The Legend of Zelda: Phantom Hourglass
FAQ/Walkthrough
By: Super Slash
Version: 2.3
Email: ganonpuppet@yahoo.com
----------------------------
===================
VERSION HISTORY
===================
v 2.3 - Added some minor things I missed
v 2.2 - Corrected a few mistakes
v 2.1 - The most complete version of the
guide so far. All sections completed
v 2.0 - This version covers a few more
sections, plus the Power Gems in the
Gem Locations section
v 1.4 - A few other sections have been
completed, and half of the ship
parts have been added in the Ship
Parts section
v 1.3 - This update covers the entire
Walkthrough and Bosses sections.
More to come soon
v 1.2 - Finished all the way up to after the
Temple of Ice
v 1.1 - Finished the Temple of Courage
v 1.0 - Submitted the guide
NOTE: To find what you're looking for, hold Ctrl and press F (Apple for Macs),
and type in, for example "IV. Walkthrough", without the quotations. Do
this for any section you may be looking for.
TABLE OF CONTENTS
-------------------
I.........Story
II.........Controls
III.........Game Basics
IV.........Walkthrough
V.........Bosses
VI.........Side Quests
VII.........Item List
VIII.........Heart Containers
IX.........Ship Parts
X.........Equipment Upgrades
XI.........Gem Locations
XII.........Multiplayer
XIII.........Mini-Games
XIV.........Fishing
XV.........Secrets
XVI.........Frequently Asked Questions
XVII.........Email Info
XVIII.........Credits
XIX.........Copyrights
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=========
I. Story
=========
This game continues off from The Wind Waker (although how long after it, I'm
unsure of). After Ganondorf was defeated, Link and Tetra started sailing the
seas together on her own ship. One day, while sailing the seas, Tetra awakens
Link, who is sleeping. Suddenly, as if from nowhere, a big ship appears. This
is the Ghost Ship. Tetra jumps on, and then Link tries to follow her. However,
he falls off of the ship and into the water, then wakes up on Mercay Island
with a strange fairy named Ciela. She plans to help guide Link through the
adventure so that he can save Tetra from the Ghost Ship, whatever evils might
lurk inside of it.
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=============
II. Controls
=============
Phantom Hourglass is controlled through the Touch Screen only. The buttons do
something, but nothing particularly useful. Many people didn't like the game
due to the controls, but once you get used to them, it's not bothersome.
-------
Buttons
-------
"A" Button: Brings up the Inventory list
"B" Button: Brings up the map on the Touch Screen
"Y" Button: Brings up the Save, Collection, Sea Chart, and Map list
"X" Button: Does nothing
"L" Button: Hold this button down to take out the item you have equipped
"R" Button: Hold this button down to take out the item you have equipped
"Start" Button: Pauses the game, allowing you to resume it or save and quit
"Select" Button: Brings up the Collection screen (called "Items"), where you
can see how much time you have in the Phantom Hourglass total,
see how much arrows you have total, etc.
D-Pad: Does the same things the A, B, and Y buttons do. Press the direction
that's in the same position as the button
------------
Touch Screen
------------
Moving: Point the stylus at the direction you want to move in. To move slower,
the stylus must be pointed near Link. To move faster, point it way
ahead of Link
Attacking: There are two ways to attack. One, slide the stylus in a curved line
to do a regular sword slice. Slide the stylus in a straight line to
do a thrust. Lastly, you can tap on a nearby enemy and Link will
attack it automatically
Spin Attacking: Spin the stylus in a circle around Link
Rolling: Slide the stylus in the direction you're going in two times fast.
Another way to do it is to draw half of a circle in the direction you
are going in, although that's harder to do
Using Your Shield: In this game, there's no button or anything that allows you
to defend yourself with your shield. Instead, you have to
just sit there and let the enemy touch you, then you'll be
guarded automatically
Using An Item: When you have an item equipped, touch the icon of the item at
the top-right corner of the Touch Screen. You'll then take out
the item from there, where you can use it. Alternately, you can
hold down L or R and use your item from there
Picking Up Objects: To pick up objects such as rocks, simply get near it and
tap the object to lift it. Tap the screen in whatever
direction you want to throw it
Opening Doors: To open a door, tap it and you'll walk up to it. Most doors in
the game need a Small Key to open, which you'll have to walk up
to in order to open once you have the key. However, some doors
you can open simply by tapping, then it will open without you
even getting near it
Talking To People: When in front of someone, simply tap that person and you'll
talk to him/her
Reading Signs: To read a sign, walk up to it and tap it. If you're not facing
the front of the sign, you won't be able to read it
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=================
III. Game Basics
=================
This section will list the basics of Phantom Hourglass. If you are new to this
game or the Zelda series in general, be sure to read this section before you
start playing!
Hearts
------
This is your health in the Legend of Zelda series. Almost all Zelda games have
you start with three hearts (the only one I can think of that hasn't is Zelda 2
for the NES). Each time an enemy hits you, you lose a certain amount of one
heart. In this game, you have to collect Heart Containers scattered throughout
the islands in the game to increase your life energy. Each Heart Container will
increase your hearts by 1. In most Zelda games, you had to collect Pieces of
Heart to increase your life energy, but this time it's just Heart Containers.
You can find small hearts to recover your energy from enemies and such.
Rupees
------
Your source of income in the Zelda series. Rupees are shiny gems that come in
different colors. Each color gives you a certain amount of Rupees, and you'll
often find them from enemies and rocks and such. In this game, when you collect
a Rupee, you'll see a Rupee symbol appear showing you how much you have. It
then disappears, however, and you have to collect more Rupees to see the amount
you have. You automatically have a huge wallet when you start the game, so you
don't have to worry about finding a bigger-sized wallet.
Sea Charts
----------
In the Temple of the Ocean King, you will find Sea Charts on certain floors.
Collecting these charts reveal another part of the sea on your map, allowing
you to access that part of the sea. It is required to reveal all of the
locations of the sea in order to beat the game.
Treasure Maps
-------------
These are way more rare than they were back in The Wind Waker. You will find
them from certain chests in the game, although not often. Collecting them
reveals the location of another treasure in the sea, marked by an "X". Sail to
that spot and salvage the treasure!
Sailing
-------
Don't worry, sailing isn't nearly as annoying as many people think it was in
The Wind Waker. In fact, sailing is quick and easy. Just draw a route on the
Touch Screen to the place you want to go to, then you'll sail to that location.
On the way, you will probably encounter some enemies. Shoot them with your
cannon when you have it equipped by tapping on the enemy. To change the view
around while sailing, slide the stylus to the left or right until you are
satisfied with the view. If you are not satisfied with your current route,
simply redraw it. You can do it while sailing. Draw a path to the anchor symbol
on an island and you can sail onto it. Draw a path onto Beedle and you can sail
to his ship.
Salvaging
---------
Once you get to the point in the game where you get the Salvage Arm, you can
pull up treasure from the sea. Sail to spots on your map marked by an X, then
tap the Menu icon, and then tap Salvage. You'll have to snag a treasure and
pull it back up while avoiding Octomines. To operate the crane, slide the
little square on the bar at the bottom to move it left and right. Slide it up
and down to control the speed of the crane. Snag the Rupees captured in bubbles
as well. If you get hit by an Octomine, your crane will lose some health. The
crane gets demolished if it loses all of its health, so be careful.
Heart Containers
----------------
After you defeat each boss in the game, they leave behind a chest. Inside the
chest is a Heart Container, which adds 1 total heart to your life energy. In
this game, there are no Pieces of Heart. Instead, you have to find nothing but
Heart Containers scattered throughout the game. Obviously they will be more
rare than Heart Pieces, but with this guide, you don't have to worry about
where to find them.
Boss Keys
---------
In this game, there are no boss doors. Instead, there are blocks that block the
room to the boss that you must open with a Boss Key. Once you find it from a
chest in the dungeon, you have to carry it all the way to the block. Then, you
have to tap the block to throw the Big Key into it, unlocking it.
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================
IV. Walkthrough
================
In this section is a walkthrough of the game. When you start the game, you'll
get to create a file and name yourself. By default, your name is the same as
the name you set up for your Nintendo DS. I, personally, named myself Link.
Your name will also be used in WiFi mode, but you can change your name there.
