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| The Wind Waker - Dungeon by Dungeon | |
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| Tweet Topic Started: Aug 21 2012, 10:41 AM (2,330 Views) | |
| LK | Aug 21 2012, 10:41 AM Post #1 |
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Despite being released 9 (almost 10!) years ago, The Legend of Zelda: The Wind Waker has—and probably always will—stand near the top of my all-time favorite video games list. Nintendo’s originally cutesy, sea-trotting adventure is a tour de force; a game released in 2003 next the likes of Star Wars: Knights of the Old Republic and Prince of Persia: The Sand of Time, but yet, considering all of the variables, The Wind Waker is the one game that still holds up to this very day (whereas others simply do not). I’ve decided—against my struggling will to NOT dig out that giant, dusty, buried box full of old games—to go back and beat this amazing game once again! But rather than simply playing it, I want to inform everyone what I think of each of the game’s dungeons, one by one, as I complete them. And as I proceed through the game, you can let me know what you think of each dungeon and if you agree with me or not. Just for funzies, and also: why not? So here we go!: First of all I want to say that some parts of the Wind Waker are pretty shitty. Like, straight-up bad. That’s not to say the game is necessarily worse because of these parts, but they could’ve been done better. So let me start off with the Wind Waker’s first dungeon: ![]() The Forsaken Fortress - Part 1 (completed: August 19th) The Forsaken Fortress is a very unique dungeon, something that felt new for a Zelda game—a dungeon with the design of a secluded prison. It puts an emphasis on stealth rather than brute force; instead of solving puzzles and locating keys, you mostly proceeded through a misleading set of hallways and corridors, sneaking past enemies rather than fighting them head-on. This made the Wind Waker’s first half-dungeon feel unique, but frustrating at the same time. There were many times where I felt as if I was going the correct way, yet still got stuck at a dead end. Your main path is up, but the game doesn’t necessarily point you in the right direction (rather briefly showing the window to your sister). And once you eventually do figure out the correct path (mostly by haphazardly climbing up bunk-beds), you still may have to backtrack and take care of the spot lights that hinder your ability to move forward undetected. I did, however, find it pretty cute when Link hid inside the barrels. Being spotted during this brief, initial encounter with the Forsaken Fortress made the 15-minute mini-dungeon feel like a 90-minute full dungeon. The amount of times you could potentially get caught and have to retread all of way back to where you were originally caught could turn off a lot of gamers, especially considering that this is the first fucking dungeon in the game. And, to be honest, doesn’t signify how the rest of the game will play. Luckily once it does end and you get your sword you won’t have to come back to this dungeon for a while. Because the first part of the Forsaken Fortress is potentially short and has no real puzzles, mini-bosses, or main boss, I will save my final thoughts for later on. ![]() Dragon Roost Cavern (completed: August 20th) The first real dungeon Link encounters in the Wind Waker is the cavern located inside Dragon Roost Island, aptly named Dragon Roost Cavern. The design of this dungeon is reminiscent of Dodongo’s Cavern from Ocarina of Time—a dungeon inside a large cave. This is also the Fire Dungeon equivalent in the Wind Waker, and first dungeon that houses small keys, a boss key, a mini-boss, a dungeon item, and a proper boss fight. And despite being Link’s first real challenge presented in the game (in terms of solving puzzles and battling enemies), Dragon Roost Cavern is definitely a more difficult starting dungeon than the previous games (like inside the Deku Tree in Ocarina of Time, or Woodfall Temple from Majora’s Mask). In comparison, Dragon Roost Cavern is filled with some pretty significant puzzles and enemy encounters, making you rely on some Zelda nuances that first-time players may not be familiar with yet. ![]() Some of best parts of this dungeon are the outdoor areas. But despite this I thought the dungeon is pretty cleverly designed—not too hard, but not too easy, either. It’s just right. Most puzzles are usually solved within the environment, like breaking planks of wood with other enemy’s swords, lighting torches on fire, or by throwing jars of water in lava to make mobile platforms. There is one puzzle in particular, however, that I thought was profoundly weird in which you have to break jars to find all of the enemies (and defeating them all opens a locked door). Dragon Roost does house some enemies, and most enemies you probably haven’t seen before in the Wind Waker. Usually they’re just in the way to block your path but the mini-boss of this dungeon is a set of 3 shielded enemies that put your combat skills to the test (relatively speaking). The second half of Dragon Roost revolves around the dungeon item, the Grappling Hook. It’s sort of like the hook-shot but swings Link like a rope when you attach it to an appropriate hook. This grappling hook mostly comes into play during the dungeon’s boss (and the first boss in the game), Gohma. Boss: Gohma ![]() Gohma is generally an easy boss if you know what you’re doing. Unfortunately the first time you fight her you may find it difficult to locate her weakness. Using the grappling hook on Valoo’s tail will cause the roof to collapse on Gohma, cracking her shell, and once you do it three times (the rule of 3s!), her shell completely breaks off. This is when you can grapple her eye and slice it up real good. The design of Gohma is pretty chill-inducing. It looks like a mix of an shelled sea creature and an insect, thus making it intimidating. The boss theme for this particular battle is somewhat disappointing, though. It’s definitely atmospheric, but not super-intense, either. Design - ![]() A lava cave has most definitely been done before in a Zelda game, but the fact that it’s primarily there as a test for young Rito’s makes it feel unique. Plus it’s one of the first 3D dungeons that makes you go outside of the temple which was surprisingly cool. Puzzles - ![]() The environmental puzzles scattered throughout the dungeon are generally pretty easy, but seeing as Dragon Roost is basically the Wind Waker’s starting dungeon it makes sense. There are some weird puzzles here and there (like mentioned above) and some puzzles may lack depth and involve trial and error. Music - ![]() The main theme is a remix version of Dodongo’s Cavern music from Ocarina of Time, which fits the atmosphere perfectly. The ambient sounds effects in the background—like the banging of Valoo’s fists on the Volcano—make it seem like a very dangerous area. The boss theme is a little basic, though, I personally