Forsaken Fortress

Stage Type
 Franchise
 Game of Origin
 Release Date of Origin
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## **Stage Info**

Toon Link first steps foot into the Forsaken Fortress towards the start of *The Wind Waker*—well, more like he's haphazardly flung there in a barrel by Tetra! Besides Hyrule Castle, the Forsaken Fortress is arguably the most iconic landmark in the game. A former pirate cove, the harsh castle was taken over by Ganondorf and his minions when they were forced to the surface of the Great Sea. Toon Link encounters a number of foes here, from tristes with Ganondorf himself to full-fledged battles with Phantom Ganon and the Helmaroc King. Much of Toon Link's time spent in the Forsaken Fortress is done so stealthily, dispatching Bokoblins, Moblins, and Miniblins when able to sneak from one area of the map to another. At first, it's to save his sister, Aryll... and then, all of Hyrule!

## **Stage Design**

**Traveling PlatformsThe DockCourtyardSearchlight TowerSleeping QuartersThe Balcony**
## **Stage Layout**

Like Delfino Plaza, Wuhu Island, or Smashtopia's very own The Great Plateau, the Forsaken Fortress presents itself as a traveling stage. The match begins on a set of three platforms: one, long base roughly the size of Battlefield, as well as two smaller platforms floating on either side above it that fighters can pass through. The platforms' design is inspired by *Wind Waker* barrels. Just like these barrels, the floating platforms can be destroyed if they see too much action, whether that's with direct attacks dealt unto them, or just from too much movement. Why do these platforms take a page from the barrels' playbook, you ask? Why, because they're inspired by the moment that Tetra sends Toon Link barreling into the Forsaken Fortress in one, of course! The match begins with the main platform attached to a trebuchet on her Pirate Ship, all before it is flung into the air towards the Forsaken Fortress. Players remain on the platforms for roughly twelve seconds before being taken to the first spot. After a variable amount of time, the platforms reappear (newly constructed, if any were destroyed in the previous cycle) and take the fighters off to the next location.

### **The Dock:**

The first location that fighters are transported to is the Dock, lining up pretty well with Toon Link's first traversal to the Forsaken Fortress in *Wind Waker*. The Dock itself is a simple wooden platform roughly four Kirby's or so in length. It's attached to a set of stone steps that travel diagonally right upwards, which in itself is attached to another set of stone steps that travel diagonally left upwards. There's a small stone platform attaching the two, and another small stone platform at the top that can be leapt from off of into the water. Occasionally, the King of Red Lions will pull up beside the dock, acting as another platform. A bright, mechanical light can be seen scoping on the wall just above the highest staircase, just barely unable to capture any fighters in its path. Although, it may foretell of occurrences in other areas of the fortress...

### **Courtyard:**

After some more time spent on the traveling platforms, fighters are then taken to the Forsaken Fortress' broad main floor. A large, circular floor, fighters duke it out on this lengthy expanse. Just to the left, there's a strip of land that drops far off into the water below. It's so far of a drop that most characters won't be able to recover from it and will end up KO'd a few seconds later. To the right, a staircase leading further upwards is visible and can be partially traversed. Although, again, most of the fighting will be done on the long stretch of land between these two marks. The searchlights seen earlier will scope the area, slowly but surely. One searchlight will appear on the first go-around, whereas two will appear on the second, and three on the third before resetting, making them more difficult to avoid the more times this area is visited.

If a fighter is caught in the scope of one of the searchlights, an alarm is sounded and the Bokoblin manning the Searchlight Tower will shoot a bomb at them! All searchlights will center-in on where they found this one character as Phantom Ganon materializes in the background, the alarm still droning on. With a cackle, he will terrorize the fighters, engaging in a battle of Dead Man's Volley.

### **Searchlight Tower:**

After being terrorized by Phantom Ganon, perhaps the traveling platforms felt a need for cosmic justice as the fighters are taken to one of the Searchlight Towers. Characters have a simple stretch of floor to fight upon, with edges of the bastion offering small additional platforms. What's most interesting about this area, though, is the Bokoblin in the background. Inevitably, it will get caught up in the sounds of the foreground and come waddling in, ready to join the fight. When this happens, the searchlight is left unmanned. Dispatch of the Bokoblin, and you will dispatch of the searchlights the next time you loop back around to the Courtyard! Only one searchlight can be dispatched at a time, so if you've let them build up to two, for instance, this movement will take it back to one.

### **Sleeping Quarters:**

The traveling platforms scoop fighters back up and burst right through the huge wooden front doors past the Courtyard, as they swing right open for them. This is the only interior area of the Forsaken Fortress that the characters can explore. As such, it's suitably interesting, featuring a table and chairs in the center of the room that can be broken if one isn't too careful. Watch out, though! If too much noise is made, the Moblins sleeping on the stacks of beds in the background will wake up and join the battle! Even the Moblin Statue might catch wind of events. This area can be walked-off from either side.

### **The Balcony:**

The final area of the Forsaken Fortress is also the final area that Toon Link traverses in the *Wind Waker* proper. Fighters are dumped onto the balcony, which in actuality is a great shipwreck! This must be the pirate ship that Ganondorf took care of when he laid siege on the fortress. It may seem fairly unassuming at first, but this is where the Helmaroc King comes in! Eventually, the ship crumbles under the weight of the humongous bird, and fighters drop back onto the traveling platforms and back to the Dock, where this cycle begins anew.

