The Wind Waker

Chapter 24 – Ganon’s Tower

by on February 19, 2021

When you have found all eight shards of the Triforce of Courage, take it to the Tower of the Gods. The ring of light will reappear and you will go back to Hyrule Castle.

As you head for the secret room in the basement, it’s clear that Ganondorf has been here. Defeat the Mighty Darknuts in the basement and go back upstairs.

A magic barrier that Ganondorf put up inside the castle is now gone, allowing you to go outside. An even more powerful barrier is still in place around the castle. Brandish the reawakened Master Sword in front of the barrier to shatter it.

Proceed up the road ahead. The enemies get progressively more dangerous the further along it that you go. After defeating a Darknut, use the Hookshot to cross the places where the road has collapsed. Watch out for Keese. The road carries on into a gaping cave mouth.

The first room is empty. Open the door at the other end to reach a lava-filled room. The way into the next room is blocked by an unusual door that is decorated with pictures of Bosses from previous dungeons. In order to destroy this barrier you need to traverse the passages leading off from this room and defeat these four Bosses. When you succeed in taking one down, the dungeon will return you to this chamber.

Fire Passage:

There are several ways to handle this passage. The safest strategy is as follows: Throw the Grappling Hook over the first beam. Lower yourself closer to the lava then swing across to the rocky platform. These platforms will last for a little while, but eventually sink. Swing from the next beam to reach the second platform, taking care to not be caught by eruptions of lava. Use the Grappling Hook on the final beam, but this time climb up to the top. Take a flying leap and glide to the other side where the Red Bubbles are floating around.

Alternatively, you can climb to the top of the first two beams and glide to the platforms beyond. Bear in mind that the skull on the right hand side of the first beam is a Red Bubble and so is the one near the middle-left of the second beam. Defeat them from a distance if you plan to use this method.

You can also create additional platforms using Ice Arrows or the jars of water by the entrance.

At the end of the passage is a recreation of your battle against Gohma. Only items that you had for the original fight are available, so the strategy remains the same. You do get access to items held in your Bottles. The Master Sword is usable too, meaning you will chew through Gohma’s health considerably faster than before.

Forest Passage:

Make sure that you have some power in your Magic Meter – the seed pods by the entrance are a good place to resupply. 

Blow air at the windmill using the Deku Leaf to bring the cable car toward the entrance. Get on the cable car and propel yourself along the room.

Jump to the moving branch. The best time is when it has just lowered itself. The Deku Leaf is useful but not essential. When the branch is at its low point, spin the windmill on the left hand side, just ahead. When the branch rises up again, glide to the next cable car.

Propel the second cable car along the room. Glide toward the branch on the right using the Deku Leaf. Try to land on the branch when it is at its highest point, which can be achieved by jumping when it is lower down. Cross to the branch on the left and wait for it to lift you up. Glide to the exit while avoiding the Peahats.

The Forest Passage ends with a rematch against Kalle Demos. Like with Gohma, this fight is almost identical to the original. The main difference is the Master Sword, which can kill Kalle Demos in a matter of seconds once the core is exposed. Don’t hold back!

Earth Passage:

The first section contains a series of enemies and not much else. The first coffin on the left and the fourth coffin on the right contain ReDeads. The third coffin on the left and the last coffin on the right contain Red Bubbles. There are a few pickups in the other coffins.

Many of the coffins on the second stretch contain Dark Chu Chus. At the end is an unclimbable ledge There are also some Poes without lanterns. Open all of the coffins and defeat the Poes to clear a safe path. Then use your Mirror Shield to deflect light onto the Dark Chu Chus. Grab a frozen Chu Chu and place it on the switch near the light. Run to the other end and climb the temporary staircase before the Chu Chu recovers.

This time the light a long way from the switch that you need to press. Open all of the coffins to make the path safe and reveal some Dark Chu Chus. Shine light on a Chu Chu, then pick it up and run back to the switch. Place the frozen Chu Chu on the switch to create stairs. Run as fast as possible to reach the end. Unfortunately, a Stalfos is waiting there to stop you getting to the stairs. Defeat it, then repeat the process. This time you should be successful.

The battle with Jalhalla is the same as before. You had the Master Sword last time, so there is no increase in damage output, unfortunately. However, if you didn’t possess the Hurricane Spin during the first fight, but have learned it since, then you will  be able to use it despite the item restrictions.

Wind Passage:

Probably the easiest of the four passages. Defeat the Wizzrobe first. Then deploy the Iron Boots and Deku Leaf combo to spring into the air. Fly over the spikes but drop down before the trap. Use the next spring to get past the blade trap. Keep gliding and go straight down the middle of the room to avoid the downdraughts. Use the remaining momentum to glide over the last blade trap.

Defeat the Green Bokoblins hiding in the pots near the end. Look up above the ledge and find the Hookshot target on the wall. Pull yourself up to the exit.

As the last Boss that you fought, Molgera is virtually unchanged. Kill it and return to the main chamber.

With the seal broken, the big door will crumble to dust. The room beyond is a short staircase, patrolled by Miniblins. This leads to a circular room with three more doors leading off it. Another barrier is protecting the way forward.

Enter the room on the right. Note the order of the candle holders as the camera lingers on them – it can be thought of as 2-4-1-3 with 1 being the first and 4 being the last. Go to the room on the left and hit the switches in this order – a cutscene occurs to help remind you of the right order. This creates a portal back to the Great Sea, in case you want to finish side quests.

Return to the room on the right. Jump into the darkness to reach a hidden area.

Phantom Ganon (or possibly many different Phantoms) reappears in these rooms. Striking him with the Master Sword causes him to disappear, leaving only his sword. Go through whichever door the hilt (handle) of the sword points to reach the next room. 

Most other doors take you back to the beginning. The door directly in front of you when you first enter this area is actually different. However, all it does is trap you inside a room full of Moblins, with little reward.

Defeat Phantom Ganon in every room to obtain Light Arrows. He uses the same basic energy attack, plus a barrage of red orbs that you may not have seen before. Use a Spin Attack to repel all of the red orbs. Try to time it quite early and make sure every orb is reflected back at him or he will not be stunned. His third attack involves surrounding you with clones. If you target the real one it is possible to perform a Parry Attack, but this can be difficult.

After getting the Light Arrows you will be returned to the central chamber. The ordeal isn’t over yet, because Phantom Ganon appears one last time. Take out the Hero’s Bow and use a Light Arrow to destroy him for good. Pick up his sword and use it to cut through the barrier obstructing your progress.

Climb the final staircase to Ganondorf’s chamber. Defeat all of the Moblins and Mighty Darknuts to unlock the door at the end.

Kate
Guide director, fantasy writer and published author, webcomic and video game script writer, cat. I liked iced coffee, sunflowers, and long naps in the sun.
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