didn’t care for it. Boss Fight - ![]() Gohma is a decent fight that will definitely challenge players more than Gohma from Ocarina of Time. Figuring out her weak points may elude some players at the first, once you do it once the rest of the fight becomes second nature. Overall - ![]() Dragon Roost Cavern is a fun dungeon with some basic puzzles and a cool boss fight at the end. Though a fire temple in a middle of a cave/volcano has been done before, Dragon Roost felt a little more unique (being a test for young Rito). ![]() Forbidden Woods (completed: August 21st) The Forbidden Woods in the Wind Waker is one of my favorite dungeons in the entire game. The design of this dungeon resembles a dark, mysterious grove filled with overgrown plantation, and I love it. The subtle yet atmospheric music gave off a cool vibe, being as it’s sort of a different, more varied version of the music from the forest on Outset Island. What really strikes me about this dungeon is how much Nintendo went for the forest/nature-theme. The Forest Temple from Ocarina of Time (or even the Woodfall Temple from Majora’s Mask), for contrast, was mainly a giant structure (like a mansion) that was overgrown with some other darker elements spread throughout. The Forbidden Woods feels like a forest-themed temple with stuff like giant flowers, insect-oid enemies, moving branches, and wooden, tree-like structures (including plants and vines). It felt natural. ![]() How the Forbidden Woods handles its vegetation makes the dungeon feel alive. Being as it’s the second “real” temple in the game, Forbidden Woods (like Dragon Roost) doesn’t offer too much of a challenge. Most of the puzzles usually revolve around picking up giant chestnut-like things and throwing them at vines (which block entry to certain doors). There are also some other wind-element puzzles where you have to use the newly-acquired Deku Leaf to move around a suspended wooden trolly. Whilst something you would need to combine both of these puzzles together (like grabbing the chest-nut and dropping on a trolly to move it to another area). The puzzles quickly ramp up once you obtain the dungeon item: the boomerang. The boomerang in the Wind Waker is a lot like the one from Ocarina of Time with only one real difference: you can lock onto more than one target at a time. This makes for some pretty interesting puzzles throughout the second-half of the Forbidden Woods. One puzzle, for example, has you standing on a tree and using the boomerang to target the switches in a certain order, one by one. The boomerang also helps with most of the enemies spread throughout Forbidden Woods that caused a little more trouble earlier with just your sword and shield. And, like most items obtained in a typical Zelda dungeon, the boomerang comes into play with the dungeon’s boss fight: Kalle Demos. Boss: Kalle Demos ![]() This particular boss fight is sort of disappointing, especially for how much I liked the dungeon. It’s not necessarily a bad boss fight, it’s just basic. For starters, Kalle Demos is a giant plant/flower thing that hangs from the ceiling with its multiple vines. In order to defeat it you need to target the vines with you boomerang and take them all out before they replenish. The problem I have with this fight is that in order to target the vines, Link must stop completely and aim manually. This allows Kalle Demos’ attacks to hit Link pretty easily. What my strategy ended up being was to run around until I felt as if I was far enough away to strike. I had to do this probably about 5 or 6 times (since some of the vines replenished during my sprints) until it finally fell down from the ceiling. From there you can just wail on its face until it dies or until it raises back to the ceiling. I didn’t particularly enjoy this boss fight for reasons stated above, plus it wasn’t much a challenge but more of a test of patience. Its attacks did barely any damage and the grass around the boss area were filled with hearts incase you did get hit with an attack. The presentation of Kalle Demos’ fight is pretty good, though. I felt as if the music was well suited and the boss specifically was big and intimidating even if it was bright and colourful. Design - ![]() Sure, The Forbidden Woods is your basic forest-themed temple, but I really liked how Nintendo went all out with the forest element. It’s a living, breathing environment with lots of vegetation. Its atmosphere is superb. Puzzles - ![]() While it won’t push the limits of your intelligence or anything, the puzzles in the Forbidden Woods are on par for a second dungeon in a Zelda game. Most puzzles are either wind-based, based around throwing chestnuts, or by simply using a boomerang. Nothing spectacular but solid. Music - ![]() The dungeon’s main theme is surprisingly atmospheric, giving it a very unique, mysterious vibe. It makes the Forbidden Woods feel, well, forbidden—like you’re not supposed to be there. Kalle Demos’ theme is much better than Gohma’s, too. Boss Fight - ![]() Kalle Demos isn’t a very good boss fight; making Link have to stop in his tracks and slowly aim at the vines on the ceiling. There really isn’t much to it, either. Just slice the vines and wail on its face. It looked fantastic, though. Overall - ![]() Forbidden Woods is one of my favorite dungeons in the game but is far from perfect. The general forest-theme is done well and the puzzles are decent. I would’ve liked a much more fun and intuitive boss, though. ![]() Tower of the Gods (completed: August 22nd) Now that the Wind Waker has run through the quintessential Zelda-formula of fire and forest themed dungeons (with Dragon Roost and Forbidden Woods respectively), it only makes sense that the Tower of the Gods is based around the water element. However, the Tower of the Gods is not simply just a run-of-the-mill water dungeon—it’s actually quite a bit different. That’s because the Tower of the Gods isn’t being haunted by evil spirits, or ransacked by Ganon’s minions. It’s there as a test—a test to evaluate Link’s courage, to see if he’s strong enough to wield the legendary blade—the Master Sword. Its design aesthetic is completely based off a man-built tower with specifically built puzzles, including the boss fight. Its visual flare is very reminiscent of the Temple of Time from Ocarina of Time—simply built with beautiful artwork with clean interiors that signify elegance. Adding to that is the main theme song that captures the urgency of the situation, as well as the significance of the dungeon itself. It’s a place where the Gods decide if Link can be the next true hero, and the presentation captures that perfectly. The Tower of the Gods starts off widely different from normal Zelda dungeons. The entrance is accessed from the sea instead of on land. This means that the first floor of the dungeon is completely based around riding the King of Red Lions around while the water level slowly rises and lowers. This first floor is the water-element aspect of the dungeon. ![]() The aesthetic design