Once you name yourself, choose which hand you use the stylus with, then select
the file and choose "Adventure". You will see the intro of the game, which
basically explains everything that happened in the events of The Wind Waker.
Then, you'll see Niko in Tetra's ship, holding a picture.
=============
Tetra's Ship
=============
Niko will try to awaken Link, who is sleeping on the deck of the ship. Tetra
comes down and wakes him up, then she and her crew start talking about the
Ghost Ship, which is said to appear around this area of the sea. Apparently,
there is said to be an Ocean King that protects the seas. Tetra has doubts
believing that the Ghost Ship is real, when suddenly, the sky turns dark and a
strange ship appears. It approaches Tetra's ship, then she jumps on. A scream
from her is heard, then Link tries to jump on the Ghost Ship. As he hangs on,
he falls off and into the water. You'll then hear Tetra calling out to you,
telling you to save her. You'll hear the voice of a fairy after that, and wake
up on a strange island.
==============
Mercay Island
==============
Link will awaken beside a mysterious fairy, and she will introduce herself as
Ciela. Link will explain the situation, then Ciela will say that her grandpa
can probably help, and that she lost her memory awhile ago. She shows you where
her grandpa's house is, then tells you to tap the stylus in the direction you
want to move in. Just hold the stylus in the spot you want to move in. We can't
explore much of this place just yet; the bridge going over to the right side is
broken. So for now, make your way into the house on the right (on the left side
of the screen). Inside, you'll see Ciela's grandpa. Tap people to talk to them.
Talk to him, and he'll introduce himself as Oshus. He says that you really
shouldn't go to the Ghost Ship at all, but we can't settle for that, can we?
After some debating between Ciela and Oshus, he decides to let you go. He says
to find Lineback at the harbor to the east, and he shows you the location of
the harbor on your map. Ciela asks if she can go with Link, and Oshus accepts.
Some more dialogue commences, then you regain control. In this game, you can
mark important spots and other things on your map, which means you can't really
forget where you have to go. So, touch the Menu at the bottom-left corner and
choose the Map. Mark the southeastern harbor on the map, then exit the map
screen and exit the building. Outside, head left and you'll hear an earthquake.
I wonder what that was... Continue north and read the sign, which tells you
that there are monsters ahead. Head into the next area. Here, go forward and
you'll see three Red ChuChus.
Ciela says that you can't fight here without a weapon, so exit this area for
now. Head to the building on the left side, and the man will tell you to speak
to him. Do so, and he'll want you to lift the rocks out of his garden. He tells
you how to do that as well. Lift them all and speak to him again, then he'll
give you a whopping 1 Rupee for your (not-so-hard) efforts. Cheapskate. He'll
tell you about a tree located at the northeastern corner of the village. Mark
it on your map, because we'll come to it later. Head back up to Oshus's house,
then go east and lift the barrel blocking the cave. Enter it. Inside, head
north and you'll see a door, along with a sign with nothing written on it.
Ciela says that this is Oshus's storehouse.
Try to read the sign, and then exit the cave and go back to Oshus's house.
Speak with him, and he'll tell you not to try and cross the northern path
without something to defend yourself with. Ciela suggests looking for a sword
somewhere, so head back into the cave to the east and walk up to the sign
again. Ciela says that Oshus has a sword stored in the back of this cave, and
that to open the door, you'll need to write something on the sign: the number
of palm trees on the beach. If you head outside and go to the beach, you will
count seven total palm trees. Tap the sign and write the number "7" on it, then
the door will open. If you mess up, tap the Rewrite icon in the bottom-right
corner. When the door opens, open the chest ahead to get Oshus's Sword. Yay!
The book on the table to the right gives you some sword tips.
Exit the cave. Back outside, you'll see Oshus, and he'll tell you that you
shouldn't fight monsters without knowing how to handle that sword. And so, he
takes you inside his house for swordsmanship training. Talk to him and he'll
start the training, teaching you the target attack first. Four logs will
appear. Just tap the logs to lock onto them and destroy them instantly. After
all four have been destroyed, he'll teach you the side slash. To do that, just
draw a curved line or a straight line on the Touch Screen. Destroy the four
logs using this attack, then he'll teach you the spin attack. Draw a circle
around Link to do it. If you do a spin attack too many times in a row, you'll
get dizzy temporarily.
Destroy the four logs using spin attacks, then the training ends. Once you're
done, exit the house. Now, it's time to go to that area full of monsters. Head
west and go north, past the sign and into the next area. Head north and defeat
the Red ChuChus, then hit the gossip stone nearby. It'll tell you how to do a
somersault (a roll), which is done by drawing small circles at the edge of the
screen. A much easier way to do it is by moving the stylus in the direction
you're walking in two times, fast. Feel free to get used to rolling and using
the sword, then roll into the tree nearby to find a Red Rupee (worth 20). Head
south and cut the trees down, then enter the cave. Inside, follow the path and
lift the rocks, and you'll come to a locked door.
Head east and defeat the Red ChuChus that come up from the ground, then open
the chest to get a Small Key. Go back to the locked door and tap it to unlock
it, then follow the path to the main area. Defeat the Red ChuChus in here, then
read the sign at the northeastern corner. It tells you that you should pull the
levers in the right order, and we're going to have to figure out the order. So,
head west and you'll see a block. Read the sign by the block and it will tell
you how to move them. Move this block east a few times, then go west to the
path that was revealed. Defeat the Keese. The sign here says to pull the second
lever from the left. After reading it, Ciela will say that it must be a clue,
and to write it down on your map.
Do so if you wish, then head all the way east to another block. Pull that one
out of the way and head right, to some more Keese. Defeat them and read the
sign, which tells you that for the second lever, pull the first one on the
left. For the last one, pull the second from the right. With all of this
information, we can solve the puzzle. Open the nearby chest for a Red Rupee,
then head back to the middle and up to the door to the north. Now, go to the
row of levers on the left, and pull the one on the right. Pull the one on the
left next, then head all the way right and pull the lever on the far right.
Finally, pull the one just left of that one to solve the puzzle, making a Small
Key fall into the middle of the room.
Take it and unlock the door ahead, then go up the stairs. In the next area,
head north and defeat the rats, then go left at the path split. You'll see a
glimpse of a rat holding a key. Go left and pull the block toward you, then
push it up to the hole in the wall. Head around to the right, where another
hole is. The rat will come out of that hole, and if he sees you, he'll retreat
back into it. With the other hole blocked, though, he can't really go anywhere.
The trick is to go south where he can't see you. When he comes out of the hole,
he will run to the other hole which should be blocked. He'll then go back to
the right. When this happens, head north and attack him to kill him. Take the
Small Key and unlock the door to the right.
Defeat the Keese, then go right and follow the path out of the cave, defeating
the rest of the Keese along the way. When you exit the cave, you'll be back out
at the village on the port side. There are a few buildings you can enter and
some people you can talk to, if you wish. Regardless, head southeast and you'll
see a man by a ship. He says that it belongs to Linebeck, although he has no
clue where he's gone. He suggests asking the bar owner, so head west and enter
the wide building (look on the map). Inside, speak with the bar owner. After
some chatting, he says that Linebeck took off for the Temple of the Ocean King,
which is ruled over by the Ocean King himself. Apparently, the temple sucks the
life away out of whoever enters it. Oh well, we have to do it anyway. He will
show you where the temple is located on your map.
Exit the bar and go all the way north, towards where you marked the location of
that tree on your map earlier. At the next area, head left and go up the steps.
Go to where the tree you marked on your map is, then roll into it and a huge
Rupee will fall down. Pick it up, for it is worth 100. Awesome. Continue left
and into the next area. Keep going left, and you'll come to a temple. This is
the Temple of the Ocean King, which you should enter.
=========================
Temple of the Ocean King
=========================
When you enter, you'll see piles of dead bones all over the ground. Ciela
thinks that one of them is Linebeck. Guess we're gonna have to find out. You
can walk up to the skeletons and a blue flame will appear, which means you can
see what they're saying by tapping on them. Listen to what all of them are
saying if you wish, then head north and into the next area. In this room, you
will hear a voice. Proceed forward and you'll hear it again, then Ciela will
see Linebeck trapped to the north. He calls for your help, and after Ciela and
Lineback argue some, he will say that he "sprained his ankle", and will ask for
your help. Accept it, and he'll say that you have to lower the spikes. Head
forward and he'll tell you something else he forgot to say.
