Din’s Power and Eldin Volcano

After fighting the Abyssal Leviathan Tentalus, Link’s sword was upgraded with the Flames of Nayru and transformed into the Goddess White Sword.  Among other qualities, the Goddess White Sword has the capacity to dowse for additional items.  

We dutifully note this enhanced ability, although, truth be told, we dowse only when strictly required.  The rest of the time, we mostly forget that our sword is equipped not solely to fight but also to find things. You see, Itzal has been on a tear in this game, assiduously avoiding side quests, failing to activate Goddess Cubes, and even ignoring treasure (treasure in plain view, laments Demelza!). Whereas in BOTW, Itzal could be cajoled into minor adventures along the way, Skyward Sword Itzal is all about Eye on the Prize.  One might think he wishes only to be done with the game,[1]whether we finish it with upgraded equipment or shoddy gear; flush with rupees or penniless; and the citizens of Skyloft showering us with gratitude crystals or wondering why they bothered seeking our help with their wailing children, their haunted restrooms, their pumpkin soup and lost cats.  

But, as ever, we digress. 

Fi urges Link to use his dowsing ability to locate the next Silent Realm, in Eldin.

Après le déluge, that is, the watery Sandship boss battle, we returned to the Isle of Songs to play our harp.  No, really. Apparently, Link’s idea of Eye on the Prize is not the same as Itzal’s; the former likes to hang out strumming his harp and watching Fi figure-skate while she dispenses mostly obvious counsel.  In this case, Fi’s advice is that Link, having learned a new song, Din’s Power, should hie himself off to Eldin Volcano, hold a concert, and thereby locate the gate to the next Silent Realm.

Which we did.

Zelder Tip #1:  To find the silent realm, land at the Volcano Ascent point.

Eldin’s Silent Realm

The third of the silent realms was reputed to be more difficult than its predecessors, and we can agree; still, after the wretched Tentalus, we didn’t find gathering Din’s Tears much to cry about.  We adhered to our previous Zelder tips of consulting the map frequently, even if just to stop time and gather our thoughts for a bit, and not immediately collecting a tear in front of us if there was plenty of petal time left on the clock that we could use to peruse our surroundings and plot our next course.  

Somewhat late to the game, after two silent realms done already, we discovered another clue.

Belated Zelder Tip #2:  You know those shiny things all over the silent realm?  Not the tears, the shiny things?  Those are called light fruit.  In Eldin, we came to think of them as breadcrumbs, since following them inevitably led to a tear we had yet to collect.  Upon further research[2], we learned that gobbling a light fruit causes a beam of light to emit from each Sacred Tear for 30 seconds.  We hope this holds true in the fourth silent realm, since, having finally figured out what those shiny things are, we want to put them to good (not just accidental) use.

Fireshield Earrings

A couple of attempts – okay, okay, three – and we had earned the Fireshield Earrings as reward. At this point, discussion ensued about Link’s new jewelry, Itzal having completely forgotten all the pendants, bracelets, and tiaras that Demelza coerced him into acquiring in BOTW.  Itzal did not gush about the Fireshield Earrings the way he did the Clawshots or even the Beetle, although he grudgingly admitted it was helpful that the Earrings don’t have to be actively donned, as it were, but rather are always at the ready.  It didn’t take a rocket scientist, let alone Fi, to advise us that the Fireshield Earrings would allow us to sustain higher temperatures.  Nonetheless, OF COURSE Fi so instructed us. After which, we promptly forgot about the Earrings altogether.

Upon entering the volcanic area, we encountered a new foe, a Cursed Spume, which hurls curses or scathing insults or suchlike at Link, allegedly rendering him incapable of wielding his sword.  We wouldn’t know, because we never allowed ourselves to get within cursing distance.  Instead, we used our bow to smite this spume, and all those that followed, from afar. 

We next took our two empty bottles – ahem, see tip below – and filled them up at the waterfall. 

Zelder Tip #3:  If you’re like us, you’re always filling bottles with heart potion, which in fact we did just before heading to the Volcano.  Unfortunately, for this quest you need at least one empty bottle to fill with water.  Two is better.  So, we wasted our heart potions like pearls before swine. Sigh.  

Thirsty Frogs
Link views thirsty frog in Volcano Summit.

As you progress up the volcano, you’ll encounter what look to be the heads of statue frogs adjacent to entrances filled with flames.  Turns out these frogs are thirsty, and one must slake their thirst with water to douse the flames and progress further.  

Eventually, there’s a really, really thirsty frog at the entrance to the Fire Sanctuary and a mere water bottle won’t do, won’t do it all.  Thus, head back to visit your old friend, Faron, at the Floria Waterfall.  Faron agrees to allow Scrapper the flying robot to carry the dragon’s large water basin back to the really, really thirsty frog.  (Honestly, who would have thought of this without a cheat guide?  No one, we submit. Hence, we used the guide.)

The attentive reader will recall that the really, really thirsty frog was at the entrance to the Fire Sanctuary, near the summit, so that’s where the water basin is needed.  Scrapper was not so attentive.  Indeed, Scrapper takes off willy-nilly and brings the water basin to the base of the volcano – and then has the nerve to ask why Link hadn’t told him from the get-go that the summit was the preferring landing pad.  So poor Link must make his way back up the volcano, this time protecting not only himself but also Scrapper and his pail of water.  And poor Itzal launched into another diatribe about game designers being just plain meanies.[3]

Link about to face off with a metal shield Moblin.

Zelder Tip #4:   Yet another enemy debuts during this ascent:  the Metal Shield Moblin. They are slow on their feet, which is a plus, but they’re fast with their shield, making it impossible to strike a frontal blow; make a run at them and clamber over to get behind and strike at their nether parts. 

Upon reaching the entrance to the Fire Sanctuary, Scrapper will discharge his water basin duties, whereupon the flames to the entrance will recede, and you’re free to enter next dungeon.

In honor of our froggy friends, for today’s play we crafted a drink we dubbed the Thirsty Frog.  It’s a light riff off what are called bullfrog cocktails, but using limeade rather than lemonade and eschewing the energy drinks and lemon-lime soda that some similarly named drinks use.  It’s an easy, unfussy, and refreshing drink, with which we would happily have filled Faron’s water basin.


[1] And, Itzal notes in editing, that is precisely what one SHOULD think. SSHD is the vegetable of Zelda dining; one just simply gets through it.  And have we mentioned the Joyless-Cons and the crappy gyro in the last ten minutes?!

[2] Imagine who did THAT research, Gentle Reader, Itzal having moved on, eying the prize and all.

[3] He may have used a more, umm, colorful word than “meanies.”