Warping

Warping has been an ability of Link's since the original The Legend of Zelda. New additions to the series often bring newer methods of warping. In all cases, warping is the fastest mode of traveling across the land and sea. No physical or magical explanation is usually offered for these mysterious portals and songs.

The Legend of Zelda
Setting the mold for the future Legend of Zelda titles, its initial game introduced forms of warping that would be used and improved throughout later releases. The Other Warping section below lists more manners of warping that were born with this title.

A Recorder will warp to any dungeon that Link has cleared. If Link is facing North or West, he will warp to the next dungeon. If he is facing South or East, he will warp to the dungeon before the one he is at. Upon completing the Triforce, Link can summon the whirlwind to warp to the ninth labyrinth. The Flute can also be used to reveal hidden secrets.

After obtaining the Power Bracelet and the ability to push boulders around; Link can access certain stairwells that warp to others across Hyrule. The Old Man inside the cave offers 3 paths. The stairways and where they lead to is always set and not chosen randomly, however there is no description on which stairway takes Link where.

A Link to the Past
This Super NES title returned warping to the The Legend of Zelda series after a notable absence in The Adventure of Link. The most noticeable expansion to warping is the change from Legend of Zelda's Recorder to the Flute. The ocarina-styled flute introduced here later served to be the inspiration for the most popular and highest rated title in the series. Newer forms of warping introduced would also serve to inspire Metroid Prime 2: Echoes, specifically the Light World and Dark World concept.

Within A Link to the Past, there exist several different types of warping. In one instance, there exist portals that travel to the Dark World. These portals will send Link to the same coordinates within the Dark World; use of the Magic Mirror while within the Dark World send Link to the Light World. A patch of sparkling light will remain in the place where Link warped and permits Link to travel back to the same spot in the Dark World. A similar patch will show up on the map screen as well.

The Magic Mirror also has an added advantage in that, unlike the portals which must be found, the Magic Mirror can be used anywhere. Within a dungeon, however, the Magic Mirror will merely send Link back to the entrance. This was useful if ever he got stuck within the dungeon. If Link uses the mirror in a place inhabited by a solid object in the Light World, he will be automatically returned to the Dark World.

The gateway of Hyrule Castle will also warp to the Dark World after overthrowing Agahnim.

A second method of warping is of a more traditional kind, utilizing an ocarina, but called a Flute in the American release. Playing the ocarina by the Weathercock in Kakariko Village will release a bird. Blowing into the wind instrument will summon this bird, who will carry Link to any of the following places:


 * 1) Death Mountain
 * 2) In front of the Witch's Hut
 * 3) Kakariko Village
 * 4) Link's House
 * 5) Below the Eastern Palace
 * 6) Desert of Mystery
 * 7) Lake Hylia
 * 8) Death Mountain

Another form of warping is by swimming through Whirlpool Waterways found throughout Hyrule (the Light World) and in the Dark World.

The Warp tile introduced here offers a new twist to complicated dungeon mazes. Stepping on one warps Link to another room in the dungeon, often with choices of other warp tiles to go through. This seemingly simple innovation proved complex to navigate. Inactive, gray versions of the warp tile serve as warp target locations. The warped-to tile will be inactive thus preventing Link from going back easily.

BS The Legend of Zelda
An Ocarina located in the fourth level will warp Link to any completed dungeon, and thus works exactly like the recorder. When the Ocarina is played while facing West, it will warp Link to the next dungeon. If played while facing East, it will return Link to the previous dungeon. The Ocarina can also be used to reveal a few hidden secrets within the game.

Link's Awakening
Warping on the relatively small Koholint Island is minimal but still functional for rapid travel. The warp pads in the dungeon's mini-boss room, which only appears once the mini-boss is defeated, along with its counterpart at the dungeon entrance, debuted with this title.