If you step off of the purple tiles, the temple will drain your life away. The
purple squares are safe zones, so keep that in mind. Head west and stand in the
safe zone there, then hit the pots with your sword to get your hearts back.
Head north to the next safe zone where a crystal switch is. Hit it, and the
spikes where Lineback is trapped will lower. He'll then run off towards the
previous room (I thought he sprained his ankle?), so follow him. At the
entrance of the room, a cutscene will commence. Ciela and Linebeck will argue
some more, and Link explains the situation. As he keeps shaking up Link, he
eventually givwes in and gives him a Small Key for this place. Once you finally
regain control, head back to where the crystal switch was and unlock the door.
Go northwest to a safe zone where another crystal switch is. Hit it, and you'll
hear a countdown timer which will cut off after a short time. Head over to the
right, then go north (the weird part of the floor is a trap). Follow the path
to another crystal switch, then hit it. If both of the crystal switches in this
room were hit fast enough, the door in the middle will open. Go to where the
door was, then head north. Break the pots for some hearts, then open the chest
to get a Sea Chart. This will reveal the southwestern sea on the Sea Chart,
which is a clue to finding the Ghost Ship. Make your way back to the entrance
of this area, and you'll see that Lineback is gone! Exit the temple.
==============
Mercay Island
==============
Back outside, go south and you'll find Linebeck again. As usual, Ciela and him
will argue some more, then Linebeck checks out your Sea Chart. He takes off
with it, so make your way back to the port area. Head to the southeastern end
of the map, and you'll see Oshus and Linebeck. Oshus says that the bridge of
the town has been repaired, then he takes a look at your map. He says that
there is a secret on it, then the map will appear on the Touch Screen. Scratch
off the island on the bottom-right corner of the map to reveal a crest of some
sort. When it's fully revealed, Oshus says that it's the Isle of Ember, where a
fortune-teller named Astrid lives. He suggests you visit her. Tell Linebeck you
are ready to set sail. He will want you to get a shield, however.
Tell him to wait here, then head directly west and enter that building, which
is the Item Shop. Inside, tap the shopkeeper to talk to her, then tap the
shield on the mat. Buy it for 80 Rupees, then exit the shop and go back to
Linebeck. Talk to him and tell him you're ready to set sail. You will then set
sail to the open seas for the first time.
========
The Sea
========
Out on the sea, Linebeck will tell you that he'll be down in the engine room
while you navigate the ship. To set your path, tap the Feather Pen icon at the
bottom-right corner of the screen, then draw a path to wherever you want to go.
Draw a path directly south, onto the anchor icon at the bottom-right corner of
the screen. This is the Isle of Ember, your next destination. Say that you want
to take this path, then you will set sail. To change the view around while
sailing, hold the stylus on the left or right side of the Touch Screen. As you
set sail, Linebeck will tell you that if you ever want to stop sailing, touch
the "STOP" icon on the right side of the screen. Touch "GO" to resume sailing.
He'll tell you to touch the top, left, bottom, and right sides of the screen to
look in that direction. Continue sailing, and you'll reach your destination.
==============
Isle of Ember
==============
Upon arriving here, you will see a volcano pit in the center of the island.
After Linebeck and Ciela debate some more, agree with him about getting us to
the island (even though he really didn't). He will stay behind and "guard the
ship". When you gain control, ignore the house in front of you, because it is
empty. Head southeast and read the sign, which points to the fortune-teller's
house to the north. Go there and enter the house. Inside, head down the stairs
to the basement. The door behind you will shut, then some Octoroks will appear.
Defeat them with ease, then the door will open again. Head right to the other
door and Ciela will hear some footsteps. She says to say something out loud,
which requires you to yell into the mic of the DS.
However, if you don't want to look like a moron by yelling, then just blow into
the mic very hard. Either way works. Once you do it, the person behind the door
will speak. It is Astrid, the fortune-teller we're looking for. She hid herself
in the basement to protect herself from the monsters. She says that in order to
open the door, you'll need to do a certain thing. Kayo, her assistant, knows
how to solve the puzzle. Examine the map on the wall and it will tell you to
mark the location of the island's three torches. Ignore it for now and exit the
house. Back outside, head south and enter the house nearby. Read the diary
inside, and you'll see that the note is from Kayo. He has passed away over at
the eastern side of the island. With this information, exit the house.
Go all the way to the middle-eastern side of the island. Defeat the Red ChuChus
and the Tektites along the way, and you'll eventually come to a pile of dead
bones. Walk up to them and a ghost will appear. Ciela gets scared, but soon
calms down. This is Kayo, and he tells you that the secret to freeing Astrid
are the three torches scattered on the island. He shows you the location of one
torch, which is right behind him. Mark that spot on your map so you won't
forget it, then make your way northwest and into the next area. To defeat the
Yellow ChuChus, run away from them until the electric on them disappears, then
attack. If you get shocked, the map will be blurry for about ten seconds.
Anyway, in the next area, go left and you'll find the second torch.
Mark this torch's location on your map as well, then go back to the previous
area. Head all the way southwest back to the area leading to Astrid's place.
Enter Kayo's house again to find another torch. Mark this one on your map as
well, then exit and go back to Astrid's place. Head into the basement, then
head right and examine the map on the wall. Now that you know where the three
torches are, look at your map on the top and mark those same spots on the
bottom map. Once you do that, Astrid will be freed. She will ask for your
name, so tell her that you'll tell it to her. Next, tell her that you came here
by a ship. She says that the Ghost Ship attacked this island a few days ago,
hence Kayo's fate. Allow her to tell you your fortune.
She will tell you to meet her upstairs, and you'll automatically appear up
there. Linebeck will enter, and after some complaining, Astrid enters the room.
She'll then get your fortune and tell it to you. Tell her that you still wish
to save Tetra, and she'll tell you to make way for the Temple of Fire on the
summit of the island. Linebeck chickens out like the coward that he is. Exit
the building, then head southeast and into the next area. Head right, and Ciela
will tell you to tap the nearby door to open it. The sign near the door says
only those with approval can enter, which we have. Before we spoke with Astrid
and got our fortune told, the door was blocked by an electric barrier. Anyway,
tap the door to open it, then follow the path up the mountain.
In the next area, go left and you'll see the volcano erupt. Magma boulders will
now fall down as you climb up, so be careful! Keep climbing up the mountain and
defeat the Tektites along the way. You will come to two lit candles, where the
entrance of the temple is. It's sealed right now. Walk up to a candle and blow
softly into the mic to blow out the flame. Do this for the second candle and
the entrance to the temple will open.
===============
Temple of Fire
===============
When you enter the temple, head north and Ciela will warn you of the flames
ahead. Head north and avoid making contact with the flames, then head right
and avoid the fire snake. Kill the Red ChuChu, then go north and jump across
the next two platforms. Now, examine the map on the wall and it will tell you
about a safe path. There is a green arrow that follows a certain path. For now,
get off of this screen. Ciela will say to make a note of this path, but we
can't just yet. Go south and the door behind you will shut, then some Keese
will appear. Defeat them all and the door will open, then the flames to the
left will disappear. Open the chest to get a Small Key, then head back north
and examine the map again.
Touch the Map icon and draw the path shown on the top map, at the northeastern
part of your map. You will need this. Jump over to the locked door and open it,
then follow the path you just drew. If you don't, you'll fall down trapdoors in
the floor. Open the chest you come to for a Red Rupee, then continue to four
crystal switches. Stand in the middle of them and do a spin attack. When you
hit them all at the same time, the door at the middle of this floor will open.
Head back to the middle of the room, then go north and to the next area. In
this area, go east and defeat the Red ChuChu and Yellow ChuChu, then hit the
crystal switch at the northwestern corner. This will turn it blue, raising the
blue blocks and lowering the red ones.
Head back around and go north, then head east past the lowered blocks. Follow
the path to a room where the door behind you will shut. Defeat the green slime
enemies that appear, then a chest will appear and the door will open. Open the
chest to get the Boomerang! Since this is your first main item, it is equipped
by default. To use it, tap the icon at the northeastern corner of the screen or
hold L/R. Then, draw the path of the Boomerang and it will be thrown exactly in
that path. Head east and you'll see a crystal switch in the distance. Use the
Boomerang to hit it, then the flames to the left will disappear. Head left and
follow the path, then you'll come to two torches that shoot out flames at you.
