The Legend of Zelda: The Wind Waker - Page 7
Wind Temple (A4)
ITEM: Hook Shot
BOSS:Sand Worm
As in the Earth Temple, you use the Command Melody to control Dakar (though not as often since he's in prison for about half the level). Dakar is more limited in what he can do: He can fly on his own, like Medli, but he can't carry Link. Anywhere you see a patch of soil with a small hole, press A and Dakar plants a tree, which often triggers a switch, chest, or other event. When Link gets his Hook Shot later on in the dungeon, he can use it on these trees to pull himself up to them. Here are some pointers:
In the very first room, control Dakar and have him fly up to the platform at the north end of the room to press the switch that turns off the wind. Now Link can use his Deku Leaf to parasail to the platform from the other side of the room.
To operate the springboards, put
on your Iron Boots, then remove them?SPROING!
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As in the Forbidden Forest, use your Deku Leaf to make the propellers spin. Here, they mostly case the metal grates to rotate. Don't forget that the wind from your Deku Leaf can pass through the metal grates to get to a propeller on the other side!
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Once you find this "basement" room with the movable block and springboard (it's beneath the room with the four cracked tiles on the floor-use your Iron Boots to break through the tile), look for the dark squares on the floor-that's where you need to position the block and springboard in order to jump up through the tiny hole in the ceiling.
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The appearing-and-reappearing Bird Wizards are some of the most obnoxious enemies in the game. Ice Arrows make quick work of them. Kill all the enemies in the room above to get the Hook Shot.
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Once you have the Hook Shot, you have to free Dakar! Ascend the dungeon's main shaft by using the Hook Shot on the targets on the wall. If you can't go any higher, look for a platform to Deku-sail to on the other side, or a springboard. Once you reach Dakar's prison, put on your Iron Boots and use your Hook Shot on the giant statue with the target on its forehead-the weight of the boots keeps you on the ground and pulls the rock loose instead.
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Near the end of the dungeon, you reach a chamber with the two wind tunnels, three blocks, and three blades. First, put on your Iron Boots. Use one block to trap both the first two blades near the right side of the chamber (careful positioning is key). Use another block to fill the trench at the far end of the chamber. Now push the third block over the "bridge" made by the second block and then trap the blade against a wall with that third block. Now go back and get Dakar (hopefully you carried him this far). Pick him up and carry him through the room to reach the tablet where you need to play the Wind God's Aria.
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Keep your Hook Shot armed at all times. When the little worms crawl around, use the Hook Shot to extract them from the sand and then hit them with your sword a couple
of times on the head to eliminate them. Once the little worms are gone, wait for the giant worm's mouth to emerge from the sand and then use your Hook Shot on the tentacle-tongue-thing to pull it toward you. Beat on it with your sword. More mini-worms appear-when they do, repeat. If you get too close to its mouth, run in the opposite direction as fast as you can.
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