 * Playing Manbo's Mambo will warp Link to Manbo's pond near Crazy Tracy's home and potion shop.
 * Manbo's Mambo will also warp to the dungeon entrance when played inside of dungeons.
 * Warp Holes can be found on elevated platforms at various points across the overworld. They can be used to warp Link to the next warp hole he has seen, in a specific sequence. Warp Point LA.gif
 * Warp Hole Locations
 * Ukuku Prairie
 * Tal Tal Mountain Range
 * Tal Tal Heights
 * East of the Bay

Ocarina of Time
The title of this game is the instrument used for warping, as well as other magical effects such as acting as the key to open the Door of Time and solving certain puzzles. The main new feature to using an instrument to warp is the use of multiple songs to get to specific locations, usually warping to the entrances of temple dungeons, including the Temple of Time. The feature thus far is unique to this title. This title also debuted the ability to warp through time as opposed to only warping through space, although by using the Master Sword rather than the Ocarina (except at the end, when Princess Zelda uses it for this purpose). A third method of warping is available through the spell Farore's Wind.

The primary method of warping in Ocarina of Time is by using the Ocarina of Time. Link learns several songs such as the Minuet of Forest that warp him to a special pad in front of the song's corresponding temple; i.e. the Nocturne of Shadow will carry him to the Shadow Temple, and so forth..
 * Minuet of Forest - warps Link to the Sacred Forest Meadow.
 * Bolero of Fire - warps Link to the Death Mountain Crater.
 * Serenade of Water - warps Link to Lake Hylia.
 * Requiem of Spirit - warps Link to the Desert Colossus.
 * Nocturne of Shadow - warps Link to the Kakariko Graveyard.
 * Prelude of Light - warps Link to the Temple of Time.
 * Scarecrow's Song - warps Pierre the scarecrow to a distant but close enough area for Link to Hookshot/Longshot onto him.

There is also a spell that can be found known as Farore's Wind. When used, it will place a "marker" at the door of the most recently traveled-through entrance. Upon being used again, it will carry Link back to that marker. This is a useful tool as it can also warp Link out of locked rooms and escape from difficult enemies, such as the dungeon's boss or mini-boss. It can also be used to warp from one dungeon to another, if a warp point was set and Farore's Wind was later used. It cannot be used to warp between Child Link dungeons and Adult Link dungeons however.

Drawing the Master Sword from the Pedestal of Time will warp Link 7 years into the future. Replacing the sword warps back 7 years. Link's age will change from a child to adult and vice versa in this warping system. This would be the first time-warping used in The Legend of Zelda series.

Majora's Mask
Due to the unusual nature of Saving in Majora's Mask, the primary use for warping tends to be getting to a save point. The game may be saved once at any of the owl statues, which serve as warp destination points; as well as returning to the First Day. Although the Ocarina of Time returned, the warping function reverted to having only one song which allows for selecting a specific warp destination from a map. It did, however gain the ability to warp through time as well as space.

Not long into the game, Link learns the Song of Soaring, which can be used to take Link to any Owl Statue that he has marked with his sword. It is the only song Link needs for warping to specific locations, unlike in The Ocarina of Time where he had several songs. Once the song is played, the map screen will appear showing an owl icon in the areas Link had activated them. Link simply selects an area, and warps.

The complete set of warp locations are as follows:
 * South Clock Town to the west side of the Clock Tower
 * Milk Road near the fork in the road
 * Southern Swamp outside of the Swamp Tourist Center.
 * Woodfall on the shrine outside of the Woodfall Temple
 * Mountain Village near the northern side of the map close to Don Gero
 * Snowhead at the bottom of the path leading to the Snowhead Temple
 * Great Bay Coast at the bottom of the ladders to the Marine Research Laboratory
 * Zora Cape
 * Ikana Canyon, the upper part
 * Stone Tower

The Ocarina of Time's other function returns Link to Clocktown, Dawn of the First Day when playing the Song of Time. This is the only form of warping with a cost. All rupees and item stocks will be depleted upon returning to the First Day, although Link can save rupees at the Banker. Once he talks to the Pierre in the Clocktown general store in West Clock Town, Link will learn two new variations of the Song of Time. These are The Inverted Song of Time, which slows time down by half, and The Song of Double, which skips forward half of a day.