of the Tower of the Gods was done brilliantly. The puzzles on this floor are all water-based, meaning that you’ll have to line up boxes (while the water is low) in order to jump across them (when the water rises), or wait for water to lower to quickly transfer a statue from one end of the room to another. Even some doors are completely blocked by the rising tide, making you wait for it to lower in order to proceed through. Most puzzles on this floor are far more challenging than seen in previous temples. There’s more trial-and-error involved, meaning you’ll have to sometimes go back through doors to reset what you’ve done entirely. Once the first floor is finished and you make your way to the second floor is when the water-based puzzles and environments are finished completely. This is where Link’s true test begins. Not only are there far more powerful enemies here—including a Darknut mini-boss—but you’ll come across some more difficult puzzles to boot. This is also where a new mechanic is introduced: calling and controlling other characters. This calling/controlling mechanic is used with the dungeon’s main puzzle, which is to gather three statues and place them in the main room. Here you’ll learn a new song on the wind waker (which I believe is one of, if not the only, song you ever learn inside a dungeon in a Zelda game) that lets you control statues. The puzzles designed around this mechanic are done brilliantly; starting out slowly but very quickly ramping up (even including a physics based puzzle at one point—take THAT Half-Life 2!). I got stuck on one puzzle specifically that eluded me for far too long, but even then, the puzzles on the second floors are much more complicated than anything seen in the Wind Waker thus far. You will eventually make your way to the dungeon’s main item: the Bow and Arrow. Like your typical Bow, the puzzles designed around it are target-specific, making you hit eye-switches to move platforms, etc. The bow is obtained pretty late, however, so the only real challenge involved with using the Bow comes with the Tower of the God’s boss: Gohdan. Boss: Gohdan ![]() Gohdan is a really awesome boss, easily my favorite boss in all of the Wind Waker. He’s designed sort of like Bongo-Bongo from Ocarina of Time, where he has one main head-area with two separated hands. Even despite how easy it is figure out how defeat him (shoot his hands, shoot his eyes, bomb his face) it was still very fun to execute. Gohdan likes to use this extremely cool-looking bomb-breath attack that spews explosives out of his mouth, making you scamper away as quickly as possible. This makes for an intense battle. The only problem I encountered was I ran out of arrows during the fight, luckily Gohdan spits arrows out of his nose when you get low. Once he’s defeated the dungeon ends with Link having to ring a bell, signifying that he is courageous enough to handle the Master Sword buried beneath miles of water. It also signifies one hell of a dungeon. Design - ![]() It’s a dungeon based around a test in order to prove Link’s courage. Being as the Tower of the Gods is a man-made structure for the Gods, it really fits the part with beautifully clean interior and artwork. Puzzles - ![]() This is where the Wind Waker’s difficulty starts to pick up. Most water-based puzzles are trail and error, but the puzzles on the second floor are much, much better. Using statues by either calling them or controlling them made for some really interesting ideas. There’s even a physics-based puzzle thrown in for good measure. Music - ![]() The Tower of the God’s main theme is crazy-good. Spine chilling. It makes you feel like you’re inside a god-like structure, having to live up to lofty expectations. Gohdan’s boss theme is quite good, not being ultra-intense, but being enough to make for a fun confrontation. Boss Fight - ![]() My favorite boss fight in the game. It’s nothing too complicated, but is damn fun nonetheless. Gohdan’s design is incredible, even if it isn’t something completely original. It fits the dungeon’s design absolutely perfectly. Overall - ![]() Being as the Tower of the Gods isn’t your typical water-based dungeon, the amount of interesting puzzles and design aesthetic are both really well done. It’s crazy-cool how the temple completely changes from one floor to the next, having you switch from water-based puzzles to statue-based puzzles on a dime, but it’s done to great effect. It features it all—including my favorite boss in the entire game. ![]() Forsaken Fortress: Part 2 (completed: August 23rd) Now that Link has tested himself to the Gods and unlocked the Master Sword, it’s time for him to travel back to the Forsaken Fortress, save his beloved sister Aryll, and take on Ganon once and for all. Link’s second trip back to the Forsaken Fortress is much like the first: it still has the same layout, primarily the same enemies, and has the same dungeon map and compass (meaning you don’t have to go collect them again). Plus, Link doesn’t have his sword taken away, thus making the second version of this dungeon much shorter and much easier. ![]() Yes, the Forsaken Fortress ends up being a real dungeon when you fight that thing. Right as you open your way by bombing the entrance to the Fortress you are rudely interrupted by Phantom Ganon, the mini-boss of the dungeon. This battle is much like Phantom Ganon from Ocarina of Time where you need to deflect his energy balls back at him while playing a little game of batting practice. Once he misses a swing you have to go in for the attack. Sometimes he changes it up and tries to warp behind you and take a quick stab, but I usually just ran out of the way. Surprisingly the “A” button flashes as if Link can counter this move but ultimately did not work whenever I tried. After this neat little fight you are awarded with the Skull Hammer. Like the Megaton Hammer from—you guessed it—Ocarina of Time, Link can smash heavy switches and break heavy objects. New to the second version of the Forsaken Fortress are heavy fences that block your path, but since you get the Skull Hammer basically right away there isn’t much of anything blocking your path directly to Aryll and ultimately the boss fight. This means you can practically make you way to the boss in a manner of minutes, either running past enemies or fighting them (as the Master Sword takes them out in seconds). Boss: Helmaroc King ![]() This boss fight is pretty fun as it starts out as a little cat and mouse mini-game. Here you just have to simply run up the circular tower while the Helmaroc King smashes the bridges behind you (while water rises from the bottom). Sometimes he will charge at you and sometimes enemies will try to surprise you from jars on the ground (I just ran past them). Once you make it to the top the real battle begins. Most of Helmaroc King’s attacks are pretty basic. He likes to land on top of the tower and smash you with his beak. It’s very easy to dodge this attack and leaves him open for a Skull Hammer smash. Once his mask is