Much like Hyrule, the Outlands are latent with secrets, covered by monsters and riddled with underground labyrinths. Some of the dungeons are the work of Ganon's might, while others have more recently been converted from peaceful structures to serve the Thunderbird's needs. Tales both old and new surround this mystical realm; take some time to become familiar with the sights and stories to help unravel the enigma of this ill-fated kingdom.
List of Regions One-Way Terrain Help from Fairies Inhabitants Ocarina Songs |
![]() | This area was called The Clearing before its creek widened into a river. Those who stray into the Outlands usually arrive at this point, due to the magical forces connecting it to Hyrule. It is said that stronger travellers can warp to other points in the Outlands from near this location, but many have searched for such an underground entrance without success. |
![]() | Before the recent increase of deelers and goriyas, this enchanted forest has been known for its abundance of life and activity. There are still a few fairies here and there, and the Goron Market is still as busy as ever. Within these woods is Amicus Palace, once called home by most of the Tetrarch fairies. |
![]() | In ancient times, many Zoras were said to live in and around this coastline. Many texts describe an undersea structure called Fort Indigo where these peace-loving people would flee during times of trial. Assuming it exists, it has been abandoned for centuries past. |
![]() | The further one goes east, the more desolate things generally appear to be. Recent explorers warn against travelling these parts, as high monster infestations make chances of survival very low for those who are weary or unprepared. |
![]() | This dry, sandy plateau has come to be called Shadow Desert because it is situated "in the shadow" of Ganon's Vault to the north. The only known reason to brave these dunes is to reach Scorga Castle, Ganon's partly-finished project that was to be his second vault. |
![]() | The dark maze of ice is a hardened landscape with just one way in, and just one way out. Explorers sometimes find themselves lost because they cannot exit in the same place they entered. Who knows what secrets may lie along its many twisted paths... |
![]() | Those whose lives were lost during Ganon's rule have been laid to rest in the largest graveyard of the Outlands. Entering this area was restricted by the last king to take power, as a wish to preserve the sacred grounds. The bridge leading to its entrance has been partly destroyed; most people are thus prevented from visiting. |
![]() | Believing the rumors that rare treasures and artifacts could be found in these hills, Ganon completey conquered and overtook this place with his monsters. With unshaken loyalty, his minions continue to rule these mountains and show no mercy to anyone getting close. |
![]() | Though Ganon's primary target was always Hyrule, his greed moved him to conquer other lands as well. The earth beyond the gate shown here is stained red with dying trees and glowing white rocks. No place is more cursed and more deadly in all the land; though the tyrant has been laid to rest, here it becomes very obvious that his legacy lives on. Evil energy still flows from Ganon's Vault, a sealed, golden castle created by the Triforce of Power. |
![]() | During Link's adventure he will find several places on the overworld that limit travel to a single direction. In this example, he has entered the screen from its west side. Like a short cliff in more recent Zelda games, if Link continues to walk east, it will be as though he "jumped down" from a ledge. Otherwise, he can return to the west. (In this screen shot, Link has already stepped too close to the edge, so he has no choice but to jump down.) |
![]() | Here, Link can exit the Dark Ice Maze by walking along the path shown. This wall can always be crossed from right to left, but never from left to right. Such passages usually serve as exits to the area Link is exploring. |
![]() | When Link visits a fairy in the overworld, they will be glad to completely heal him up. However, their magic only works if Link stands a certain distance away from them. (see picture) |
In spite of the intimidating nature of the Outlands, there are those who continue to live here. Most of the residents who trust him will be glad to help or offer their services.
Keeper of the Staff - The Staff of Byrna behaves differently than in the days of Zelda 3. Rather than protect its user, it is now used for attacking enemies with great magical force. It is so powerful that the current owner is afraid to let anyone use it. Can Link prove he's a true hero..?
Shortcut Sally - Sally maintains the warp tunnels that link 4 different locations together. Link can quickly reach far away areas by using them.
The Great Bagu - Well-respected in many lands, Bagu can provide trust-worthy folks with special notes of confidence. Many good wizzrobes are selling their wares, but only to those they can trust. He is often hard to find, but there may be someone who can direct Link properly.
Bomber Girl - This little lady has an eastern home and a western home, but both are hard to find. She seems to have an infinite stock of bombs, and she would be glad to give Link as many as he needs.
Sneaky Gerudo - There are many theives living in and near Ganon's Mountains. If Link encounters any, he will surely lose some rupees to them.
One-Way Wizzrobes - These magicians love to zap Link to places he either can't, or wouldn't, want to reach on his own. Sometimes they share their motives with that of the hero, while other times they're simply having fun at his expense.
Goron Merchants - The gorons Link will encounter make their living by selling various tools and items. Certain types of shops can be found throughout the land, while others are unique and carry more valuable equipment.
Reformed Goriyas - There are a few goriyas that have turned from their evil ways, and wish to atone by offering Link their financial support. Most have little to offer, but some have accumulated many rupees and are very generous.
With each Tetrarch Fairy you rescue, an additional "song" will become available on the ocarina. While the tune played will always sound the same, you can gain up to eight different locations to be magically wisked to. Note that you won't be wisked anywhere if you haven't yet rescued any Tetrarch Fairies.
Each song is numbered with respect to the Level # of the corresponding Tetrarch. Note that these locations have little or nothing to do with the actual dungeons.
1 - Goron's Bridge
2 - Loyal Guardians
3 - Forest Aria
4 - On The River
5 - Outland's Summit
6 - Heart's Seclusion
7 - Troubled Waters
8 - Desert Requiem
You can control which location the ocarina takes you to. Face north or east when playing it, and it will take you to the next location in the list. Face south or west when playing it, and it will take you to the previous location in the list.
For example, if you're at location 4 (On The River) and you face west while playing the ocarina, you will be taken to the forest of location 3.
Also, you can skip ahead in the list by playing the ocarina several times in a row. For example, stand on Goron's Bridge, face east, and play the ocarina. The magic dust will be summoned, of course, but if you play it an additional time before you're actually taken away, you'll skip visiting "Loyal Guardians" and land in the forest. You can cut many of the ocarina's "stops along the way" with this method.
(This method works in The Legend of Zelda as well.)