To the left are two crystal switches.
Quickly take out the Boomerang and throw it at the switches. Do this before you
get hit by the flames from the torches, then the torches will unlight and the
flames to the right will disappear. Follow the path down to the next room. In
here, follow the path to some lowered red blocks. Stand outside of these blocks
and draw a path with the Boomerang, around the blocks to a blue crystal switch.
Throw it at the switch to turn it red, raising the red blocks and lowering the
blue ones. Now, head south past the lowered blocks and a door behind you will
shut. You now have to defeat two Red Bubbles. To defeat them, first hit them
with the Boomerang to make the flames around them disappear. You cannot target
them, so your aiming must be percise.
After the flames around them are gone, defeat them with your sword. When both
of them are defeated, the door that shut on you opens, along with a green door
to the left. Follow the path to the next area. In this room, there are two
fire snakes and two Fire Keese. Fire Keese can only be killed by using the
Boomerang, and you can't target them. Quickly take care of them, then head
southeast to a lever. Pull it, and go west to a gossip stone. Hit it and it
will tell you how many treasure chests are left on this floor. For a price of
20 Rupees, he'll show you where the chests are. It's not at all worth it,
however. These are spreaded throughout each dungeon, so keep that in mind. Go
back north and jump across to the right.
Be careful of the long fire snake and jump across to the other side. Defeat the
Fire Keese here and a chest will appear in the corner. Open it to find a Red
Rupee, then go south and head west. Pull the lever here, and with the levers on
both sides pulled, a door in this room opens. Head back north and jump across
to the other side, then follow the path. If you look on the Touch Screen, you
can see that there's a rat holding a key, just like last time. Stand outside of
the room and take out your Boomerang. Draw a path to either of the holes, then
when the rat goes to run into that hole, throw the Boomerang. When you hit him,
take the Small Key and head back to the right, jumping over to the other side
once again. Head southeast to find a crystal switch across on a platform.
Use the Boomerang to hit it, raising the blue blocks and lowering the red ones.
Go north and defeat the Octorok that constantly shoots out nuts. Now, use the
Boomerang and draw a path over to the crystal switch that you just hit. Hit it
again to lower the blue blocks and raise the red ones, then head to the locked
door and open it. Take the stairs up to the next area. In this room, go south
and avoid the fire snake, then examine the map on the wall. You will see some
numbers, indicating that you have to hit some switches in a certain order. Take
out your map and write the order down at the same location shown on the top
map, then head all the way north. Defeat the slime enemy, then blow out the
candle by blowing into the mic.
Head left to another candle, then defeat the next slime enemy. Blow out both
candles to make the flames in front of you disappear. Head north and stand on
the center tile. Take out your Boomerang and you'll see four switches. Target
them in the same order written down on your map, then throw it. If you hit the
four switches in the correct order, a Small Key will drop down across from you.
Use the Boomerang to snag it, then head southwest to a locked door. Open it,
then you'll see a big block. This leads to the boss, but ignore it for now and
go left. The door behind you will shut. Be careful of the torch that shoots out
flames in the middle, and defeat all of the enemies. Once they're defeated, the
door you entered from will open, along with another door to the north.
Go north and defeat the two Red Bubbles, then some flames will disappear. Go
forward to find a sign. Read it, and it says that the way will open once all of
the three torches are lit. Step on the switch and the left torch will light.
Stay on the switch and take out the Boomerang, then target the lit torch and
then target the unlit ones. Throw it, and the Boomerang will carry the flame
over to the other two torches, lighting them. This will cause some flames to
disappear over on the right side. Head southeast and to a pit. You cannot jump
over it; you'll just fall down. Stand by this pit and take out the Boomerang,
then target the crystal switch on the platform across, in the corner. Throw it
to hit it, making the pit get covered up, allowing you passage.
Head to that area and avoid the fire snake, then head north. Hit the pots if
you need hearts, then open the big chest to get the Boss Key! Now, head back
southwest and across where the pit was. To get there without getting hit by the
fire snake, head around the right side and follow the fire snake down. Make
your way south, then east to the big block you ignored earlier. Tap it with the
Boss Key in your hand to throw it into the block, making it lower. Head up the
stairs to the next room. In here, head north and two torches will light up.
Read the sign on the right. It says that the Spirit of Power is in here. Read
the sign on the left, and it will say to step into the blue portal to return to
the entrance of the temple.
A blue portal will then appear. The pots on the right contain hearts if you
need them, although you should've gotten some just a moment ago. Head north and
to the next area. Here, go forward and the door behind you will shut, then
Blaaz, the Master of Fire will appear. Read the Bosses section to see how to
defeat this boss. Once you win, he'll turn into grains of sand, and the sand
disappears. Suddenly, the middle of the ground lights up, and a purple light
emits from it. It turns into a red fairy, then the fairy introduces herself as
Leaf, the Spirit of Power. After some dialogue, she joins with you. Open the
chest that appears to get a Heart Container, then step into the blue portal.
==============
Isle of Ember
==============
Out at the island, Ciela will notice that the volcano has stopped erupting. She
will then say to go back to Astrid. Now, jump off of the mountain's summit,
then make your way back west and enter Astrid's house. Inside, Astrid will tell
you that you'll need the Spirit of Power, Wisdom, and Courage in order to find
the Ghost Ship. She suggests you go back to the Temple of the Ocean King, and
she also gives you a Power Gem, saying that there are gems for each spirit.
Linebeck will return to his ship, so when you regain control, exit Astrid's
house and go west to your ship. After he blabbers about nonsense, tell him you
want to set sail.
========
The Sea
========
Draw your path back to Mercay Island, all the way to the north.
==============
Mercay Island
==============
Head all the way north to the field area of the island, then head northwest and
to the Temple of the Ocean King.
=========================
Temple of the Ocean King
=========================
Upon entering this place again, Linebeck will enter, and remind you that the
temple sucks the life out of you. He doesn't really want you to go in, and
seems concerned. Oshus then enters, and tells you to go up to the altar above
the entrance to the next room. Go up either side of the stairs to the altar.
You will see a cutscene where a mysterious hourglass floats up, then some sand
appears and Oshus tells Link to take it. You then get the Phantom Hourglass,
with some sand filled inside of it. Oshus tells you that as long as you hold
the Phantom Hourglass, you won't take damage until the sand runs out. To refill
it, you need to go outside the temple. It is filled with the Sand of Hours, and
the Sand of Hours is made from the Force Gems of the Ocean King.
When the scene ends, head back down the stairs and go into the next area. The
Phantom Hourglass will flip over, and you will have a total of ten minutes to
get through some of the temple. Whenever you're standing in safe zones, your
time will not go down. There are also pots that will contain seconds for you to
grab. Go forward and Ciela and Leaf will explain about the time limit. Then,
Leaf will show you a door that she wants you to go to, because you are able to
open it with the Spirit of Power. Head directly north and you'll see the door,
which is the Door of Power. Tap on it to open it, then take the stairs down to
the next floor. Go south and you'll see a purple orb. This creates a knight on
a hallway of this room, and a second one gets created as well.
Leaf explains that these are called Phantoms, and that you cannot hurt them.
Instead, you have to sneak past them and make sure they do not see you. If they
see you, you'll have to run into a safe zone as fast as possible. If they hit
you, then you'll lose some time and start at the entrance of the room, having
to do some stuff you did all over again. Anyway, start by heading east and
taking the path up. You will come to a locked door. To the left of it is a
crystal switch. Hit it, and a torch will light up. Head back to the entrance of
the room and go south. You'll see the torch that was lit. Before the timer runs
out, take out your Boomerang and target the lit torch, then the unlit one.
Throw it to light the second torch, making some flames to the left disappear.
Now, head west of the torches and go north. If a Phantom is nearby, hide in a
nearby safe zone until he passes you, then keep going north. To the right are
two red pots and a skeleton. Talk to the skeleton to find out that the red pots
have magical contents. Break the pots to reveal puddles, which are safe zones.