## Stage Hazards

### **Searchlights:**

Avoid the Searchlights! Not only will they all center-in on you if you're caught, they'll toss an invitation bomb your way before summoning the frightful Phantom Ganon.

### **Phantom Ganon:**

Phantom Ganon appears in the Courtyard, just as he does in *The Wind Waker*. He will materialize in the background of the area if a fighter is caught by a searchlight. Engaging in his trademark move, Dead Man's Volley, Phantom Ganon will summon a great orb of dark energy over his head before hurling it at opponents. The "volley" comes from characters' ability to smack it right back at Phantom Ganon. If they do so, Phantom Ganon will slash at it himself, sending it back considerably faster towards his foes than the last time it'd gone their way. This can repeat time and again upwards of five times before damaging Phantom Ganon and sending him whirring back to where he came. He will eventually come back and is able to be KO'd if he is successfully hit three times. Conversely, the further that an orb goes without hitting a fighter, the more powerful and potentially devastating it'll be when it does land.

### Bokoblin:

Lightweight demons that follow Ganondorf's rule, these Bokoblins man the Searchlight Tower. Defeat them, and you deactivate a searchlight. They are capable of mild karate, leaping towards their foes with a mid-air kick. They can also wield a Boko Stick that may or may not be on fire when they bludgeon opponents with them, or throw them at their foes. Still, they can be taken care of with just a few hits. Like in *The Wind Waker*, characters can pick up a Boko Stick and swing in on the fun, themselves.

### **Moblin:**

Moblins are Bokoblins' older, dumber, hunkier brothers. Wielding formidable spears and lanterns, these pig-like creatures will throw their lanterns at their foes, causing a small fire in their wake. They will also, of course, attacking with their spears. Their trademark attack is a great sweep with their spears' blade at their enemy's feet, though they can also jab the spears forward and even throw them ala javelins. When all else fails and they've lost their weapons, the Moblins will give their best Wario impression and shoulder charge their opponents. Like Bokoblins, the Moblins' spears can be picked up and used by the fighters.

### **Moblin Statue:**

The enchanted Moblin Statue watches over sleeping Moblins in their rest quarters. If it should be alerted to any intrusions, it will screech before shooting beams of red energy from its eyes, tracing slowly along the floor towards its foes. It's in the background of the Sleeping Quarters area and cannot be hit. Simply don't activate it, or you will be dealing with its beams every handful of seconds until you're taken to the next area - unless you all agree to keep quiet and let it go back to sleep!

### **Helmaroc King:**

The formidable Helmaroc King awaits you at the end of your journey through the Forsaken Fortress, flying in along with you to the Balcony. It has three attacks. The first is perching itself onto a portion of the ship that the balcony is made from and pecking at the ground. A pulsing red light will indicate where the Helmaroc King is about to dive down with its beak, crashing into the ship and causing splinters to fly upward. If it lands on a character, the blow will be fittingly destructive. The second attack sees the gargantuan bird leap back into the background and flap its wings, shooting sharpened feathers honing-in on fighters while bellows of wind make it harder to properly move about. Finally, it will occasionally swoop in from one side of the stage to another, similar to the Rathalos in this fashion. It is capable of being KO'd, though it might take a team effort. If it is KO'd, though, it'll be its body falling towards the ocean that destroys the Balcony and sees everyone fall back to the traveling platforms.

## **Soundtrack**

* **The Legend of Zelda: The Wind Waker**
	+ Dragon Roost Island
	+ Forsaken Fortress (Orchestral)
	+ Ganondorf Battle
	+ Ghost Ship
	+ The Great Sea/Menu Select - This track is a remix and combination of two tracks from *The Legend of Zelda: The Wind Waker*. It begins with the Great Sea theme before transitioning into the Fairy Fountain theme, originally heard in *The Legend of Zelda: A Link to the Past*, which is remixed in most Zelda games, including *The Wind Waker*, where it plays on the save file selection screen. Both songs are arranged in a purely orchestral style similar to that of their original counterparts, prominently featuring strings and harp as well as brass. In between both songs, the "puzzle solved" jingle is also heard. [SSB4]
	+ Helmaroc King Theme
	+ Molgera - This track is a remix of the music that played when Link battled the boss Molgera in The Legend of Zelda: The Wind Waker. It is arranged in a dramatic orchestral style that features a prominent bassline; it goes through two loops, the second lowering the key by seven half steps. [SSBU]
	+ Phantom Ganon Theme
	+ Staff Roll
	+ Tower of the Forsaken Fortress
	+ Windfall Island (Juke Remix)
	+ Wind Waker Symphonic Movement (The Legend of Zelda: 25th Anniversary Special Orchestra)

* **The Legend of Zelda: Four Swords Adventures**
	+ Village of the Blue Maiden

* **The Legend of Zelda: Phantom Hourglass**
	+ Final Boss
	+ Linebeck's Theme

* **The Legend of Zelda: Breath of the Wild**
	+ Calamity Ganon Phase 1
	+ Dark Beast Ganon Battle