Before I continue, I just have a gripe with Skyward Sword I want to mention. As all Zelda players know, when your health gets low, the game lets you know this fact with beeping. Not just occasional beeping, but constant beeping until you pick up some more hearts. I think most Zelda fans would agree that it gets very annoying. But Skyward Sword goes beyond that. When your life starts to get low, you get the sound effect that Smurf-Fi needs to talk to you. Once you press down on the control pad to listen to her, all she says is that your health is low. Don’t you think I already know this by the incessant beeping? Shut up, you useless blue bag! 😛
Anyway, at the shipyard, it’s not long before I get into a mine cart. You can lean into turns as you make your way over the roller-coaster style track. There are branching paths and dead ends, so you have to be careful. Indeed, it does feel a bit like the mine cart levels in Donkey Kong 64.
I eventually ended up at the shipyard construction bay. Smurf-Fi advised me to look in the sand for a clue as to where the skipper’s ship could be. I got out my gust bellows and found something I wasn’t expecting…a boss fight!
After beating the large enemy, Smurf-Fi informs me that there is no clue here after all. This whole shipyard area was all for nothing. Well perhaps except for the developers to find a way to include a mine cart ride into the game. I went back to the skipper, who says he may know another place where his ship may be. So we headed off to the Pirate Stronghold. It is basically a mini-dungeon.
At one point, I come across a timeshift orb. It’s like the timeshift stones I’ve seen before, but it’s in an orb form, and portable. You can pick it up and take it with you, turning the present into the past as you go. It’s actually a really cool concept. Bones turn into enemies, sand turns into grass, and platforms rise from the ground.
It made for some interesting puzzles too. Eventually the path circles back around to a room where there is a spot where the timeshift orb needs to be set down. Once I put it down, it made some changes outside. For some reason, now Smurf-Fi tells me I can dowse for the skipper’s ship. It is the ship that holds Nayru’s flame–but it’s invisible. So I go back to the skipper and we get back on the boat. I use my dowsing ability to chase it down. However, I can only stop it by firing the cannon at it. Only when it’s hit does it become visible.
After three hits, I am able to board the ship (called the Sandship). Before I explore much, I see a bird statue and I saved my game. I’ll take a better look around next time.
I ended up in an area with a Goron and a gossip stone. The gossip stone told me there’s a dragon somewhere in the desert that will test you. If you pass his test, you’ll get the strongest shield available.
I don’t think I’m able to do that just yet, but I’ll keep that in mind. I talked to the Goron, named Golo. He is researching the dragon and is working on a (future) path, presumably which leads to the dragon. He asked for a donation and I gave it to him.
Thankfully, the boat didn’t use motion controls like the dragon-flying and swimming parts do. Being on the boat reminded me a bit of Wind Waker. Once I got there, I had to make my way up a bunch of stone pillars to reach the skipper’s house.
After getting the sea chart, I headed back down to the boat. Fortunately, I could zip line back down, which made it a much quicker trip on the way down.
The skipper compared his sea chart to my map, which revealed a new area that wasn’t on my map. I went there and arrived at the shipyard. It has mine cart tracks that look like roller coaster tracks. Is this Zelda or Donkey Kong Country? I stopped and saved my game, but I’ll see what the tracks are all about next time.
I did a little shopping and upgraded some of my equipment, including my shield and bug net. The big bug net is HUGE! I could catch Midna with that thing. 😉
When I was done in Skyloft, I went on to the Isle of Songs. After striking the Quake logo with my charged up sword, Smurf-Fi suddenly remembered a message for me from the goddess. She then taught me the new song, Nayru’s Wisdom.
She told me I needed to return to Lanayru Desert and use my dowsing ability to find the gate to the second trial. So that’s what I did. I found the spot, whipped out my harp, and played the new song.
I had to thrust my sword into the ground and then the second trial, Nayru’s Silent Realm, began. It works the same way as the first trial: You’re transported into an ethereal, spirit world and you have to collect 15 Tears of Nayru. Collecting one freezes the vicious enemies for 90 seconds. You have to find them all and return to the entrance gate before being hit by an enemy. After you’ve collected a tear, it appears on your map. So even if you don’t pass the trial on the first try, you want to collect as many as you can so you can plan out the next trip.
After completing the trial, I got a reward…something I’ve wanted for a long time: The hookshot! Well technically it’s called the clawshots in this game, but it’s the same thing. I’ve been seeing the clawshot targets since early in the game, and I’ve been waiting for a chance to use them.
After a little exploring, I saved my game.