Use these if you ever need them. By the way, if you ever want to carry a puddle
to a certain location, just lift the pot rather than breaking it immediately,
then carry it over to wherever you want and throw it. Head right to find a
switch. Press it and the door to the left will open. Head there and head up the
steps, then take the Small Key. Make your way around to the northeastern end of
the room, then unlock the door there and head to the next room.
In this room, there is a Phantom to the left that is guarding a lever. We're
gonna have to make him move without him catching up to us and hitting us. To do
this, head over to him, and let him spot you. Run around the big block on the
right side, and back around to where he was standing. At this point, he won't
notice you. Pull the lever he was guarding to make the flames disappear, then
go back to the entrance of the room. While standing in the safe zone, target
the crystal switch to the south using the Boomerang, then throw it to hit it.
You'll hear a timer. Go southwest and then directly up when the Phantom isn't
looking, then hit the second crystal switch. With both hit, a Small Key will
drop down by some spikes. Head south to the newly revealed path.
Go west to find a red pot. Break it to find a safe zone, then stand by the wall
of fire. Target the crystal switch to the south in the corner using the
Boomerang, then throw it to hit it. This removes the wall of fire blocking your
path. Head south and stand in the nearby safe zone. Patrolling the corridors
ahead is another Phantom. If you want to trap him, then wait until he goes to
the right, then up, then back down again. Then, go east and to the small area
with the crystal switch and raised/lowered blocks. Hit the crystal switch when
he spots you and gets inside, then quickly run back around. If you don't want
to trap him, however, then just head east when he isn't around and break the
red pot, then stand in that safe zone.
When he's going left, head up the northern corridor and stand on the switch.
This will lower the spikes guarding the key across them. Don't get off of the
switch and get the Small Key with the Boomerang. Make your way back to the
middle part of the room (use the area where the colored crystal switch is as a
shortcut), then unlock the door and take the stairs down. In the next room,
Leaf will tell you that we're really close to finding the clue to the Ghost
Ship. Yay! Don't you hate this place already? I know I do. Head directly north
to a golden pot, which contains an extra thirty seconds. Head west to a safe
zone with a chest. Open it to receive a Force Gem. Leaf explains that the Force
Gems have to be used in order to go deeper into the dungeon.
You have to carry them to a pedestal at the right side of the room to open the
next door. You only walk while carrying a Force Gem, though; you cannot run. If
a Phantom sees you while you have one, quickly tap somewhere in the room to
throw it, then run to a safe zone. Quickly pick it back up when you can. Also,
if a Phantom spots you while you have a Force Gem, a fire wall will block the
path to the three pedestals until you get away. Take the Force Gem you have
over to the right side of the room (look on the map and take it to the area
with the big safe zone). Walk up to one of the slots, which are pedestals, and
tap it to throw the Force Gem into it. Two more to go. Head to the southeastern
corner of the room to find another chest containing the second Force Gem.
Take that one over to another pedestal, and place it in there. Now for the last
one. If you look on the map, you'll see that there is a Phantom that patrols
the area with a Small Key in his possession. Since we can't hurt Phantoms, you
are probably wondering how the heck you get it. No worries. Head to the
southwestern corner of the room to find a lever. Pull it, and a wall of flames
will disappear to the east. Head over there and take that path up to a ledge.
Break the red pot here to make a safe zone, then stand in it. Wait until the
Phantom holding the key walks over to the right, past the spikes. When he's on
the middle part of the floor, step on the switch to the right to activate a
trapdoor, making him fall down and drop the key.
Head down there and grab the key, then head back south and go west. Unlock the
door here, then open the chest to get the last Force Gem. Take it to the last
pedestal and place it in there, then the door in front of you will open. Head
to the next area. In here, you'll notice that the Sand of Hours no longer goes
down while you're in this room. Head west past that door, and Ciela will notice
that there's no dark fog. Keep going left and head up, then open the big chest
to get the Northwestern Sea Chart. This will reveal a new section of the sea
for you to explore, but it's all dusty. Ciela suggests taking it to Linebeck,
then a blue portal appears to the right. Use it to return to the entrance, then
exit the dungeon.
==============
Mercay Island
==============
Make your way back to your ship, at the southeastern corner of the village.
When you reach the boat, someone will call for you. Talk to the man nearby and
he'll ask if your ship has a cannon. Tell him it doesn't, and he'll say that a
guy named Eddo has one at the island to the south. Looks like we'll have to get
our hands on one. Talk to Linebeck, and he'll take your new Sea Chart. He will
say "Blow me down", and the word "blow" will be in green. You know what this
means. He wants you to clean up the chart, so blow into the mic until all of
the dust is cleared. This reveals another crest on the map. Tell him you're
ready to set sail and you'll be off.
========
The Sea
========
Linebeck will explain how to explore the Northwestern Sea. It's simple. All you
have to do is draw a course directly up to the end of the map, then it will ask
you if you want to go to the Northwestern Sea. You will then set sail there.
Before we do that, however, sail to the island to the south (not the island
farthest to the south; sail to the one in between Mercay Island and the Isle of
Ember. This is Cannon Island.
==============
Cannon Island
==============
When you arrive here, you'll see a weird man standing on the mailbox ahead.
Walk up to him; this is the postman (I didn't know a postman had wings). After
his introduction, he will fly off. Enter the building to the right and speak to
the man inside. His name is Fuzo, and he's Eddo's apprentice. As of right now,
he is unavailable. Fuzo says that if you want to meet him, you'll have to go
around the back of the island and enter from the other side. He'll take you
outside and open a gate for you. Head west to find the gate that is now open,
then follow the path and defeat the enemies along the way. Read the sign that
you come to, and it will say something about beehives. Go south and you'll see
some beehives. These will have bees in them (obviously) that attack you.
To kill them, just use a spin attack. Head south and enter the cave there that
leads to the Bomb Garden. In the cave, follow the path and kill the rat, then
you'll come to some Bomb Flowers. Tap a bomb to lift it, then place it by the
two cracked blocks to blow them up. Head right and you will see a block that
you can move, and another cracked block. Go back left and take a bomb, then
throw it across the fence to the cracked block to blow it up. Push the block to
the right a couple of times so you can pass, then take the bomb there and go
back left, and head to the eastern corner. Place it by the crack in the wall to
blow it up, revealing an opening. Take the opening to a chest, then open it to
get a Power Gem. Go back around to the Bomb Flower across the fence.
Head north and push that block up once, then go around it and push it all the
way down, as far as you can. Go back north and pull the next block left once,
then go around it and pull it up once. This creates a path for you. Head left
and kill the two rats, then you'll see a cracked block. Go back and get the
nearest bomb from the nearest Bomb Flower, then take it to the cracked block
and quickly throw it there, blowing it up. Head west and continue outside. This
is the Bomb Garden full of Bomb Flowers. This is an annoying area, because if
you attack the rats in the gardens, near the Bomb Flowers, you will likely hit
a few bombs in the process, making you lose much needed health. Carefully take
care of the rats here, then take a bomb and go south.
Lay it by the breakable blocks to blow them up, then open the chest to the left
for a Red Rupee. Now, head right, and kill the rat by the bombs. Take a bomb
and use it to blow up the breakable blocks to the right, then follow the path
going up. Take the stairs down to the right, then follow the path and defeat
the Red ChuChus along the way. Lift the rocks, and eventually you'll come to a
sign. Read it, and it points to the other entrance to Eddo's garage. However,
if you keep going, you'll see that it's blocked by more cracked blocks. Blast
it (get it?)! Head back to the Bomb Garden, and on your way back, roll into the
lone tree. A big red Rupee will drop out of it, and it's worth 200! Go west
from the tree and up to the bombs.
Take the last one on the right at the top, then jump off the northern side of
the ledge and go east. Quickly throw it across the fence to the cracked blocks
to blow them up. Make your way back around to where the cracked blocks were,
then continue following the path and enter Eddo's garage. Inside, talk to the
man with the cast on, which is Eddo. He will say that if you want a cannon,
you'll have to pay big bucks. You have to pay 50 Rupees for it, which isn't all
that much. Pay up to get the cannon, then he'll offer a Salvage Arm as well. It
allows you to pull up treasure from the bottom of the sea. However, it's not
finished yet, so you'll have to come back later. Head left and to the other
side of the building, then exit.
