Secret Caves

From The Wind Waker Randomizer
Revision as of 18:55, 2 November 2023 by Evanhamilton413 (talk | contribs) (→‎Angular Isle: Added brief descriptions for each of the caves that did not yet have one.)
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There are two types of Secret Caves: Combat and Puzzle.

Combat

By randomizer logic, all Combat Secret Caves require an item-based method of dealing damage to complete them (except for Rock Spire Isle, which will provide one for you in the form of a Deku Stick). As some items that normally deal damage are incapable of damaging various enemies, in-logic sword substitutes are listed alongside any normal requirements for a cave in the event that you do not have one. Substitutes may be displayed as a category, which includes:

Standard Damage: Skull Hammer, Bombs, Bow

Darknuts: Skull Hammer, Light Arrows

Morths: Boomerang, Hero's Bow, Hookshot. (Morths are killable with Bombs, but it is tedious and not required by logic)

Dragon Roost Island

Uses the "temple" asset style, and has a looping hub room with load zones between each door. Features early game enemies. Located under a destructible rock by the Wind Shrine.

Entrance Logic: Requires Bombs or Power Bracelets. Can be skipped via Rock Skip.

Swordless Logic: Standard Damage

Stone Watcher Island

Uses the "temple" asset style, and has a central hub room with destructible pillars. Features mid game enemies. On completion of each wing, two Darknuts will spawn in the central hub room. Located underneath the liftable stone head.

Entrance Logic: Requires Power Bracelets

Swordless Logic: Darknuts

While this cave does have Wizzrobes, they are unable to summon Morths.

Overlook Island

Uses the "temple" asset style, and has a central hub room with destructible pillars. Features late game enemies. On completion of each wing, four Darknuts will spawn in the central hub room. Located at the top of the island.

Entrance Logic: Requires Hookshot. Can be skipped via Early Cave Entrance with Door Cancel.

Swordless Logic: Darknuts, Morths (skippable)

The Wizzrobes in this cave can potentially spawn Morths which are unkillable by the Skull Hammer. This is avoidable by killing the Wizzrobes quickly or getting lucky, but you may need additional items.

Star Island

Uses the "cave arena" layout. Enemies will enter the arena in four consecutive waves: three Magtails, two Bokoblins, two Green Bokoblins, and two Moblins. Located on the southwest lobe of the island, under the destructible rock.

Entrance Logic: Requires Bombs or Power Bracelets

Swordless Logic: Standard Damage + Boomerang, Hookshot, Grappling Hook. You may have a hard time disarming the first Bokoblin without the Hero's Shield, but it is not required by logic.

Pawprint Wizzrobe Cave

Uses the "cave arena" layout. Spawns a wave of one, two, then three Wizzrobes, which will prioritize spawning enemies when not interrupted. Located on the tallest island, underneath the darkened tree.

Entrance Logic: Requires Hookshot. Can be skipped via Early Wizzrobe Cave with Deku Leaf (and Bombs or Storage).

Cave Logic:

Swordless Logic: Standard Damage. You may use Hookshot if you can prevent the Wizzrobes from spawning enemies, but this is unreliable and the randomizer does not require it.

Shark Island

Uses the "cave arena" layout. Spawns continuous waves of lategame enemies, ending in a wave with three different colors of Darknut. Located inside the flame ring.

Entrance Logic: Requires Iron Boots and Skull Hammer. Can be skipped via Alternative Cave Entrance with Bombs or Deku Leaf.

Swordless Logic: Standard Damage + Grappling Hook, Boomerang. You may have a hard time disarming the first Bokoblin without the Hero's Shield, but it is not required by logic.

Rock Spire Isle

Uses underground cave assets. After lighting two torches, a colony of Keese will swarm the cave. Located on the furthest platform of the island.

This is the only combat cave where randomizer logic does not require an item to deal damage.

Entrance Logic: Requires Bombs. Can be skipped via Alternative Cave Entrance with Deku Leaf or Door Cancel.

Horseshoe Island

Uses the Forbidden Woods asset style. Contains a Winged Mothula and two Mothulas. Located at the end of the golf course.

Entrance Logic: Requires Deku Leaf. Can be skipped via Leafless Golf.

Swordless Logic: Standard Damage

Savage Labyrinth

(Main article: Savage Labyrinth)

Puzzle

Angular Isle

Uses the "cave arena" layout. Contains a stack of block and a puzzle involving the mirror shield. Located on the smaller of the two islands, by a hookshottable tree.

Diamond Steppe Island

Uses the "ghost ship" layout. Contains a maze of warp pots. Located on the topmost island.

Needle Rock Island

Uses the "ghost ship" layout. Contains several torches which need to be lit with fire arrows. Located near the outer "ring" of the island, underneath a block of ice which requires fire arrows to melt.

Pawprint Chuchu Cave

This cave is a non-standard layout, containing grass, trees, and many chuchus that spawn. There is one chest which can be accessed immediately, two behind bombable rocks, and one in the large room that is accessed after climbing a series of grappling hook targets.

Cliff Plateau

This cave is a non-standard layout in the Forbidden Woods style, with several floating platforms containing rupees at the beginning. There are Boko Babas and sprouting vines that appear, and one chest can be reached by dropping down from above. The other requires the Deku Leaf to reach the other exit, where it will then be found at the top of Cliff Plateau Isle.

Bomb Island

A cave filled with magma and Magtails. On entering, there is a button that must be pressed with a Magtail, leading into a larger room where two more buttons behind fire walls must be pressed in the same way by throwing Magtails into them.

Ice Ring Isle

An ice cave. Contains one chest that is accessed by sliding across a slide, and if Iron Boots are in the player's inventory, there is a secondary cave behind the gust of wind that requires fire arrows to clear.

Bird's Peak Rock

A simple cave that contains a triforce chest that is revealed by playing the Wind's Requiem on the platform.

Private Oasis/Cabana Labyrinth

A maze filled with rats and Skull Hammer switches that must be pressed in order to open gates.

Fire Mountain

A cave filled with magma, where floating platforms are jumped across to another platform where Magtails are fought. When the Magtails are defeated, a chest will spawn. If the player does not have the Power Bracelets, they must savewarp out at this point.

Combat Puzzle

(This cave will only be in logic when Combat Secret Caves and Puzzle Secret Caves are both enabled.)

Boating Course

Uses the "cave arena" layout. Miniblins will continuously spawn until three crystal switches are activated. Located on the northern island.

Entrance Logic: Requires Deku Leaf or Hookshot. Can be skipped with Early Cave Entrance.

Cave Logic: Requires Boomerang or Hero's Bow or Hookshot

Swordless Logic: Standard Damage + Boomerang. (Miniblins are killable with the Grappling Hook, but not fast enough to offer any relief from the cave's spawn rate.)

External Resources

Wind Waker Randomizer – Randomized Caves – Interior Guide