broken you just need to do the same but slash him with your sword and bam, done. I actually never got hit once during this fight as his attacks were very easy to dodge, but it was epic either way. The boss theme is intense and the fight is located in a very cool area (on top of a tower). It’s very cinematic, too. I would’ve liked it to be a little more challenging, though. Like mentioned earlier (when I beat the first part of the Forsaken Fortress), the design of dungeon is very cool as it’s basically a prison and not your typical small-key infested, generically-themed Zelda temple. I also really liked how there are two separate parts of this dungeon, letting you come back as more of a badass and take on those pesky enemies that gave you such trouble the first time. It also marks the first time in the Wind Waker that a dungeon doesn’t feature a boss key, letting you get to the boss in more unorthodox ways (in terms of a Zelda game). I think the Forsaken Fortress is a missed opportunity, though, as the layout of the temple is simply not good. It’s different, but that doesn’t necessarily make it fun. At least both trips are fairly short. Design - ![]() A very interesting idea that lacks in execution. A prison-themed dungeon seems like the best thing, well, ever, but doesn’t quite live up to what it could have been. The layout is confusing and the dungeon can potentially be 10 minutes long. Puzzles - ![]() Not every temple necessarily needs a lot of mind-bending puzzles to be good, but the Forsaken Fortress maybe could’ve used a least one or two. Your objective is mainly just to reach the top of the tower and the only thing blocking your way are enemies. Music - ![]() The Forsaken Fortress’ main theme fits the dungeon very well. Perfectly, actually, although it does get repetitive. It has an evil vibe to it, almost like this is not a place for kids like Link. Both bosses have great music, too. Phantom Ganon’s boss theme is a remixed version of the boss music of Ganondorf’s battle from Ocarina of Time and Helmaroc King’s boss theme is pretty good, too. Boss Fight - ![]() The cat-and-mouse mini-game at the start is kind of cool and unique, and the actual boss fight is pretty epic. While the Helmaroc King looks intimidating he’s actually one of the easiest boss fights in Zelda history. The presentation of this fight makes up for the lack of challenge. Overall - ![]() The Forsaken Fortress is a really neat idea, probably one of the most interesting dungeons in the Zelda series. It just lacks in execution. The first encounter is a little tedious at times and the second trip is fast and easy. And while the boss fight looks and feels incredibly epic and intense, it was a piece of cake, not offering any challenge what-so-ever. Luckily it’ll be the last time you’ll ever need to come here (unless you missed that damn Heart Piece!), and this is where the story really picks up, to boot. Scroll down to the next post for more! Edited by LK, Aug 29 2012, 07:26 PM.
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| Togeshroob | Aug 21 2012, 06:17 PM Post #2 |
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(Temporarily closed. ...Gwaargh!) *doo wee doo wee doo*
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![]() Earth Temple (completed: August 24th) The next two dungeons featured in the Wind Waker are what I like to call the “companion dungeons”. In both the Earth and Wind Temples, you have to travel with another character and use their abilities to help you solve puzzles. This may sound like an awful idea (as escort missions are the worst) but it’s actually used to great effect. Let me start with the Earth Temple. Getting to Earth Temple is done by locating Medli, a young Rito character that you helped save during Dragon Roost Cavern. She will help you split the giant rock in front of the temple’s doors in order to proceed. Using Medli as a companion feels like using Princess Ruto from Ocarina of Time—you have to pick her up over your head and carry her around. She can also follow you normally if you call her but the AI likes to get stuck on areas like stairs. Medli is a Rito so she can “fly”. She can’t soar in the air or anything but she can reach higher places than Link. You can also pick her up and use her as a better version of the Deku Leaf, letting you fly across otherwise unreachable chasms. She also carries around an ancient harp that allows her to play music when Link uses the wind waker, and this harp plays a crucial role in the Earth Temple as it can be used like a Mirror Shield and reflect sunlight. But I’ll get to that later, first up is the design. The Earth Temple is the Wind Waker’s shadow-element dungeon, meaning that it’s the “scary” one. The Temple is located in what seems to be a massive tribal burial ground filled with undead enemies like Redeads, flaming Skulls, floormasters, Stalfoses and Poes. What’s unique about this dungeon is the haunted tribal theme (sort of like the Woodfall Temple from Majora’s Mask), including the music, enemies, and the general design. It fells dark and musty, like it hasn’t been inhabited in centuries. ![]() The puzzles involving the manipulation of light were really cleverly designed. The main premise of the Earth Temple centers around light and darkness and how to manipulate the light in order solve puzzles. It also features a lot of puzzles designed around your companion, Medli, making you solve multiple puzzles that require the both of you to proceed. So, for example, some puzzles need you use Medli’s harp to reflect the light onto a poe while Link goes and kills them with his sword. None of the puzzles in the beginning of the Earth Temple are especially difficult but there are some things to get used to, first being the Command Melody that you learned in the Temple of the Gods. Since you will need to control Medli on multiple occasions you’ll have to use the Command Melody to use her. The amount of times you need to switch back and forth can get a little tiresome, especially since Link needs to use the wind waker every time you need to control Medli. The temple also features blue fog for the first time where Link is unable to use his sword or any of his items if he gets caught inside. This means that you’ll need to either shine light trough the fog in order to get through, but other times (like in the case of a couple of puzzles) you need to just run through and hope for the best. After you defeat a triplet of Stalfoses (as these are the mini-boss of the temple) Link will be rewarded with the Mirror Shield. The Mirror Shield, like Medli’s Harp, can reflect light. This means that you’ll now need to use both Medli and Link’s new shield to reflect light in order to complete some pretty demanding puzzles (especially the one to get the boss key). This also means that Link can now defeat Poes by his lonesome, leading into my next topic... Boss: Jalhalla ![]() Using Link’s Mirror Shield is the basis of this boss encounter. Since Jalhalla technically isn’t one giant Poe (he’s actually a