Back outside, go left and the postman will deliver a letter. It is from the
Postmaster. After he reads it, he wants you to sign a letter. Write your file
name (that's what I did) on the Touch Screen. Touch Rewrite if you're not
satisfied with how it looks. Regardless, once you write it, confirm it and the
postman will fly off. Go to Linebeck and tell him you wish to set sail.
========
The Sea
========
Out at sea, set your course northwest past the formation of rocks, then up to
the Northwestern Sea. As you sail, Linebeck will tell you how to use the
cannon. Just tap anywhere on the screen to fire. If an enemy is nearby, tap it
to shoot it. Easy. Eventually, a Sea Trap will pop up. Linebeck says you can
either jump over it or destroy both of its sides to sink it. To jump, tap the
arrow icon at the bottom of the Touch Screen. Jump at just the right time to
avoid it. You can also tap the sides of the trap to blast them and make the
trap sink. Either way, get past the trap and continue sailing until you get to
where the rock formation breaks on the map. There are some brown-colored rocks
that can be blown up with your cannon.
Blow them up and continue sailing, then suddenly the boat will stop. The sky
turns dark, and Linebeck spots the Ghost Ship! He suggests chasing it down, so
just keep sailing toward it as it continues to the Northwestern Sea. You do
the same. As you get near your destination, however, the fog begins to thicken,
to the point where you can't see a thing. Keep sailing, and once you get to the
Northwestern Sea, sail northeast to the Isle of Gust. Be careful of the enemies
and explosive barrel traps. Once you start going towards the island, you'll
suddenly appear back at the start of this area of the sea! Linebeck thinks that
someone on a nearby island might know of a way through the thick fog. So, go
back to the Southwestern Sea, then sail directly south to Molida Island.
==============
Molida Island
==============
Here, Linebeck will say that we still need to figure out a way through the fog,
but tell him you aren't ready to set sail just yet. Head south and read the
sign (the tombstone), which says that someone tried sailing through the thick
fog and failed. Keep following the path, and hit the gossip stone you come to.
He'll ask if you want to know some valuable information. Say that you do, and
he'll talk about some island in the middle of a three-rock formation just south
of here. Go east of here to find another tombstone. Read it, and you'll learn
about why the island we have to sail to is called the Isle of Gust. Head north
of the gossip stone to the mailbox, where the postman will deliver another
letter. This time it's from Astrid.
She says to come visit her should you ever get lost, and she'll show you the
way. After you read the letter, head all the way right and enter the house
where the garden is. Speak to the man inside, and tell him you're going your
own way through the fog at the Northwestern Sea. After his griping, attempt to
exit the house, then he will call you. Talk to him again and he'll apologize
for lashing out at you, then tell you that his father used a specific route to
cut through the fog. He says that there is a cave that used to be his hideaway
behind this house. Exit the house and go behind it to spot a cave. The gardener
tells you that you shouldn't go in because it's full of dangerous monsters, but
who can stop us? Go in anyway.
Inside, follow the path and defeat the Red ChuChus, then jump across the ledges
and kill the two Keese using the Boomerang. Go across the platforms until you
get to the other side, then head north. A blue knight creature with a fish face
will jump out of the water. He attacks by spitting fireballs at you and by
attacking you with his sword. To defeat him, wait until he holds his sword
back, then run away. He'll dash at you, and if he misses you, he'll be off
guard for a brief moment. Quickly tap him while he is off guard to hit him. Do
this a few times and he'll die, then the door ahead will open. Head north and
to the next area. Follow the path in here and defeat the Octoroks, then enter
the next area.
In this room, head south and defeat the Keese, then take a bomb out of the
second Bomb Flower and take it north. Place it by the crack in the wall to blow
it up, revealing an opening. Go through to another room. Inside, open the chest
to the north to get the Shovel. We will be needing this. Just a few tiles south
of the chest is a cracked piece of the ground. Dig there to find a big green
Rupee worth 100. Now, do as Ciela just suggested, and read the journal on the
table. It's Romano's journal, and he says something about drawing lines where
the stone tablets intersect. Interesting. Exit this room, take a bomb out from
a Bomb Flower, then go south. Lay the by the two rocks to blow them up, then
head all the way south out of this cave.
Go back to the first two stone tablets, and mark their locations on your map
with a little dot (in case you forgot, the first one is found near your ship,
and the second one is found all the way east of the first one). Once you've
marked them, go back into the cave and head all the way north, then take the
stairs leading outside. Back outside, head directly left to find a chest in the
corner. Open it to get a Pearl Necklace. Now, head right and read the tombstone
sign. Mark the location of that one on your map, then head east and follow the
path to the next area. Read the tombstone and mark it on your map. Now you
should have all four marked, so draw two lines on your map and connect them
with the tablet's location. Jump down and look by the tree.
There is a cracked part of the ground there. Dig on that spot to find another
big Rupee worth 100, then head to the very middle of the lines you just drew.
You should be right in front of a palm tree, so dig right by it and you'll find
a hole. Drop through into a cave below. Inside, read the book if you wish, then
open the chest in here to find a Treasure Map. This reveals the location of a
treasure out at sea. Examine the map on the wall, and you'll see a path at the
Northwestern Sea that shows you how to get through the fog. It shows the path
that you must take. Select the Sea Chart icon, and tap the Northwestern Sea.
Draw the path shown on the top map, because we'll defenitely be needing this.
Head all the way left and follow the path.
Defeat the Yellow ChuChu, then Ciela will notice a door with a sun emblem on
it. Try opening it, only to find out that you can't. Ciela suggests writing the
sun symbol on your map in case we need it later (and you know we will). Do it
if you wish, then follow the path east and defeat the Yellow ChuChus. Jump down
and make your way out of the cave. Outside again, make your way back to your
ship, then tell Lineback you're ready to set sail.
========
The Sea
========
Make your way to the Northwestern Sea again. Once there, make your path just
like the one you drew. Make sure it follows it exactly, and make the path end
at the Isle of Gust (the island in the middle on the right side). Watch for
enemies and traps as you sail to the island.
=============
Isle of Gust
=============
Once you finally reach the island, Linebeck will notice that the whole island
is gusty (hence the name of the island). Read the nearby sign if you want, and
it will tell you to beware of the high winds. Head north and up the steps, and
the wind will start to blow. You'll have to run to the right to prevent
yourself from falling off. Defeat the pitchfork enemies and head right. Kill
the next batch of pitchfork enemies, then head south and down the steps. Defeat
the Red ChuChu, then go right. Jump across the ledges, defeating the enemies as
you go along. Eventually, you'll have to head north. Do so and read the sign,
which has three arrows pointing left. It says not to get blown off by the wind.
Head west and defeat the pitchfork enemies, then you'll come to some Bomb
Flowers. Take a bomb and head north, placing it by the crack in the wall.
It will blow up, revealing an opening. Go through. Inside, open the chest to
get a Courage Gem, then read the journal on the table. It talks about an island
with a mermaid on it. Examine the map on the wall, and it will show an arrow
pointing to an island at the Northwestern Sea. Make a note of this spot, then
exit the cave. Back outside, head east and back up the ledge. Head to the sign,
and then go left. When the wind blows, run left and jump off the ledge to the
next two ledges. Head left, and at this point, the wind will stop blowing.
Defeat the pitchfork enemies, then enter the cave at the end. Inside, go right
and jump down. Defeat all of the pitchfork enemies, then a chest will appear to
the north.
Open both chests here to get a Wisdom Gem and a Treasure Map, respectively.
Then, go east and take the exit south out of the cave. Back outside, go east
and defeat the Red ChuChus, then ride the wind gusts all the way up. The wind
blows up here, so be careful. Head right and follow the path down, then dig at
the crack in the ground to find a big Rupee worth 100. Go back up, and when the
wind blows, jump to the western ledge. Make your way down, then the wind will
stop blowing. Head north and into the next area. Here, you'll see lots of wind
gusts blocking the entrance to the temple. Read the tombstone, and it will tell
you that only once the windmills have had their fill will the temple open. Look
at the map on the wall, and it will show an "X" at the top-left corner.
Make a note of this spot on your map, then head back to the previous area. Go
west and ride the wind gust up to the ledge, then proceed to the next area.