Furthermore, talking to Anju's Grandmother gives Link more time traveling options in the form of very long stories. The Carnival of Time story she tells will take Link 2 hours forward, and the Four Giants story takes Link to the morning of the next day, regardless of what time it is. Note that Link cannot choose the Four Giants story on the third day.

There are also pads at the entrances of the four dungeons within the game. If Link has defeated the boss of that dungeon once before, Link will be have the option of warping right to the boss room and fighting the boss instantly. This can save time instead of going through the troubles of the temple once again.

Oracle series
Gale Seeds have the ability to warp Link to any of the Mystical Trees, trees bearing Mystical Seeds. As ammunition from the Seed Shooter or Slingshot. Gale seeds will send common enemies away.

Oracle of Seasons

 * Gale: Tarm Ruins, Sunken City
 * Pegasus: Spool Swamp
 * Scent: North Horon
 * Mystery: Woods of Winter
 * Ember: Horon Village

Oracle of Ages

 * Gale: Symmetry Village (present), Zora Village
 * Pegasus: Rolling Ridge (past)
 * Scent: Crescent Island (present), Ambi's Palace (past)
 * Mystery: Rolling Ridge (past), Deku Forest (past)
 * Ember: South Lynna (present) / South Shore (past) (these are actually at the same location, but its name has changed)

Time Warping
The Harp of Ages and its songs warps Link through time. This works similarly to warping from the Dark World to the Light World in A Link to the Past: via warping Link to the same map coordinates the item is used. The Tune of Echoes, the first tune learned, will open up sleeping time portals, whereas the Tune of Currents which is learned later will instantly warp Link to the present day regardless of where he is. Only the Tune of Ages can warp Link to any of the two time eras, anywhere. In the case of the Tune of Currants and Tune of Ages, a sparkling warp point will also stay and remain from where Link was standing when he first warped in. Standing on this will send Link back or forward.

Portals
Hidden portals, in Oracle of Seasons will warp to Subrosia. The portals in Subrosia also return to Holodrum. There are 7 portals between the two worlds.

In a linked game, a warp portal will appear near the Maku Tree. This portal leads to an extra mini-dungeon with the real final bosses.

The Wind Waker
The Wind Waker features more warping utilizing the game's titular item, the Wind Waker. After obtaining the bow, Link can face any of the larger cyclones and shoot Cyclos, who is hiding within the cyclone. If three successful hits are achieved, Cyclos will submit to Link and teach him the Ballad of Gales, which allows Link to harness the power of the cyclones and travel to one of several squares of the map, and is in fact the only way to get inside the Mother & Child Isles. Every island in the Great Sea, except for Thorned Fairy Island, is within one square of one of these warp points, although Forsaken Fortress and two squares adjacent to it may be possible exceptions since the Mother & Child Isles warp point only takes Link inside the island.

A glowing ring of light appears centered in the waters before the Tower of the Gods which serves to warp Link and the King of Red Lions to a path leading to Hyrule Castle.

The different warping places are as follows:
 * B7 - Outset Island
 * D6 - Southern Fairy Island
 * D2 - Windfall Island
 * B2 - Mother & Child Isles
 * F2 - Dragon Roost Island
 * F6 - Forest Haven
 * E4 - Tower of the Gods
 * B4 - Greatfish Isle
 * C3 - Tingle Island

Within many dungeons there are also pots with fogs of various colors. These are known as Warp Jars. These jars are often covered by wooden planks to prevent usage, but can be removed with the use of a bomb. The cycle is green, blue, yellow. The yellow pot is usually right outside the boss room. If one of the pots is still covered, that pot is skipped in the cycle.

The Savage Labyrinth has Pillars of Light that serve as a warp spot. Warping back to the entrance is the only possibility. This dungeon doesn't allow Link to warp to any previously cleared areas.