combination of numerous Poes), you’ll have to slam Jalhalla into spikes in order to break them all up and kill them one by one. All you need to do is reflect sunlight onto Jalhalla which turns him into a solid entity. From there you pick him up and throw him into some spiked posts on the wall which will cause all of the smaller Poes to break up and wander uncontrollably, letting you kill them all with two sword swipes. This boss fight is alright but Jalhalla is a wuss. His attacks are ridiculously slow and the strategy to defeat him is pretty simple. The only challenge he will give you is with your patience when your sword swipes keep JUST missing the wandering Poes. It’s a mediocre fight and, like the Helmaroc King, the fight is just way too easy. I never got hit once during the entire fight. Not once. Once you defeat Jalhalla the Master Sword gets a bit of its power back, making it even more badass-looking. And thus, the Earth Temple is defeated. Design - ![]() The ancient, tribal burial ground design aesthetic is actually really awesome. I like it a lot. The old musky presentation fits the dungeon really well. Its “spooky” motif may not be as chilling as the Shadow Temple from Ocarina of Time but it’s a very well designed temple in its own right. Puzzles - ![]() There are some really neat puzzles featured in the Earth Temple, especially the ones that require both the manipulation of sunlight and the combination of both Link and Medli. Using a companion to solve puzzles feels very different from a typical Zelda dungeon. Music - ![]() The main theme of the Earth Temple is pretty good, giving the burial ground design a fitting atmosphere. And despite not liking Jalhalla as a boss fight, his theme music is still decent. Not great, but not bad. Boss Fight - ![]() It’s unfortunate that such a great temple has such a letdown boss fight at the end. His strategy of defeat isn’t necessarily bad, but Jalhalla just isn’t intimidating one bit. He looks goofy and his damage is minimal. The fight’s presentation is a little kooky, too. Overall - ![]() Despite a poor boss fight I think the Earth Temple is fantastic. It features a lot of really cool puzzles—especially when you consider how well Nintendo handled the companion parts of it—and the musky tribal design is very atmospheric. It’s my second favorite dungeon in the game. ![]() Wind Temple (completed: August 25th) The Wind Waker’s final dungeon before it hits the finale is the Wind Temple. It’s the second dungeon to feature a companion—in this case Makar from Forest Haven—and is designed around the wind element. The Wind Temple is the most difficult dungeon in the game, for sure. From the dungeon layout, to the puzzles, to the enemies—it doesn’t mess around. It designed in a way to frustrate the player; to make you repeat the same sequences over and over until you get it right. It doesn’t hold your hand as much as the previous dungeons and can punish you for making mistakes. It’s the real deal. Like the Earth Temple, getting into the dungeon works the same way—find the sage, teach them a specific song, take them to the temple, open the front doors, walk in (or jump in, I guess). This time, however, your companion is Makar from Forest Haven. He’s a lot more difficult to use as he’s slower and not as agile as Medli. This can make for some frustration because the Wind Temple is full of enemies that like to screw you up. Wizzrobes are everywhere and those pesky Floormasters pop up out of nowhere. Nintendo really wanted to screw with the player in the Wind Temple—there’s stuff around every corner to mess you up. The general design of the Wind Temple is pretty weird, too. Its puzzles revolve around the wind element yet its visual design is that of a forest temple. The boss fight takes place in a room full of sand, as well. So what is it, wind, forest, or desert themed? To tell you the truth, I don’t really know! Either way, it’s the most bizarre temple in the game, right down to the presentation (including the irritating dungeon theme). ![]() The temple's item is the hookshot and is used pretty intelligently. If you play this temple for the first time, you’re going to get super-confused with some of its layout. Near the beginning Makar gets captured by a Floormaster and you have to discover how to rescue him. So basically, you’ll pass by a couple of inaccessible areas that stay sealed until you rescue Makar and backtrack. Some players may potentially forget about these rooms, get to the boss door and cannot proceed because they’re missing the boss key. There’s nothing inherently bad about this design but it will definitely cause some players to become frustrated, and that’s not even mentioning the Floormasters and Wizzrobes that hinder your path nearly everywhere. I found that despite the way the dungeon is laid out (in terms of messing up and having to retread areas over and over), the puzzles really stand out above everything else. The wind element really comes into play here, making you either float around on the Deku Leafs or use the Iron Boots to walk through heavy gusts. The dungeon’s item—the Hookshot—is used in some pretty interesting way, too, like having to pull down heavy object while wearing the Iron Boots at the same time. Clever puzzles like this are scattered throughout the entire dungeon. In addition, the Wind Temple’s companion, Makar, is used much less than Medli from the Earth Temple. Boss: Molgera ![]() Once you’ve figured out your path to the boss room, you’ll meet one of my favorite bosses in the game: Molgera. Molgera is a strange boss for a wind-element temple, but is a very fun fight. Since he’s a giant sand worm, Molgera will spend his time buried underneath the sand. Whenever he creates a wormhole you need to use your hookshot to grab his tongue/eye-thing and shred it with your sword. This is easier said than done, however, as Molgera will spawn numerous baby worms to attack you. You’ll have to deal with them first before you take on the boss himself. Molgera likes to sometime fly into the air, as well, so you’ll have to be weary of this during your encounter. This is one of my top three boss fights in the game because Molgera is intimidating, and can hit you harder than most other bosses in the game. Sometime he will create his wormhole right where Link is standing making you scamper away before he chews you up and spits you out. This is crazy-intense and has you on the edge of your seat the entire time. Adding to this is the bosses theme music which is not only intense, but is simply one of the best tracks in the game. What a great way to end what is otherwise a mediocre dungeon. Design - ![]() Despite being labelled as the “Wind” temple, the actual design of the temple is very forest-esque. It still has a lot of wind elements throughout the temple, though. I personally didn’t care for the layout. Puzzles - ![]() Many of the puzzles featured in the Wind Temple relate to the wind element; whether you’re using the Deku Leaf to soar between high cliffs, or using wind-powered