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She wonders how she can be useful, and hopes playing her harp for Valoo will help. Thanks to Link’s help, he’s grown into a fine young man, and Medli is both proud of his progress and depressed that he’s growing up so fast.
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When Link finds her again on Dragon Roost Island, she’s practicing her harp, but she’s happy to stop and update Link on how Prince Komali is doing. Both the harp and the fiddle from the cutscenes are instantly recognizable as the instruments belonging to Medli and Makar respectively, so Link has everything he needs to find the new Sages.Īlthough the awakening sequences for Medli and Makar play out similarly, Medli’s is more extensive, as her character received more development before her awakening. The same sequence unfolds at the Wind Temple, where a Kokiri Sage named Fado plays a fiddle song with similar properties. At the entrance to the Earth Temple, Link meets the spirit of a departed Zora Sage, Laruto, who teaches him a harp melody that will awaken her descendent. In either case, Link acquires new tools to reach the temple entrances, and the resulting cutscenes follow a similar pattern. From a narrative standpoint, starting with the Sage of Earth is slightly stronger, as this takes Link back to Dragon Roost Island and mirrors the structure of the story’s second obstacles. The two barriers sealing the temples in the Third Obstacle are visually similar, emphasizing the resemblance between the two challenges.Īs both paths are equally viable for the player and the story, choosing where to start is effectively a coin flip. The player is allowed more freedom to explore the world on their terms, but the story is limited as a consequence. This is an example of gameplay and story coming into conflict. Hence, both the skills and information Link acquires from either awakening can’t be referenced in the other. Since the scenes can play out in one of two orders, events that occur in one scene cannot have any impact on the other. One side effect of this is the constraints it puts on the progression of the narrative. Although the entrances to their temples have been sealed in Hyrule, the King believes they can be accessed from above the sea.Īt this point in the game, the player has the option to awaken the sages in either order. To accomplish this task, Link must first awaken the two Sages responsible for giving the sword its power through their prayers: the Sage of Earth and the Sage of Wind.
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Now that Aryll is safe with the pirates, Link is free to restore power to the Master Sword.
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This mixture of old friends and new places helps invigorate the back half of The Wind Waker‘s narrative while anchoring it with known characters. If the challenges remained on those familiar islands, this section would run the risk of feeling like backtracking, but Link’s quest then takes both him and his friends to unseen parts of the sea. The Wind Waker‘s Third Obstacle acts as a mirror of its First Obstacle, directing Link to familiar islands to reconnect with people he’s met before. The Wind Waker’s Third Obstacle is compelling because it takes the protagonist to new places while maintaining connections to old characters.