Four Swords Adventures
One notable Semi-warp system from the setup of Four Swords Adventures is the ability to choose which stage to play at any time after completing levels. Otherwise the game prominently features Moon Gates and Moon Pearls as connections between the Dark and Light Worlds. Enchanted Pits in some cases serve the same effect as a Moon Gate by sending Link to the Dark World counterpart of the area.

Several areas contain warping systems that send the Links back to set points. These enchanted areas are listed below. Also are the return of Whirlpool Waterways and the dreaded Wallmasters.

The Minish Cap
The Minish Cap brings back the Ocarina warping system from A Link to the Past with the Ocarina of Wind. Finding and activating any of the many Wind Crests around Hyrule will shatter the stone, leaving only a symbol in its place, and sets the spot as a warp point. Once obtained, the Ocarina of Wind can be used to summon Zeffa the bird to carry Link to any of the activated Wind Crests.

The different Wind Crest Locations are as follows:
 * Hyrule Castle Town
 * South Hyrule Field
 * Minish Woods
 * Mount Crenel
 * Lake Hylia
 * Castor Wilds
 * Cloud Tops

Other, different warp pads also appear within dungeons, similarly to the Game Boy and Game Boy Color The Legend of Zelda games of past. A blue warp pad will appear at the entrance and in the mini-boss room once said mini-boss is defeated. Using the newly found warp tile will activate its counterpart near the entrance to the dungeon. Once both are activated warping will be unrestricted between the two. A red pad will appear at the entrance and in the room right before the dungeon's boss. As with the blue one, using it causes its counterpart to appear near the entrance; thus allowing free travel between the two. These are useful to prepare for a boss fight and return close enough to retain Health and stocked inventories. Green warps only appear in the boss room after a boss has been defeated, and warp Link back to the entrance. Green warps are one-way only.

After fusing Kinstones with the member of the Wind Tribe found in Hyrule Castle Town a warp pedestal will appear just North of Link's house. This warp portal leads to the Wind Tribe's tower in the Cloud Tops.

Twilight Princess
The largest overworld of the Legend of Zelda series would be expected to employ a powerful warping system. Twilight Princess delivers via Midna's help and a function to warp otherwise immovable objects far across the Hylian landscape.

In Twilight Princess, Shadow Beasts appear at key locations across the landscapes of Hyrule. Defeating each of the groups of Shadow Beasts will create a portal near their location, which Midna can then utilize to warp Link and herself across Hyrule. Very large objects can be transported in this manner.

The complete set of warp locations are as follows:
 * Ordon Spring
 * Southern Faron Woods
 * Northern Faron Woods
 * Sacred Grove
 * Kakariko Village
 * Kakariko Gorge
 * Death Mountain
 * Bridge of Eldin
 * Zora's Domain
 * Upper Zora's River
 * Castle Town (Outside)
 * Lake Hylia
 * Gerudo Mesa
 * Mirror Chamber
 * Snowpeak Mountain

Ooccoo and Ooccoo Jr. are characters in Twilight Princess, however they can be obtained as a temporary item if found. They can warp Link out of the dungeon, and return later to the room that he warped from. This item works very much in the same fashion as the Warp Jars found in The Wind Waker. Ooccoo is removed from Link's inventory upon completion of the temple he found her in.

The Great Fairy offers to warp Link back to the Cave of Ordeals entrance or to any of the Fountains in which she has sent fairies to. This power is not unexpected from such a magically powerful person. This option, only available every 10 floors, is the only way to get back out of the cave if Link doesn't have the proper tools or enough health to continue.

When in a dig cavern, Link can climb onto a rock where a beam of light shines, and will then appear above ground. This is similar to the way hidden grottos work in Ocarina of Time.

Phantom Hourglass
The many temples in Phantom Hourglass each have their own blue portal. Once Link reaches the room preceding the boss, he can read a tablet which reveals the portal. Stepping into this lets Link warp back to the first room of the temple.