Here, defeat the two Red ChuChus, then take the path going down into another
area. Drop down here, and you'll see four strange dirt patches. Ciela said that
it looks like they were dug up holes. You can dig at these spots to reveal a
wind gust, but just go west and defeat the enemies. Go all the way left and dig
at the dirt patch to reveal a wind gust. Ride it up to the ledge and open the
chest to get a Power Gem. Drop back down and go north, then dig at the patch
there and ride the wind up. Head into the next area. Ignore the wind gust on
the right, and dig at the spot on the left. Ride that wind gust up.
Follow the path down, then defeat the enemies. Dig up the wind gust you'll come
to by tapping on the hole with the Shovel in your hand, then head west and ride
that wind gust up. Dig at the cracked spot on the ground to find a big Rupee
worth 100 (these are common, aren't they?). Go forward to many wind gusts. Ride
the northernmost one up to a ledge, then read the tombstone. It says that the
hero must blow on the three sacred windmills to open the path. Examine the map
on the wall, and you'll see three crests. Mark these spots on your map, then
jump down and cover up the wind gust holes. Lift the rocks and go right, then
go up and hit the gossip stone. It will tell you to walk quietly in the area
ahead, otherwise you'll attract dangerous enemies.
Head right and into the sandy area, then start walking _very_ slowly. If you
don't, a sand worm will appear and eat you. If this happens, rub the Touch
Screen back and forth to get spit out. Walk all the way to the eastern end of
the path, then make your way to one of the places you marked on your map. There
are many windmills here, but only three will open the path. The correct ones
are the ones you marked on your map, so head to those locations and walk up to
the windmill. Then, blow into the mic until it starts spinning. Do this for the
next two windmills marked on your map, then two doors will open. Take the
southwestern one and jump off the ledge. As you can see, you can enter the
temple now.
===============
Temple of Wind
===============
When you enter, go north and you'll see two things that shoot out wind gusts.
Once they stop, run forward and wait until all three of the wind gusts here
stop. Run forward when they do, then you'll see a Bomb Flower in the middle.
The game shows you a line of Bomb Flowers on the platform ahead, along with an
odd-looking tile in between those Bomb Flowers. Take the bomb from the Bomb
Flower beside you and throw it across, in between the line of Bomb Flowers. If
you did it right, this will cause them all to explode, activating two crystal
switches nearby. This extends two bridges for you to cross. Cross either one
and push the nearby block right, so that it blocks the wind gust nearby. Then,
hit the crystal switch to stop the next wind gust, then proceed forward.
Head up the steps and go south, then head west. The blue door to the north
cannot be opened yet. Tap the door to the south to open it, then take the path
to a switch. Press it to open the door in front of you, then head up the steps
nearby. Make your way across this narrow passage, defeating the Keese along the
way. Only go forward when the gusts stop. Eventually, you'll make it to another
set of steps. Take them down and go north, then the door behind you will shut.
Defeat the snakes, then the door behind you will open along with another one.
Head west and get the Rupees, then break the puts and push the block to the
left. Go to this sandy area and defeat the snakes, then head north to a couple
of wind gusts.
Ignore them for now and go left. You will see a statue shooting out a wind
gust. Push it down twice, and left until it is on the first sun symbol on the
ground. Then, use the wind to push you over to the left platform, then step on
the switch to open the door in front of you. Take the stairs down to the next
room. In this room, go forward and the door behind you will shut. There will
appear to be no signs of enemies even though it sounds like they're nearby. Run
up to all of the rocks around the room and Red ChuChus wearing stone helmets
will be revealed. Use the Bomb Flowers in the middle to break off the helmets,
then attack them to defeat them. Once they're defeated, the door that you came
in from will open, along with another door.
Follow the path east and go up the steps, then defeat the three Red ChuChus
that ambush you. Head to the middle of the room, defeating the pitchfork
enemies as you go along. At the middle is a tombstone and a switch. Read the
tombstone, and it will say that when two wings flutter, a door will open. Press
the switch by the tombstone to open a door to the southeast. Head there and
take the path up, then head right and follow the path to the end. Break the
pots and open the chest for a Pearl Necklace, then go back left and up to the
ledge. Now, jump down to the north. Head up and use the wind gusts to reach the
upper ledge, then open the chest to get a Courage Gem. Jump down and go back to
the southeast, taking the steps up again.
Jump back down to the north, then push the block up so that it is right by the
third wind gust. Push it directly onto the wind gust, then use the second gust
to get on the block. From there, head right and drop down to the floor below.
Follow the path to the next room. In here, use a bomb from one of the Bomb
Flowers nearby to blow up the crack in the wall. Take the path to a big sandy
area. You have to walk quietly in this room, because sand worms lurk within the
sand just like outside on the island. Walk to the middle platform, where you'll
find a tombstone. Read it and it will just tell you to walk quietly. Examine
the map on the wall, and it will say that when the four pillars of wind rise, a
door will open.
There are X's on the map. Write down X's on your map in these exact spots, then
walk to them and dig up the patches to reveal wind gusts. Each time you dig up
the right wind gust, a torch in the room is lit. There's a chest on the left
side of the room containing a Power Gem. When the four wind gusts have been dug
up, two doors will open. Take the northern door first, to another room. In the
next room, use a bomb from the Bomb Flowers to blow up the cracked blocks, then
take the stairs up to another room. Here, head all the way south to a statue
blowing a wind gust. Push it onto the sun symbol on the ground to get a
windmill blowing, then go back to the previous room. Head south and back to the
sandy room, and this time, take the southwestern door.
In the next area, head east and up the steps. Pull the wind gust statue onto
the sun symbol to get the secodn windmill going, making a Small Key drop near
the tombstone and the switch below. Jump down and take the Small Key, then go
southeast, head up the steps, and jump down to the ledge below. Use the wind
gusts to get on top of the block, then head east and follow the path back to
the sandy room. Head all the way north across the walkway, to a locked door.
Unlock it with your key, then open the chest to get some Bombs. It also came
with a small Bomb Bag, so you can only hold up to 10 unless you get a bigger
one (see the Equipment Upgrades section). Head all the way to the northwestern
end of the room to find a crack in the wall.
Place a bomb there to blow it up, then enter the new room. Here, you'll see a
wind gust. Place a bomb on it and it will float up, blowing up the cracked
block in front of the gust. The pots on the left contain bombs if you need any.
Ride the wind gust up to the platform, then take the stairs up to the next
room. In here, go all the way east and defeat the Red ChuChus, then go back to
the wind gust you just passed. Place a bomb onto it and quickly run to the
right again. When it blows up, it will blow up a line of Bomb Flowers, causing
a switch to activate. This opens up a door for a very short time, but you
should already be over there. Head through the door before it closes, then head
right to a tombstone.
The two rocks by the tombstone are really Red ChuChus. The tombstone says that
blank walls can hide the truth. Head right and place a bomb on the green and
white tile to blow up the wall. Follow that path to a door, defeating the Red
ChuChus along the way. When you get to the door, tap it to open it, then take
the nearby stairs up to the next room. In this room, defeat the Red ChuChus
hiding under the rocks, then look behind the wall to find a checkered tile
behind it. Place a bomb right where this tile is to blow it up, making a path.
Take the path up and go left, to an area with a line of Bomb Flowers on both
sides. Place a bomb on both of the sun symbols on the ground. This will cause
both rows of Bomb Flowers to blow up, activating two switches.
This causes a door to the south to open. Take that path to a chest, then open
it for the Boss Key. Jump off the left side and put down the key, then place a
bomb on the wind gust. It will block up the two blocks, allowing you to pass.
Pick up the key again and ride the wind gust up, then tap the block to throw
the key into it, granting you access to the next room. In the next room, you'll
notice that the wind blows. Go north and ride the wind gusts up, then read the
tombstone and a blue portal will appear. Break the pots for supplies, then head
into the next room. Out here, you will see Cyclok, the Striker of Winds. See
the Bosses section for help on getting through here.
Once you win the battle, he'll turn into grains of sand and be added to the
Phantom Hourglass. Now you have twelve minutes total in it. Then, you'll see
the Spirit of Wisdom, Neri appear. After some dialogue, she will join with you.
