressed complaints in regards of the sailing concept; [] opinions were also mixed in regards of Tingle 's role in this game, to the point that IGN editors requested his exclusion from the then-upcoming game Twilight Princess.

Nonetheless, in , The Wind Waker was placed in the 26th position on IGN's reader list of greatest games of all time.

In addition, the Tingle Tuner has been replaced with the Tingle Bottle. CD-i Games. Hyrule Warriors Series. Satellaview Games. Tingle Series. Super Smash Bros. Zelda Wiki. This wiki contains spoilers! Read at your own risk! Zelda Wiki Explore. Main Page All Pages. Getting Involved. Gamepedia support Report a bad ad Help Wiki Contact us. Explore Wikis Community Central.

Register Don't have an account? Deutsch Fandom Deutsch Zeldapendium. View source. History Talk Nintendo EAD. March 24, [1] December 13, [1] May 2, [2] May 9, [3] April 16, [4]. Canon [5]. Tingle Tuner. Link's first appearance in his cel-shaded, cartoon-like form.

With its strength at his command, he spread darkness across the kingdom. But then, when all hope had died, and the hour of doom seemed at hand Wielding the blade of evil's bane, he sealed the dark one away and gave the land light.

The boy's tale was passed down through generations until it became legend The great evil that all thought had been forever sealed away by the hero But the hero did not appear. In their last hour, as doom drew nigh, they left their future in the hands of fate. Aren't you lucky?! Hee hee hee! Miss Tetra! Let's go! Time to repay our debt to that bird in full!

And unless my eyes fail me, the young girl who was just kidnapped from this island also has long ears, does she not? My point is that the bird mistook that poor girl for you, and that's why it grabbed her! Do not fear I am not your enemy. I have been watching you since you went to the Forsaken Fortress to rescue your sister.

I understand how your desire to protect your sister could give you the courage to fearlessly stand up to anything But such a bold attempt was foolhardy! I suppose you saw him



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