Like in other Zelda games, progressing in The Wind Waker is tied to having the right items in your inventory. More often than not, you'll earn your new items in the game's dungeons and then go on to face a boss battle that requires you to use your new item properly to emerge victorious. The classic items that we've seen introduced over the course of the series return here, including power bracelets, bombs, the hookshot, the boomerang, multiple types of arrows, empty bottles, and, of course, the master sword. The returning items behave in a pretty standard fashion, though the boomerang has been upgraded this time around to target up to five enemies or objects at once. One or two puzzles in the game require you to use this new functionality. New this time around are items like the grappling hook, which can be used to steal items from enemies or swing from place to place using specially marked targets. The deku leaf can be used like a hang glider or parachute of sorts, and it comes in handy when you need to cross large gaps. You can also use the leaf to blow gusts of wind at objects and enemies. The wind waker itself is a conductor's baton that has the power to control the wind. Much like with Link's ocarina, you'll learn songs throughout the game that have various magic effects. One warps you from place to place, another turns night into day, and yet another lets you control the direction of the wind, which, as it turns out, is very important indeed.
The world of The Wind Waker consists of a large collection of islands. Once you've completed the first few portions of the game, you're given access to the King of Red Lions and the watery overworld. Your talking boat will basically guide you through the game, and you'll use a sail, a sea chart, and the wind waker's ability to change the direction of the wind to move from island to island. While the world is quite large and full of all sorts of little side quests, the game is also very good about marking sectors and islands on your chart when they become important to your progression, so getting lost or stuck in the game's large overworld is actually pretty difficult. The sailing can be a bit much at times, but once you've learned a warp song for your wind waker, you can skip around to the more important locations with ease. Once you set foot on land, you'll find a variety of locales, including towns, fortresses, fairy caves, a ghost ship, and dungeons.
Yes please, I adore wind waker, minish cap and phantom hourglass. The worlds in them are just so rich, vibrant and colorful. I love the character and monster designs and they all give a true sense of adventure unlike most of the other Zeldas even if they're still amazing games in their own right 59ce067264