switches to lift giant wooden doors. Some of the backtracking in this dungeon can get confusing. Music - ![]() The main theme is, shall we say... annoying? I think that’s a good way to put it. Molgera’s theme, however, rocks my socks off. Two very contrastive tunes. Boss Fight - ![]() Suffering through what is perhaps the worst temples in the game rewards the player with one of the better boss fights. Molgera is huge and intimidating, and unlike Jalhalla or the Helmaroc King, he can actually, like, hurt you. Overall - ![]() Being as the Wind Temple is the last proper temple in the Wind Waker (besides Ganon’s Tower), it makes sense that it features the most difficult and frustrating puzzles in the game. In spite of this, I didn’t like this temple the first time I played it, and I still don’t care for it today. Molgera saves it from being a real disaster. ![]() Ganon’s Tower (completed: August 26th) Finally, after you’ve acquired both the full-powered Master Sword and all of the Triforce Pieces, Link is ready to take on Ganon once and for all, thus concluding The Legend of Zelda: The Wind Waker with Ganon’s Tower—the final dungeon. Ganon’s Tower feels like an incredibly epic conclusion to the game, despite feeling a bit rushed. This is especially apparent when Link is running through the back fields of Hyrule Castle after the King of Red Lions sends him back—one last time—to the bottom of the sea. The sense of urgency hits hard when you get to this point; there’s no going back and the only way is forward. The subtle, ambient music really helps with this, too, providing a suitable atmosphere even before you get to the dungeon proper. The actual dungeon, once you finally get there, is typical for a Zelda game. It features multiple sections each dedicated to the four “evil” dungeons throughout the game (minus the Forsaken Fortress), all possessing one or two puzzles that revolves around the items obtained during that specific sequence of the game. Unique to the Wind Waker is the ability to fight the boss of each dungeon at the end, as well, whereas other games in the series simply end when you complete the puzzle. The four bosses are nearly identical to the same bosses you fought earlier only in gray-scale (plus remixed boss themes—I’m also assuming they inflict more damage but it’s hard to tell because they’re all generally pretty easy). One of the worst parts of Ganon’s Tower (or THE worst part, I guess), is the puzzle beyond the dungeon-specific puzzles and boss fights. It’s a weird, out-of-place maze with a solution that completely eluded me the entire time. It gives off subtle clues here and there but they never made much (or any) sense. I found that finding the solution—by mostly brute-forcing my way through the maze—wasn’t very fun or challenging, especially considering that Ganon’s Tower is the last dungeon of the game. Boss: Puppet Ganon ![]() This is, by far, the most difficult boss fight in all of the Wind Waker. This epic (somewhat goofy as well?) encounter has three—count them, THREE—separate phases, all loosely based off of other boss fights throughout Zelda’s history. It’s also... weird. Really weird. The first phase is a Pig (pictured above). This part is relatively easy when compared to the rest of the fight. Its solution (to cut the strings with your boomerang; hit his tail with a Light Arrow) is simple to understand and execute. The second phase is where the difficulty really picks up, though. Here Puppet Ganon transforms into a giant spider. His strategy is still sort of the same (hit his butt with a Light Arrow), though you’ll need to see your reflection off the water (spilled all over the floor) in order to locate where his back-end is located in relation to Link, letting you run over to that specific spot before he jumps down at you. Phase three is when Puppet Ganon becomes a real jerk. If you’ve ever played A Link to the Past then you’ll know how frustrating this boss can be. The strategy is pretty easy: while Puppet Ganon swims around the ground you just need to aim at his tail and let a Light Arrow rip. Unfortunately he moves tremendously quick and is very difficult to hit. Not only that but he likes to slam you into the wall, then proceed to do it over, and over again. What makes this part even more difficult is that there are no Keeze to kill (who drop magic for you to refill your Magic Gauge). Luckily I had some potion to refill it but I don’t know what would’ve happened if I didn’t. Once you are finally able to take Puppet Ganon down the only thing that stands between Link and Ganon are the cries and groans of all the people Ganon has killed throughout his life, and all the burning and suffering he has left in his wake, AND ALL OF THE PEOPLE’S LIVES HE HAS RUINED! Oh, and some tedious climbing. That too. Boss: Ganondorf ![]() I found it really fitting that the Wind Waker ends on such a high note. Not because Ganon’s Tower was a phenomenal dungeon, or that Puppet Ganon actually was such an fun boss fight. No. It’s because the last duel between Link and Ganondorf is one of the most epic boss encounters you will ever play, in any game, ever (not just Zelda games—all games). Ocarina of Time’s Ganon transformation was incredibly unpredictable, but this last battle with Ganondorf, on the peak of his tower, in the midst of a collapsing sphere causing rain to pour onto the battlefield—nothing is quite like it. It’s absolutely chilling. Whereas other boss fights throughout the game rely on the use of each item found in each relative dungeon, the sword fight with Ganon throws all that out of the window. This is a sword duel, period. This fight basically boils down to your skill with your sword (plus minor use of the mirror shield). If you’ve been paying attention to all of the “A” cues throughout the game then you probably aren’t going to have a problem taking Ganon down. His attacks HURT, and is one of the few bosses that got my health to at least half. As purely basic as this boss might be, its all about the presentation and how fucking awesome all of it is in relation to the story’s conclusion. This was the perfect way to end the Wind Waker. Absolutely perfect. And man.. when you stab him in the face at the end? Holy shit. Design - ![]() Nothing new or groundbreaking here. It’s a typical last dungeon, featuring smaller sections dedicated to each of the four “evil” dungeons. The atmosphere that precedes the actual dungeon is superb. It feels like your about to embark on your final journey because, well, you are. Puzzles - ![]() All four of the dungeon-specific sections feature pretty forgettable and somewhat simple puzzles for an end dungeon. The last maze-like puzzle still boggles my mind. A terrible way to end an otherwise fantastic assortment of puzzles (throughout the game as a whole). Music - ![]() Ganon’s Tower main theme is solid, but it gets better when each dungeon section includes one instrument track to suit the relative theme. Puppet Ganon’s theme is fine but nothing special but changes with each