The Temple of the Ocean King employs a unique warp system due to its clock based nature. Throughout the temple, there are blue warp portals (much like in other temples without the ability to return), which are usually located near chests containing pieces of the Sea Chart. However, once Link reaches a certain point in the temple, he gain access to the golden portal. Stepping into this sends Link back to the entrance, much like the blue counterparts, only it saves the time he used to reach it. This means Link can use the portal to skip half way through the temple, at the cost of taking away the time in the Phantom Hourglass originally used to get to said point.

Phantom Hourglass also features a system of warping across the Great Sea similar to The Wind Waker, although instead of using the Wind Waker baton to summon cyclones, Link uses a Cyclone Slate obtained from the Golden Chief Cylos of Uncharted Island. There are a total of six symbols which can be drawn, and are each learned from Golden Frogs shot down by Linebeck's ship cannon throughout the seas.

The World of the Ocean King map features the ability to notate the symbols at their respective warp points, one of the key ways of interacting with Phantom Hourglass's stylus-based system. Drawing a symbol on the slate will take Link to the location of the frog that taught him that symbol. The symbols must be drawn in one stroke without the stylus mistouching the screen. However simple it may be, random failure can be expected but there is no penalty.

The complete list of Golden Frog locations are as follows:
 * Southwestern Sea
 * Midway between Mercay Island and Isle of Ember.
 * North-northwest of Molida Island.
 * Northwestern Sea
 * Southwest from the port of Bannan Island.
 * Southeastern Sea
 * North-northwest of Dee Ess Island.
 * West-northwest of Isle of Frost.
 * Northeastern Sea
 * Outside of both rock circles, north-northwest of the first of the bottom three small sea stones.

Battle Mode
Most of the Battle Mode Stages are symmetrical rooms with a set of staircases at opposing points; even though the stages take place in single-storied rooms. The staircases serve as warp points between one another. All of the staircases are surrounded by walls and Safe Zones. For this reason, only Link is capable of using the stairways to traverse from one side of the room to another.

Spirit Tracks
Spirit Tracks employs a new system of warping in the overworld. Scattered throughout the four realms are a total of 16 Warp Gates. All Warp Gates come in pairs: one with a green Force Gem at the top, and one without it. When Link encounters a gate with a Force Gem, he must activate it by blasting the gem with the Cannon, turning the Force Gem yellow and thus allowing the young hero to travel between the two at any time, in either direction. To utilize them, the Spirit Train's whistle must be blown as they are approached, which will cause a yellow portal to open.

The list for the Warp Gates in each realm are as follows:

Forest Realm Snow Realm
 * Warp Gate A - North of Whittleton*
 * Warp Gate B - Northwest of Aboda Village, inside a cave
 * Warp Gate C - Southeast of Whittleton*
 * Warp Gate D - Southeast of Aboda Village
 * Warp Gate A - South of Anouki Village
 * Warp Gate E - East of Anouki Village
 * Warp Gate D - Northeast of Bridge Worker's Home*
 * Warp Gate F - North of Wellspring Station

Ocean Realm and Sand Realm Fire Realm
 * Warp Gate E - East of the Ocean Sanctuary*
 * Warp Gate C - East of Pirate Hideout
 * Warp Gate G - East of entrance to underwater Spirit Tracks
 * Warp Gate H - East of the Sand Temple
 * Warp Gate H - Southwest of the Sand Sanctuary*
 * Warp Gate G - South of Goron Target Range*
 * Warp Gate B - North of Goron Village*
 * Warp Gate F - Southeast of Dark Ore Mine*

* denotes that the other Warp Gate must be activated first in order to use said gate

In the first part of the Dark Realm, there are similar warp portals at the edges of the realm that, when Link goes through them, transport the Spirit Train to another section of the realm. These are necessary in order to collect the Tears of Light that are scattered throughout which are used to defeat all of the Armored Trains in the realm.

