The Legend of Zelda: The Wind Waker/Outset Island





The game begins on Outset Island with a young girl named Aryll searching for her brother, Link. When she finds Link atop the island's watchtower, she wakes him up and reminds him that it's his birthday! She tells him that their Grandma is looking for him, and that she is waiting for him in their house.

At this point, you will gain control of Link. Climb down the watchtower ladder and run across the long pier at the bottom of it. When you get to the mainland, go west and cross over the bridge. Continue along the footpath until you reach your Grandma's house at the northwest end of the island.

Enter the house and climb up the ladder inside. You will find your Grandma in the loft. When you talk to her, she will give you the Hero's Clothes as a birthday gift. Grandma tells you that it is customary for their people to where green clothes when they come of age. When she notices that you don't look very happy about wearing a thick tunic in the hot weather, she tells you that you only have to wear them for one day. Grandma also mentions that you are now the same age as the hero spoken of in all the legends. She adds that, long ago, all boys of your age used to be trained to use swords; however, now only a man named Orca knows the way of the sword. Grandma tells you that it is also customary to hang the family shield on the wall in celebration. When she finishes telling you about the coming-of-age customs, she'll tell you that she needs to prepare for your celebration and that you should go play with your sister until then.



Head back to where you started, and Aryll will give you a birthday present: her Telescope. She'll tell you how to use it, and then tell you to look at the red postbox. Do as she asks, then look up into the sky, and you'll see a giant bird, the Helmaroc King, kidnapping a young girl. The bird will be hit by a cannonball and drop the girl into the forest.



Aryll will say you need something to defend yourself with (before you try to save the girl), so head to Orca's House. It is the bottom floor of the two-story house near the middle of the island. Speak to Orca, and he'll give you a short swordplay tutorial. Do everything he asks. Once you've completed the tutorial, Orca will give you the Hero's Sword. If you -Target and check the crest on a shelf above the shark, he'll tell you about the Knight's Crest, and ask you to collect 10 of them. You shouldn't worry about this too much, though, since you can't complete it until much later in the game.

With your sword, you can now cut down trees. You can get 10 Rupees by cutting down the close group of trees near Grandma's House, then head towards the watchtower where you started. Once you're near there, turn right and head up the path, cutting down the barrier of trees. Run straight over the bridge. Link will jump over the gap and go into the cave.

The Forest of Fairies


When you enter the forest, you'll see the kidnapped girl, Tetra, unconscious and hanging from a tree. Just following the contours of the forest and they will lead you to her. Near the start, there's a hollow log. Crawl through it to get 20 Rupees. Just after the log, you'll face a Bokoblin, which should die very easily with the sword fighting that you learned from Orca. Jump onto the stump and then onto the top of the ledge to carry on.

Once you reach the girl, two birds will drop two more Bokoblins right in front of you. Just take them out one at a time. In fact, if you -Target one straight away and slice four times, the fourth slice will hit both enemies and kill one of them, leaving the other at your mercy. As soon as you try to rescue Tetra, she wakes up and falls off the tree in her struggle to get down. Her crew mate, a large, muscular man, arrives and takes her back to the Pirate Ship, and you follow.



When you leave the forest with them, Aryll waves to you from the other side of the bridge, but before you can meet her, the same large bird swoops in, grabs her, and flies away. Now desperate to save her, you ask Tetra to take you with her to where the bird lives.

Tetra says that in order to go with her, you must obtain a shield first. You remember there was a shield on the wall in Grandma's House! But when you go there, you are confronted by your tearful Grandma, who gives it to you knowing that you must go to save Aryll. After returning to Tetra, shield in hand, she agrees to take you. When you have finished your business on Outset Island, you can feel free to leave. An emotional cutscene in which everybody waves goodbye to Link will play.

-Target: You can choose to hold or switch to target. Beginners will do well with "switch." Veterans will have to hold and let go once you defeat the enemy or move to another target.

Second Play Through
If you finish the game once, the second time you play, Aryll will wear the clothes from the end credits, you have the color pictograph and you would be wearing the same clothes rather than the green clothes which is a trademark for all Zelda games!