form. The game really kicks it into high gear with Ganondorf’s final battle theme. Just plain amazing, to say the least. My favorite track in the game, easily. Boss Fight(s) - ![]() Despite Puppet Ganon’s ability to hurt you in some sort of capacity I never found it to be a fun boss fight. It’s clever in some ways, but never something I would ever want to do twice. Ganondorf’s final battle, however, is crazy-good. One of the most satisfying conclusions to a game in recent memory. Overall - ![]() Ganon’s Tower, as a whole, is just... okay. It feels a bit rushed. It has some weird design quirks and the Puppet Ganon battle is just plain... strange. Luckily everything is pretty-well saved with Ganondorf’s final battle on top of his tower. I would’ve liked a stronger final dungeon, however. Luckily Twilight Princess get this “last dungeon thing” on the right track, right guys?... Right? Guys!? Thanks everyone for reading and I hope you enjoyed it. If you guys want me to do more of these let me know and maybe I will consider it. Haha, this is fun. I love your lil' writings like this, LK - be in about WW or your top 10 games or anything. The amount of effort put into this (like with posting the songs and your takes on them) is very impressive. I'll definitely be reading it; WW is one of my all-time favorites, as well. I gotta say, though, I love the Forsaken Fortress - especially how it doesn't tell you where to go. I love how you can just sneak your way around all over this prison complex, getting lost and trying to find out where to go, finding cool stuff in the meantime. I'd love more dungeons like that, but it only works well if it's set up in a way like Forsaken Fortress. Though, getting caught once or twice isn't bad - it's even fun - but once you start getting caught over and over it can get frustrating. I also like it because of how it introduces Ganondorf right at the beginning of the game. Ganondorf is really well-done in the Wind Waker. Though I will agree that they shouldn't have put one of the hardest, most potentially frustrating parts of the game right at the beginning. I always say that half of the people stop playing at Forsaken Fortress, and the other half stop at the Triforce quest (which incidentally I also think is a good part of the game, though I'll admit it could be better). My favorite thing about the WW, of course, is not in a dungeon - it's the overworld. Even though it can get pretty sparse, having a huge, totally open world (after dungeon 2) with no load times or anything is just wonderful. There really is a sense of mystery (and map-completion OCD) in seeing islands in the distance and wondering what's there. Edited by LK, Sep 6 2012, 12:17 PM.
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| Liongirl | Aug 21 2012, 06:42 PM Post #3 |
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Always tl;dr
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Wow how fun. WW is my favorite game of all time so I'm excited about this! Forsaken Fortress: I agree completely. When I show people WW for the first time, I ALWAYS make them play through Dragon Roost before I allow them to quit. The Fortress is way confusing and you don't even get an item. So I don't count it as a dungeon. I remember my first time playing, and I don't know if I would have even gotten past this one without a guidebook to tell me how to get passed the two moblins by the ramp in the ship's room. I still get scared I'll get caught during that part every time I play. Dragon Roost - Again I agree. Gohma was hard for me (it was my first Zelda boss ever mind you). I kept trying to hit the eye with the grappling hook instead of Valoo's tail. |
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| LK | Aug 21 2012, 07:22 PM Post #4 |
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iminspace
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If you liked the Forsaken Fortress then more power to you bro! But like I mentioned in my original post I just didn't like how confusing the layout is and how potentially frustrating it could be (especially considering it's the first half-dungeon in the game). But yeah—showing Ganondorf right at the beginning is pretty cool, too. It was a nice touch. As for the overworld: hell yeah. It's awesome. I love it. The only problem with it is that it sometimes takes too long to get around. Luckily you do get to warp later in the game but still, it can get a little boring. Thanks for input guys! I appreciate it! I actually completed the Forbidden Woods today but I'm in the process of writing it. It probably won't be up until tomorrow. |
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| Togeshroob | Aug 21 2012, 10:52 PM Post #5 |
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(Temporarily closed. ...Gwaargh!) *doo wee doo wee doo*
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The Forbidden Woods is, like, the dungeon everyone always forgets, lol. It's doesn't have the novelty of being "first" (used loosely with WW, of course), nor of being non-traditional-story-related (Tower of the Gods), nor of being a latter-half-of-game dungeon (more likely to remember). The poor thing is just there :p The Deku Leaf is pretty much the most awesome(ly useful) item ever, though. I like to play its song on the piano. I got the Wind Waker Piano Sheet Music Book a few years ago, and it's a short, easy, weird little ambient thing. |
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| LK | Aug 22 2012, 06:28 PM Post #6 |
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iminspace
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OK guys, I just updated with my thoughts on Forbidden Woods (which some of you may disagree with!). Next: Tower of the Gods. Oh hell yes. |
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| Liongirl | Aug 22 2012, 07:26 PM Post #7 |
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Always tl;dr
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You know, I guess I never really appreciated how different this forest temple is before. However you're right, I think the set up is completely different. As for the boss, I like this one because it's so unique and colorful. But as far as the way you actually defeat it not so much. This boss takes hardly any effort. I like how you say you have to stop with Link, because really there's no hurried feeling to this boss. You run to one side - stop - take as much time as you want to aim (because if he does actually touch you it's like, "Oh you hurt me?") - throw - run - repeat. |
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| MetaZora | Aug 22 2012, 07:47 PM Post #8 |
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Resident Smile Enthusiast
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I look forward to seeing what you think of The Tower of the Gods. I hear people that hate that dungeon and personally I thought it was freaking rad. One of my favorites...though I kinda stopped playing the game and never finished it.