Enchanted Areas
The wrong direction in many enchanted areas will warp Link back to the entrance, unless he knows the specific directions or the trick to get through.
 * Lost Woods (The Legend of Zelda, Ocarina of Time, Oracle of Seasons, Spirit Tracks). As well as its  Link's Awakening counterpart, the Mysterious Woods.
 * Death Mountain (The Legend of Zelda) - A nearby fortune teller sells the directions.
 * Wind Fish's Egg (Link's Awakening) - Another seemingly endless maze. Specific directions must be found in the library.
 * Haunted Wasteland (Ocarina of Time) - Use the Lens of Truth to follow the spirit guide.
 * Gerudo Fortress/Pirates' Fortress {Ocarina of Time, Majora's Mask) - If Link gets caught by a Gerudo soldier or defeated by a Gerudo Swordswoman, he will be sent back to a prison or out of the area.
 * Woods of Mystery (Majora's Mask) - Follow a monkey to find Koume.
 * Pinnacle Rock (Majora's Mask) - Follow the seahorse after retrieving it from the Fisherman at Great Bay.
 * The final dungeon of a linked Oracle series game has rooms with statues rolling their eyes. The eyes will not look in the direction one must travel.
 * Ganon's Tower (The Wind Waker) - Follow Phantom Ganon's fallen sword hilt to the Light Arrows.
 * Cave of No Return of Four Swords Adventures begins with such an area requiring alternating paths to get through.
 * Hebra's Hill in Four Swords Adventures, the old man advises Link to know where he wants to go to get through. Very simple since Link needs to reach the top.
 * Desert of Doubt blows the Links back to set points such as the Gerudo Village, unless the instructions on the tablet are heeded. The only way to progress is to travel into the oncoming winds.
 * Royal Valley woods (The Minish Cap) - Read the signs or follow Dampé's instructions.
 * Snowpeak Base (Twilight Princess) - Follow the Reekfish Scent as Wolf Link.
 * The Phantom Hallway on Isle of the Dead (Phantom Hourglass) - Learn the correct path from the Sages.
 * Chasing the Ghost Ship - Restore Ciela's memory and all 3 fairies will blink when the S. S. Linebeck is headed directly toward the Ghost Ship.

Dungeon Warping

 * Dungeon Warp Tiles serve as an interactive maze in many dungeons. These tiles test a hero's mental powers. The Tower of Hera prominently features warp tiles. Note: This is similar to the miniboss and Boss room warping tiles. The difference is that the exit points and entrance points are often in rooms with no further way out.
 * Often after slaying a dungeon boss, Link will be warped outside.
 * Wallmasters and Floormasters grab Link and frequently drag him back to the entrance. This is rarely used by a player's own free will.
 * Usually when Link falls down a bottomless pit or into lava, he will be warped to a nearby location, either the entrance he used to get into the area or simply the bank he fell off of.
 * In Link's Awakening's Face Shrine, the room past Smasher has a Northern door that, when entered, warps Link to a similar room further South of the dungeon.
 * Onox's Castle contains rooms with open doorways seemingly to allow Link to pass attacking enemies. The Northern door will return Link to the same room, the left and right doorways, after being unlocked again will return Link to the castle's entrance.

Overworld and Miscellaneous Warping

 * Cyclos- Defeat Cyclos with the arrows for him to calm down and his whirlwinds will no longer warp the King of Red Lions and Link far away.
 * Big Octo - If Link has yet to receive bombs from the pirates, or if he is too slow to defeat one, a Big Octo will warp Link and the King of Red Lions far away.
 * Stealth Missions - If Link gets caught by a guard, he will be warped to a different location.
 * Getting a Game Over as well as Saving and restarting the game will warp Link to a certain place in the game.

Trivia

 * The Adventure of Link features absolutely no form of warping, thus adding to its outsider status from other The Legend of Zelda titles.
 * In The Minish Cap, the tune that is played on the Ocarina of Wind is the same tune that is played when using the Warp Whistle in Super Mario Bros. 3. It is also the same tune that the Recorder played in the original Legend of Zelda.
 * Late in each game in the 3D series, Link will be able to warp to almost everywhere on the map, leaving Epona seemingly useless as a mode of transportation.