The Legend of Zelda: The Wind Waker The Savage Labyrinth Walkthrough Written by: The ZeroviruS / Ryan Tuominen E-mail: Mr_Hotshot64v2@Hotmail.com Website: www.angelfire.com/blues/animalcrossing Version: 2.77 omega blue Date: April 3, 2003 @~------------------------------------------------~@ 1. Table of Contents @~------------------------------------------------~@ 1. Table of Contents 2. Intro 3. Version History 4. The Walkthrough 4-1. Summary 4-2. Level 1 4-3. Level 2 4-4. Level 3 4-5. Level 4 4-6. Level 5 5. FAQ 6. Babble 7. Outro @~------------------------------------------------~@ 2. Intro @~------------------------------------------------~@ Since The Legend of Zelda: the Wind Waker has recently beaten out Super Mario 64 as my favorite game of all-time, I decided to write a FAQ for it. But seeing how huge the game really is, I decided to just make a little one detailing a small bit of the game. That makes enough sense. But then I had to choose what I would focus on. At first I was gonna make a Sea Chart, but that had already been done, so I asked myself "What's the best part of this game?" Obviously, it was the fighting. I don't know why, but fighting in this game is really, really fun. So is using Tingle to blow up your friend while he's trying to get somewhere, but that's a different story. So then I had to ask, "What can I write about fighting?" Well, distributed across the Great Sea are little "battle arenas" in which you fight a bunch of enemies and are rewarded with a treasure box (usually containing a chart or a Piece of Heart). But one of these arenas is substantially larger than the rest. You all have to go through it eventually. Well, half of it anyway. This is the granddaddy of all the battle arenas across the land. This is the Savage Labyrinth. A collection of the strongest (and weakest) enemies Link has to face throughout his quest. Only masters and people who have gotten pretty good at the game can overcome this beast. OK, maybe with a little luck you could too, but I'm trying to make it sound tough here. So without further ado, I present to you.. @~------------------------------------------------~@ 3. Version History @~------------------------------------------------~@ Not exactly what you were expecting was it? Tough cookies. It's here and it's staying, like it or not. Version 2.77 omega blue -That would be this version. I guess I wrote everything at once, so this will be the only version, unless people actually ask questions for the FAQ or I spot an error. Other than that, there will be no updates. Ever. @~------------------------------------------------~@ 4. The Walkthrough @~------------------------------------------------~@ ------------------------------------------------- 4-1. Summary ------------------------------------------------- Yup. This is it. A few notes to start on are: a) This isn't exactly an easy task. Be prepared to take on LOTS and LOTS of enemies. b) You'll probably want to stock up on some stuff before you try to get all the way through. Here are the suggested items for each skill level. - beginner: All weapons + Light Arrows, 4 bottles (Elixir Soup, Fairy, Fairy, Green Potion), 18-20 hearts. - experienced: All weapons + Light Arrows, 3 bottles (Elixir Soup, Fairy, Fairy), 15-20 hearts - master: All weapons, 1 bottle (Fairy), 10-20 hearts Actually, I just added that to make it look more complicated than it is. You'll need to have all the weapons (except Light Arrows) before you can even get in, so it's a bit redundant to say it every time. and I just put what things you should have in the bottles incase of emergencies. Masters can have 4 bottles if they want, but they'll only really need one insurance Fairy. Maybe I should give you directions to the place. It's on Outset Island under the big stone head on the western cliff. You'll need the Hookshot and the Power Bracelets to enter. I guess I've rambles on long enough, so now, this time, I REALLY present to you.. THE SAVAGE LABYRINTH ~ Deep in the never-ending darkness, the way to the Golden Shard you seek waits ~ ------------------------------------------------- 4-2. Level 1 - The Easy One ------------------------------------------------- The