Edited by MetaZora, Aug 22 2012, 07:48 PM.
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The ever fantastic Daniel created the above signature that just made you gump your ass off. Twitter/Tumblr/Youtube 3DS Friend Code! Other Sigs
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| Togeshroob | Aug 22 2012, 10:22 PM Post #9 |
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(Temporarily closed. ...Gwaargh!) *doo wee doo wee doo*
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I agree with pretty much everything you said about Forbidden Woods. But the Tower of the Gods! That's my favorite in the game (second being Wind Temple). Wind Waker was my very, very first Zelda game - the entire thing, game structure and all, was totally new to me - and the Tower of the Gods blew my mind. It has one of the best atmospheres of any Zelda dungeon. I just love anything and everything related to ancient structures, or mysterious ruins/buildings from an older age, stuff like that (you can imagine how much I loved Skyward Sword's Lanayru Province). The Command Melody (IIRC) is cool song, too. I also like it simply for what it represents. You're not looking for the third stone-thing. You're simply climbing this tower to prove yourself - to prove your courage and confirm to the king and the others that you're the hero they've been looking for. The ending parts of it are pretty meaningful with that in mind. |
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| LK | Aug 23 2012, 02:27 PM Post #10 |
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iminspace
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Tower of the Gods is now up! Up next: Forsaken Fortress part deux. |
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| Togeshroob | Aug 23 2012, 06:01 PM Post #11 |
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(Temporarily closed. ...Gwaargh!) *doo wee doo wee doo*
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Man, that Gohdan music is so cool. I first realized that when looking at it in the Sheet Music Book, but it's like impossible for me to play, so. I daresay I like it more than Molgera's music! Forsaken Fortress "part deux" is one of my favorites. It has the only standard-dungeon boss in the series (aside from SS's Ghirahim) that you actually have a personal reason for killing. First you watch the Helmaroc King kidnap your sister. Then, when you get to her, the Helmaroc King attacks you, picks you up like a rat, and throws you to the open sea. Later, you come back with a bone to pick ;D |
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| MetaZora | Aug 24 2012, 11:08 AM Post #12 |
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Resident Smile Enthusiast
:D
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For some reason this never popped into my brain, but Gohdan almost seems like an Andross reference. Right when I read the part where you said he exhales bombs or whatever it just dawned on me.. Hmm. Pretty cool though LK, glad you enjoyed Tower of the Gods. I'm afraid I now have to stop reading these updates though.. D: You've caught up to my old save file! |
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The ever fantastic Daniel created the above signature that just made you gump your ass off. Twitter/Tumblr/Youtube 3DS Friend Code! Other Sigs
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| Togeshroob | Aug 24 2012, 09:04 PM Post #13 |
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(Temporarily closed. ...Gwaargh!) *doo wee doo wee doo*
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^ Funny, that's like one of the most exciting and interesting points of the game (finishing the tower, going to Hyrule, getting the Sword). Most people go on to play 'till a certain part near the end of the game (not sure if you know what it is, so I won't say it) THEN stop, lol. Edited by Togeshroob, Aug 24 2012, 09:04 PM.
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| LK | Aug 24 2012, 10:15 PM Post #14 |
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iminspace
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Alrighty, Forsaken Fortress Part 2 has been posted. I finished the Earth Temple tonight but I still need to write about it. I'll probably post it tomorrow. EDIT: Earth Temple is now up, too. Next is the Wind Temple. EDITEDIT: Thanks to Shroob I was able to continue with my work. I just posted the Wind Temple (look for it in the post below mine). Thanks Shroob! Next up is the final dungeon: Ganon's Tower! (I actually beat the game like, 3 days ago) Edited by LK, Aug 29 2012, 08:10 PM.
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| Togeshroob | Aug 29 2012, 10:04 PM Post #15 |
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(Temporarily closed. ...Gwaargh!) *doo wee doo wee doo*
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LK! You should have just double posted instead of editing your last post, for the update D: I haven't checked this thread in days, because it still said "Last Post Aug 24th," even though you apparently had updated. Or maybe I'm just confused here (it's not unlikely). Anyhow, the WIND TEMPLE. I adore that place, so it's a little saddening to hear that you don't. It's easily my second favorite in the game. While I admire the Earth Temple for its very cool design and evil final puzzle, the Wind Temple really tickles my fancy. Plus, Makar <3 And I think the music is so good - it's very contemplative, in a relaxed-yet-tense way. The acoustic guitar in it is so yum <3 It's actually one of my favorite songs to play on the piano - the composition is surprisingly complex, it being written in 5/4 time. |
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