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Skyward Sword Walkthrough Chapter 12: Sailing on the Sand Sea

Chapter XII
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Chapter 12: Sailing on the Sand Sea


Skyward Sword Walkthrough

Skyward Sword Story Guides:

Skyward Sword Secrets Guides:



Objectives:

  1. Return to the temple at the Isle of Songs to learn Nayru's Wisdom.
  2. Hunt down the Trial Gate in Lanayru Desert.
  3. Clear the trials in Nayru's Silent Realm.
  4. Use the Clawshots to travel to the Sand Sea.
  5. Activate the Skipper's boat and recover the Sea Chart.
  6. Use the Sea Chart to navigate to the Shipyard.
  7. Seek out the ship at the Pirate Stronghold.
  8. Use Dowsing to locate the invisible Sandship.

Important Obtainables:

Secrets:

1- Return to the temple at the Isle of Songs to learn Nayru's Wisdom.

Learning Nayru's Wisdom from the Isle of Songs is a lot simpler than Farore's Courage was, since the puzzle you needed to enter the temple there is already complete. Simply approach the Goddess Crest and activate it with a Skyward Strike to have Fi teach it to you.

Nayru's Wisdom
Nayru's Wisdom is the second of the three Goddesses' melodies needed to gather the Sacred Gifts. This one opens a Silent Realm trial in Lanayru Desert.

Find out more at Zeldapedia: Nayru's Wisdom.

2 - Hunt down the Trial Gate in Lanayru Desert.

The Trial Gate in Lanayru Desert is found in the Lanayru Mining Facility complex, in front of the power generator to the north. Strum your harp as you approach the butterflies to trigger the appearance of the portal, then play in time with the pulsing ring of light to complete the melody. With the portal assembled, thrust your sword into the ground to access Nayru's Silent Realm.

3 - Clear the trials in Nayru's Silent Realm.

  • When you gain control of your character rush up to the stairs and grab the first tear.
  • Continue up to the entrance of the facility and make your way around he outer ring. You will find three tears around this ring.
  • The temple has a broken wall on the south side which you can use to get up to the upper level. Use the vines on the east side now and get to the top, and the next tear.
  • Jump down to the entrance, and as you go down, jump on the left edge, to where the generator is. Grab the tear here, then jump back.
  • Head back to the starting point and then move east across the submerged path - you'll see a tear to your left as you reach the first crossroad.
  • Continue on that path until you reach the eastmost area. You can climb up this wall from the west or the north side, and grab the tear.
  • If you turn west, you'll see the next tear at the end of the nearby wall segment, blocked by two Watchers and a Guardian. You have to wait for the first Watcher to go as far away as possible, then rush forward and "hide" on the extruded section on the right. Wait for it to pass again, then rush forward and grab the tear. It doesn't matter if the second Watcher spots you, you'll reach the tear before the Guardian can catch you.
  • Now head south and you'll see a tear just out of reach, with a minecart halfway submerged in water which you cannot step into. Wait for a bit until the water recedes, then push the minecart underneath the tear. Be careful though, the Waking Water comes back quickly, better to do it in two or three separate pushes than risk getting caught.
  • Go even further south and climb the wall with the help of the minecart to the right. Head back north along this wall, and jump off at the cages. Push the minecart towards the cage and climb up to get the next tear.
  • Go around and climb up the nearby wall segment for another easy pickup.
  • Head back down the wall and turn left. You'll see a tear on top of the tree in the far south, roll into the tree to make it fall down.
  • The last one is tricky - it's located up the path leading to the desert entrance, but it's surrounded by Watchers. You'll have to carefully navigate through them to avoid being spotted, or alternatively you can wing it and make a run for it.
The Sacred Gift you'll earn for completing Nayru's Silent Realm is the Clawshot set. You'll probably remember these from Twilight Princess - they're the very same item.

Clawshots
ClawshotsThe Clawshots, the second of three Sacred Gifts entrusted to the Hero, let you climb up treacherous towers, cliffs, and other terrifying heights with relative ease. They work in much the same way as their predecessors in Twilight Princess.

Find out more at Zeldapedia: Clawshots.

4 - Use the Clawshots to travel to the Sand Sea.

Now that you have the Clawshots, you can travel to the Lanayru Sand Sea. The way to the Sand Sea is hidden in a cave behind the sandy falls at the western edge of the main desert area. You passed it during your first trip and probably took note of the targets hanging from the cliff walls. These are Clawshot targets, can you can pull yourself up to them by pointing your Clawshots at them and firing. Use them to climb up to the cave entrance and proceed inside.

A Goron up ahead is investigating the ancient ruins here and will give you a key to the Sand Sea. The locked door isn't too far away. You'll have to Clawshot across a set of pillars to make it to the "coast," where you'll find a small ship moored at the dock. A Goddess Cube hides in one of the caves to the right.

5 - Activate the Skipper's boat and recover the Sea Chart.

Approach the Timeshift Stone embedded in the ship and strike it to reactivate both the ship and its captain, the Skipper robot. This will also cause a small section of the Sand Sea - in the immediate vicinity of the ship - to return to its original water-filled state! You can use the Skipper's boat to sail around the Sand Sea. He'll guide you to his home port in search of a Sea Chart that might lead you to the place where his boat - the hiding place of Nayru's Flame - was taken. Just sail towards the spot marked with an "X" on your map.

Skipper's Retreat is on the tallest of the rock spires in this area. You'll have to Clawshot up to it, so head down the path to the right and point your Clawshot at the first target you see. The floating plant-form up above you is a Peahat, and while it's harmless it can be used as a Clawshot target. Occasionally Peahats are mobile and will carry you to hard-to-reach destinations. Grapple your way up to the next pillar, blast your way into a nearby tunnel using Bombs, and continue to climb. Clawshot along a series of Peahats until you can reach safe ground nearby a bridge up above.