first room you'll be in is a room I like to call the Entrance. To your right is a pot brimming with fairies, so you can pick one or two up incase you need a little insurance. There are two other things, a pillar of light, and a hole. The hole leads to Round one; the pillar is your first chance to escape this Hellhole. Remember, once you go in, you can't come out until you beat the level. (Or save and quit. I'm not sure, I never tried.) ROUND ONE - GOING BATTY - 10 Keese It's a bunch of Keese. How much strategy do you need? I suggest either the Boomerang or the Master Sword, but pretty much any weapon will do here. ROUND TWO - ATTACK OF THE SMALL PEOPLE - 6 Miniblins I swear, when Ganon went shopping for henchmen, he bought these guys in bulk. Almost anywhere else they'll just keep coming, but here you only have to chop up six of `em. We're off to a good start. ROUND THREE - THEY GREW UP! - 4 Bokoblins (Boko Sticks) Ah! The Miniblins got big! But they lost their cute little pitchforks in favor of. Boko Sticks? What were they thinking? Oh well. You should be pretty good at taking on multiple Bokoblins by this point in the game, so I won't bother giving you any tips. ROUND FOUR - SQUISHY SQUISHY! - 6 Red ChuChus Well, you can Hookshot `em and slash em. That usually works pretty well for me. Give it a try. Go on. ROUND FIVE - MAGTAIL MELEE - 4 Magtails Contrary to unpopular opinion, you can kill these guys while they're rolled up into a ball. But I personally like to do the parry attack. It's more fun that way. And it's good training for fighting Orca. Damn that Orca and his big stick. ROUND SIX - TINY TAG TEAM - 4 Keese, 4 Miniblins The two weakest enemies in the game have come to team up on you. Be afraid. Be very fricking afraid. I've always been sad that it's hard to show sarcasm in typing. ROUND SEVEN - BURNING BATTLE - 4 Fire Keese, 2 Magtails Well. I suppose the Keese are a little more dangerous because they can now light you on fire. But other than that, the Magtails are the only thing that will even try to put up a fight here. ROUND EIGHT - FIRE FIESTA - 2 Fire Keese, 4 Bokoblins (Fire Sticks) OK, now it's getting fun. Everyone likes beating up Bokoblins. The Keese will just be a minor annoyance until they fly into a stray attack from either you or the Bokoblins. Having enemies attack each other will be a valuable strategy later on. ROUND NINE - MOBBY MADNESS - 2 Moblins Am I the only one who calls Moblins "Mobbies"? Probably. There just aren't enough of them here though. I guess you can only expect so much from Level 1. I love fighting Moblins. They put up just enough fight, but they don't cause too much damage. If they start blocking your flurry of slashes, back up and do a jump attack. Gets `em almost every time. SAFE ROOM No, not save room, though you probably could. There is an exit here, if it's getting too tough for you. There are also six jars. I neglected to mention earlier that in this cave, enemies don't drop anything. Not Rupees, not various item ammo, not souls, nothing. In any case, 4 of the pots contain replenishment items like hearts, arrows, and stuff like that. The two big jars will spew a wealth of rupees. All the colors of the rainbow! I just like to push them around with the Deku Leaf. ------------------------------------------------- 4-3. Level 2 - Forest Frolic ------------------------------------------------- When you're all ready to go, jump into the hole and go into the next Level. The enemies here seem to be more forest based. Generally stuff you'd see in the Forbidden Forest and Sky Temple. The Hookshot and Boomerang will come in handy here. You'll also find your first excuse to use Ice Arrows, my favorite weapon. ROUND ONE - PEAHATS DON'T WEAR HATS! - 6 Peahats Just Boomerang or Hookshot the Hell out of `em. Don't even bother with the Deku Leaf. Why exactly do they call them Peahats? They don't look like peas, and they certainly don't have hats! ROUND TWO - MORE SQUISHY! - 4 Green ChuChus These ones are a little more slippery than their red cousins, but the Hookshot or Boomerang will make `em sitting ducks. er. blobs. ROUND THREE - TONGUE ATTACK - 5 Boko Babas One boomerang toss