Warping

Warping has been an ability of Link's as early as 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 has ever been offered for these mysterious portals and songs. One must simply assume "It's magic." And why not? Like all other aspects of The Legend of Zelda strewn together in a delicately executed manner - it is magic!

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 you have cleared. If you are facing north or west, you warp to the next dungeon. If you are facing south or east, you warp to the dungeon before the one you are at. Upon completing the Triforce, Link can summon the whirlwind to warp to the ninth labyrinth.

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 exit seems to be randomly determined regardless of which path is chosen inside the caves.

BS The Legend of Zelda
An Ocarina located in the fourth level will warp you to any completed dungeon. When the Ocarina is played while facing west, it will warp you to the next dungeon. If played while facing east, it will return you to the previous dungeon.


 * When the Ocarina is played on a pad near the east shore, the sixth dungeon will appear.

A Link to the Past
This innovative Super NES title rightfully returned warping to the Legend of Zelda series. The most noticeable expansion to warping is the comparison of Legend of Zelda's Recorder to the Ocarina. The Ocarina introduced here later served to be the inspiration for the most popular and highest rated title to 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 two 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 will accomplish the same task, only in reverse, sending Link to the Light World. A patch of sparkling light will remain and permits Link to travel back to the same spot in the Dark World. A similiar 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 -- useful if ever he got stuck within the dungeon.

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 a Flute. Blowing into the Flute will summon a bird that will carry Link to any one of eight landing points.

Swimming through whirlpools will warp to other whirlpools throughout Hyrule. The 6 whirlpool waterways can only be used after obtaining the Zora's Flippers.

The Warp tile introduced here offered a new twist to complicate dungeon mazes. Stepping on one warped 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 to progress. Inactive, greyed versions of the warp tile do not warp Link anyplace. They are where Link appears after warping. The warped-to tile will often be inactivated thus preventing Link from going back easily.

Link's Awakening


Warping on the relatively small Koholint Island was minimal but still functional for rapid travel. The warp pads in the dungeon's miniboss room and it's 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.


 * A warp pad will appear at the entrance and in the mini-boss room once said mini-boss is defeated. Using the pad at the entrance will warp back to that room and vice versa. This is useful when leaving the dungeon and returning later.


 * 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.

Ocarina of Time
The title of this game is the instrument used for warping, as well as the Key to open the Door of Time. The main new feature to using an instrument to warp is the use of multiple songs to get to a specific location. 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. Ocarina of Time featured more warping in the form of 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 escaping 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.

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 returned to having only one song and then selected a 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. This is the only song you need for warping to specific locations, unlike in The Ocarina of Time where you had several songs. Once the song is played, Your map screen will appear showing an owl icon in the areas you have activated them. You simply selecte an area, and warp.
 * In Majora's Mask, the Ocarina of Time is once again used for warping.


 * 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 you can save rupees at the Banker. Once you talk to the Pierre at the bottom of the Observatory, you 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 you further time traveling options. The Carnival of Time story she tells you will take you 2 hours forward, whilst the Carnival of Time skips you to the morning of the next day - regardless of what time it is. Note that you cannot chose the Carnival of Time 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 spare 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. As ammunition from the Seed Shooter or Slingshot, Gale seeds will send common enemies away.
 * The Harp of Ages warps Link through time. This works similiar 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 awakens warp portal tiles to travel to the opposite age.
 * The Tune of Currents warps Link from the past to the present.
 * The Tune of Ages allows Link to warp freely from one age to the opposite one. A sparkling pattern will remain to travel back where this tune is played. The marked spot will also appear on the Field Map.
 * Hidden portals, in Oracle of Seasons will warp to Subrosia. The Subrosian portals return to Holodrum.
 * In a linked game, a warp portal will appear near the Maku tree. This portal leads to an extra mini dungeon with very major 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 and Child Isles. The different warping places are as follows:
 * B7 - Outset Island [[Image:BoGlocations.PNG‎|right|150px]]
 * D6 - Southern Fairy Island
 * D2 - Windfall Island
 * B2 - Mother and 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. If both Jars of the same color are found within the same dungeon, jumping into one will take Link to the other. 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.

The Minish Cap
The Minish Cap brings back the Flute 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 set it as a warp point. The Ocarina of Wind can be used once obtained to be carried away by Zeffa 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 it's 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 it's counterpart to appear near the entrance; thusly allowing free travel between the two. Useful to prepare for a boss fight and return close enough to retain Health and stocked inventories.

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 use of Midna and a function to warp otherwise immovable objects far across the Hylian landscape.


 * In Twilight Princess, Shadow Beasts dot 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 your inventory upon completion of the temple you found it 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 persona.


 * When in a dig cavern, the player can climb onto a rock when a beam of light shines. The player then appears above ground.

Phantom Hourglass

 * The many temples in Phantom Hourglass each have their own blue portal. Once you reach the room preceding the boss, you 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 it's 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 you reach a certain point in the temple, you 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 you 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 originally used to get to said point.


 * Phantom Hourglass features a system of warping similar to The Wind Waker, although instead of using The Wind Waker 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 your cannon throughout the seas.

The Great Sea map features the ability to notate the symbols at their respective warp points. 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.

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.

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)
 * Death Mountain (The Legend of Zelda) -a nearby fortune teller sells the directions
 * Haunted Wasteland (Ocarina of Time) - Use the Lens of Truth to follow the spirit guide.
 * Ganon's Tower (The Wind Waker) - Follow Phantom Ganon's sword hilt to the Light Arrows
 * 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
 * Snowpeak Base (Twilight Princess) - Follow the Reekfish Scent as Wolf Link.
 * Royal Valley woods (The Minish Cap) - Read the signs
 * The Phantom Hallway on Isle of the Dead (Phantom Hourglass) - Learn the correct path from the Sages
 * 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.
 * Wind Fish's Egg (Link's Awakening) - Another seemingly endless maze. Specific directions must be found in the library.
 * Chasing the Ghost Ship- Restore Ciela's memory and all 3 fairies will blink when the Ghost ship is near

Dungeon Warping

 * Dungeon Warp Tiles. Serving as an interactive maze in many dungeons, this tiles test a hero's mental powers. Hera's Tower 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. Being grabbed by one is much like warping back to the entrance. This is rarely used by a player's own free will.
 * Usually when you fall down a pitfall, you will be warped to a nearby location.
 * 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.

Overworld and Miscellaneous Warping

 * Cyclos-Defeat Cyclos with the arrows for him to calm down and his whirlwinds will no longer warp Korl and Link far away.
 * Big Octo-If you have yet to receive bombs from the pirates, or if you are too slow to defeat one, a Big Octo will warp Link and the King of Red Lions far away.
 * In stealth missions, if you get caught by a guard, you will be warped to a different location.
 * Getting a Game Over as well as Saving and restarting the game will warp you 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 is the same tune that is played when using the Warp Flute in Super Mario Bros. 3.