Cross the bridge - beware of the Moblin, who carries an unbreakable iron shield - and once you reach the other side, turn your Clawshot to yet another spire to the southwest to find a Goddess Cube. Back at the far end of the bridge, look to the north for your next destination. Here you'll find a sprout poking out of the ground that you can grab with your Whip. Yank it free and you'll discover that it's actually a dormant Peahat! Latch onto this Peahat and let it carry you towards the next target.

Up above you'll spot a Deku Baba hanging out nearby another target. You'll need to chop it down with your Beetle before you can safely Clawshot across. Another Clawshot target appears on the spire above, from which you can spot another moving Peahat heading towards a split rock formation. Grapple onto it and let it carry you towards the rock formation until you're in range of its twin, then pull yourself over to the other Peahat, which will pass by the highest target which you can use to reach the Skipper's room.

Blow away the sand caking the chamber to uncover a treasure chest containing the Sea Chart you need to navigate these sandy waters. Once you've pocketed it, head back outside and ride the zipline back down to the surface level and rendezvous with Skipper at his boat.

Sea Chart
Skipper has been hoarding this Sea Chart at his hideout for centuries - of course, he has no idea, since he's fallen into disrepair in the present. You'll need this to navigate the Lanayru Sand Sea.

Find out more at Zeldapedia: Sea Chart.

6 - Use the Sea Chart to navigate to the Shipyard.

The ancient chart will add a second "X" to your map that marks the Shipyard area. Skipper used to stow his ship here, so it might be worth checking out. This time you'll run into some obstacles on your voyage. Explosive barrels like those seen in The Wind Waker pop up at intervals and Technoblin archers will occasionally rise to life on the rocks. You'll also encounter Spumes that shoot bursts of water at you. All of these are easy enough to deal with using the boat's cannon. Usually you can just sail past them without much trouble, but it's somewhat satisfying to shoot them down.

Once you reach the Shipyard, disembark and head inside. On a platform to the right you'll encounter a couple Lizalfos. Fight your way past them and enter the building on the right. A minecart awaits, but it's not like the ones you're used to. This one travels at breakneck speeds, requiring that you shift your weight to compensate on tight turns. Tilt the Wii Remote in the opposite direction of any hard turns you run across. Otherwise, it's a pretty easy ride. Later on you'll encounter forks in the road, and if you're not too confident in your reflexes, you may want to pull back on the accelerator with the B button.

At the end of the first track is a second minecart. This one will run across several dead-ends that require you to turn at the last second to shift to a different track in order to avoid them. Slow down if you're worried, but make sure you get back up to speed quickly so you can make the various series of jumps that also litter the track. Usually the dead-ends are pretty obvious, and I personally made it through on my first try without needing to deploy the brakes even once.

This track terminates at a construction facility. Head inside and blow away some of the sand in the massive bay pit and you'll uncover another Moldarach! You've fought this boss before, and the strategy hasn't changed a bit. Once you've dealt with him, Fi will tell you it's clear the ship you're looking for isn't here and advise you to talk to Skipper again.

7 - Seek out the ship at the Pirate Stronghold.

Your last resort destination is the Pirate Stronghold, which Skipper will display on your map as well. Once you land there, hang a right after the Bird Statue and look for a door leading into the fortress. You'll see a doorway you can't pass through on your left, but there's an accessible one to the right. Blast away some sand blocking the next passage and fight your way past the enemies and across the sinksand to progress.

The first novelty of note is the Timeshift Orb at the end of the hall. It's a portable Timeshift Crystal you can carry anywhere in the facility. You'll have to drop it to fight any enemies that spawn, but it's useful in that it'll cover up most sinksand you come across as well as dissolve any barbed wire barriers. Occasionally it'll also trigger some electrical barriers, meaning you'll have to be careful as you move forward. Whenever you encounter these, just drop the Timeshift Orb out of range of the gateway and pass through to collect whatever's on the other side, then pick up the orb again and continue.

Getting through the stronghold is relatively straightforward until you reach a somewhat large sinksand filled room. Your Timeshift Orb will drain any sand within range as well as raise a series of rock formations as they pass into its effect area. Climb up the ramp at the left edge of the room and use it to leap onto these formations as they appear. In the corridor you'll reach, drop the orb when you get close to the electrified gate and run ahead to pull a lever that opens it. Then pick up your orb again and keep going.

Typically the next rooms will be pretty straightforward, with enemies to deal with but no heavy puzzle solving. A room off to the left will be blocked off by electricity if you bring the orb too close, so leave it behind for a moment and head inside. Push the block here onto the pressure switch to unlock the nearby door, which lets you recover your orb and proceed yet again.

In the next room, drop off the Timeshift Orb in the northwest corner so that its aura penetrates the wall behind it. In the previous room you can take a roundabout route to reach the other side of this wall and pull the lever that the Timeshift Stone phases into activity to open another door. Recover the orb and carry it through the now-opened gate. Defeat the Armos up ahead to unseal a final gate leading to a chamber near the beginning of the fortress where you can place the orb to revitalize the whole building.

Unfortunately, the ship isn't here either! Fi has managed to gather enough information to track the ship using Dowsing, however, so head back to the Skipper's boat and set sail!

8 - Use Dowsing to locate the invisible Sandship.

Finding the ship is relatively easy if you've been using Dowsing to track things so far. Just follow the signal until Fi's radar goes crazy, at which point all you need to do is fire the cannon at the source of the signal to cause the invisible Sandship to appear. You'll need to score a few direct hits before it becomes permanently visible, at which point you'll board it automatically...