is all it takes to behead one of these monsters. Why did they call every thing Boko in this game? Why isn't it the Great Boko Tree? Why does Makar think he's fooling anyone with that mask? ROUND FOUR - OXYMORON - 4 Shield Bokoblins (Fire Sticks) They're Bokoblins, but they can block. Too bad for them they don't use that skill very often. It seems to me that their shields are made of wood. Now eventually you'd expect one of them to catch fire, but no. It also irks me that Link can catch fire, but enemies just won't, unless you Fire Arrow `em. ROUND FIVE - WINGS = HP? - 5 Wingless Mothulas When you clip the wings of a normal Mothula, they still take like five hits to kill. So why do these ones go down so much easier? I guess some mysteries will never be solved. I hate Morths. ROUND SIX - GROUND CONTROL TO MAJOR TOM - 3 Peahats, 3 Boko Babas Half can fly, half can't move. Needless to say, wait for the Peahats, Boomerang `em, and when they're gone, go in for the Babas. You can also beat a Baba with his brethren if you pick up the Baba corpses. Why I think that's funny we'll never know. ROUND SEVEN - PEEK-A-BOO - 4 Green ChuChus, 4 Potted Bokoblins (Cleavers) Reel in the ChuChus with the Hookshot before you move too far. See those pots? They're traps! I told you there were no items in here except for in the safe rooms. When you approach them Bokoblins will pop out with that weird yell of theirs. At least they finally got some decent weapons.. ROUND EIGHT - THE NAKED CHEF - 3 Wingless Mothulas, 2 Shield Bokoblins (Cleavers) Why did I name it "The Naked Chef"? Why did that guy name his show "The Naked Chef"? Same answer. Like I said earlies, the W. Mothulas can only take one hit, and the Shield Bokos don't put up much of a fight either. Looks like the Bokoblins are all getting weapon upgrades. ROUND NINE - MOTHRA? - 2 Mothulas You can go about this one of four ways. Use the Boomerang to clip one wing at a time. Flail wildly with the Master Sword. Take out all the wings with one Hookshot attack. Freeze `em and forget `em. In any of the first three scenarios, you'll have to whack them once they have no wings, but if you freeze them, it's one-hit-kill glory. Also, if you freeze them, you won't have to deal with those damn Morths. SAFE ROOM You made it! I'm proud of you. One more level and you can get your Triforce Chart! Seeing as you've made it this far, I think you'll have no problem making it through Level 3. This Safe Room has only 3 replenishment jars, and still has 2 rupee jars. Not only is this pseudo-dungeon fun, but it's also extremely profitable! ------------------------------------------------- 4-4. Level 3 - Let's Get Biz-zay! ------------------------------------------------- Good news: We finally get some IronKnuckles! Bad news: We have to suffer through several waves of Wizzrobes to get to them. I hate Wizzrobes even more than I hate Morths. And I hate Morths even more than I hate rap music. Well, maybe not that much. You'll notice that this level has more of a temple theme than the cave setting of the last two levels. ROUND ONE - MAGICAL BASTARDS - 3 Wizzrobes I told you, I hate them. I hate the way they look, I hate the way they laugh, and I hate the way they make that "blippy" sound. Mostly, I hate the way they spawn Morths and shoot fireballs. Either ice or fry the filthy birds for a fabulous one-hit-kill. ROUND TWO - GREEN-EYED MONSTER - 4 Armos No, not jealousy. But I bet these Armos are jealous of how tough all the other monsters are compared to them. If you don't know how to make short work of them, put arrows in their eyes and a blade in their backs. Then they'll bounce around maniacally and blow up. On the upside, they look a lot more comical than to ones in OoT. ROUND THREE - WOULD YOU LIKE THAT SUPER-SIZED? - 2 Big Armos The size has grown considerably, but they're still pushovers. Just feed them bombs whenever their mouths are open. Make sure to watch out for their detonation dance of doom. The sad thing is, it took me forever to figure that out the first time I encountered them. ROUND FOUR - SQUISHY SURPRISE! - 6 Potted Elec-ChuChus Once again, the pots are traps! Out pop the Elec-Chus and zap goes the na