Open the chest that appears to get the Heart Container, then take the blue
portal to get out of the dungeon.
=============
Isle of Gust
=============
Back out here, head south and exit this area, then take the stairs to the right
and jump down to the south. Defeat the pitchfork enemies and head up the stairs
to the southwest. Jump down and make your way south to your ship. Then, talk to
Linebeck and tell him you're ready to set sail.
========
The Sea
========
Before we go back to Mercay Island, sail northeast to Bannan Island.
==============
Bannan Island
==============
Head north and read the sign. It says that this is the Wayfarer's Island. Keep
following the path and defeat the enemies, then go all the way right and enter
the cave there. Inside, follow the path to a crack in the wall. The sign says
that it leads to a mini-game. Blow up the crack and follow the path, breaking
the pots for Rupees. Exit the cave and you'll be on the other side of the
island. Go right and read the sign, which says that this is the Cannon Game.
You can play it for 20 Rupees; refer to the Mini-Games section to see how to
play it. Go back into the cave and go back to the other side of the island,
then head north and enter that building. Talk to the old man inside and listen
to his mindless gossip. He'll tell you about a mermaid.
Once he finishes talking, exit the house. Now, kill every single enemy on the
island if you haven't already, then look around the waters until you spot a
mermaid. When you approach her, she'll move to a different location. Don't get
too close to her, then throw the Boomerang at her to hit her head. She'll admit
to dressing up as a mermaid, and not actually being one. Apologize to her, then
she'll say that she'll go visit the old man. Go back inside the house and talk
to him again, then tell him you found the mermaid. He'll babble on and say that
she probably went with another man. Exit the house again and Ciela will think
that she's with Linebeck. Go talk to Linebeck and he'll say that the mermaid
appeared, but then disappeared before he got the chance to say anything.
Now, go back and visit the old man's house again, and the mermaid will be in
his pool. Talk to him and he'll thank you for bringing the mermaid here, then
he'll give you a Fishing Rod as a reward. While out at sea, sail to a fish
shadow on the map and tap Menu, then Fish. See the Fishing section of the guide
for more information on it. Go back to Linebeck and tell him you're ready to
set sail.
========
The Sea
========
Set your course directly south, to the Southwestern Sea. Once there, set your
course for Mercay Island.
==============
Mercay Island
==============
Go all the way north to the field area. Head up the stairs to the north and go
around, to two cracked blocks. Bomb them to blow them up, creating a shortcut
up here (it's not really a useful shortcut, but still). Head into the next
area. The wall nearby has a crack in it, so bomb it to reveal a hole, then go
inside. In this cave, kill the rats and hit the gossip stone if you wish. Hop
across the platforms and kill the rat, then open the chest at the end to get a
Power Gem. You'll probably notice an eye on the wall. We can't do anything
about it until we get a bow, so for now, just exit the cave and make your way
to the Temple of the Ocean King.
=========================
Temple of the Ocean King
=========================
Head forward and to the first room of the temple. You'll have to go all the way
through the temple again, to where you got the last Sea Chart at. If you need
instructions again, scroll up until you get back to where I wrote a walkthrough
for that section. I'll only give a walkthrough for each floor once. The only
difference in the floors after each dungeon is that more shortcuts are
available to you due to your new items. Once you reach the Door of Wisdom, Neri
will say to tap the door and she'll open it. Tap the door, and before going to
the next room, head left and get the thirty seconds out of the golden pot. Now,
enter the next room. In this room, there are statues that shoot out wind gusts.
Upon going forward, blue eyeball creatures appear.
Neri explains that they are called Phantom Eyes. They're basically alarms, but
they can be defeated. If one sees you, it will stay near you and an alarm will
sound. You'll either have to run to a safe zone or rub the Touch Screen when
prompted to shrug the Phantom Eye off. If the alarm sounds long enough, a
Phantom will appear and you will start getting chased. Now, head right, and go
down the corridor to a wind gust. Throw the Boomerang at the crystal switch in
the corner to deactivate the wind gust, then throw the Boomerang at the Phantom
Eye to stun it. Strike it with your sword while it's stunned to kill it. Break
the golden pot in the southeastern corner with the Boomerang to snag thirty
more seconds.
Go west, then north, then follow the path past the wind gusts. Make sure there
are no Phantoms around. Kill the next Phantom Eye, then follow the next
corridor down. Hide in the safe spot to the left, then stay in it and hit the
Phantom Eye with the Boomerang when it gets near. Kill it, then if you've
killed all of the Phantom Eyes, a chest will appear on the right side. It
contains a Power Gem. Head south of the last Phantom Eye, then dig up the dirt
patch with the Shovel. Ride the wind gust up and hit the crystal switch. This
deactivates all of the wind gusts in this room, making it much easier to get
through. Head back north and towards the left wall on the map, where the hole
is in it. On the southern side of the wall is a crack.
Bomb it and hit the crystal switch behind the wall. This lowers some spikes.
Look on the map and go to where the key is, then pick up the Small Key. Make
your way southwest to a locked door, then open it and go to the next room. In
here, go left and past the spikes when they lower. At the end of the path,
you'll see a crystal switch on a platform surrounded by spikes. Target the
switch with the Boomerang and throw it when the spikes lower. You'll hit it,
causing some spikes over to the right to lower. Head all the way right, and hit
the golden jar for an extra thirty seconds. Go back to the left and then go up,
and the door behind you will shut. Defeat the Yellow ChuChus and two doors will
open. Some spikes to the left will also lower.
Hit the golden pot where the spikes were to get an extra fifteen seconds, then
go right and another door behind you will shut. Defeat the pitchfork enemies
and after the doors open and the spikes lower, hit the jar to the right to get
fifteen more seconds. Head north and go right, then take out your Boomerang and
target the right side, where a switch is. Hit the switch with it to make a
chest appear and make the wind gust to the left disappear. Open the chest to
get a Red Potion. In this game, you automatically start with two empty bottles,
and cannot get any more than that. Go to the Items menu to use the potion
whenever needed. Head west and down to the next floor. In the next room, Neri
will say that we're almost at the next clue to the Ghost Ship.
There are two Phantoms patrolling the hallways in this room, and there are also
two Phantom Eyes. Head right and quickly stun the Phantom Eye, then kill it. On
both sides of this room are three tombstones. Head south and press the switch
to stop the wind gust. Now, go to the northwestern corner of the room and dig
up the dirt patch to reveal a wind gust. Place a bomb on it to blow up the
cracked blocks, then ride the gust up and hit the switch. This causes some
spikes to lower to the south, allowing you passage to a tombstone. Jump down
and go read it, and it will say that the sacred crest begins and ends with it.
This is obviously a riddle we have to solve. Do NOT read the middle tombstone,
or else two Phantom Eyes will spawn.
Head around to the left, then go down and press the switch to deactivate the
wind gust. Go east from here, then press the next switch to deactivate that
gust as well. In the middle-top part of the room is another switch that
deactivates the last wind gust. Killing all of the Phantom Eyes will make some
spikes lower at the left side of the room, allowing you to break a gold pot
containing fifteen extra seconds. Hitting the switch at the southeastern corner
of the room lowers some spikes that grant you access to a tombstone. Read the
tombstones and start from the first one to the last one. Then, draw a line on
your map where the tombstones are starting from the first to the last. This
will make an hourglass shape.
Go to the red door in the middle of the room and tap it. You have to draw the
shape of an hourglass (the same one you drew on your map) starting from point
one to the last, then back up to point one again. If you can't get it, then
draw starting at the top-left, then directly to the top-right, then down to the
bottom-left, then to the bottom-right, then back up to the top-left again. If
you drew it right, the sacred crest (an hourglass) will appear on the door,
then it will open. Go through. In this room, go up and examine the sun crest by
the wall. It will show a map of the sea, along with a green crest on it. It
says to press the sea chart to the crest, and the way to the Sun Key will open.
Tap the Sea Chart icon.
Select the Southwestern Sea, then close your DS and open it. This will stamp
the crest on the map you're looking at onto your Sea Chart. A really clever
idea Nintendo had, if I do say so myself. Ciela suggests going to Linebeck to
see what he thinks about this crest. Take the blue portal to get back to the
main room, then leave the dungeon.
==============
Mercay Island
==============
Back outside, make your way back to your ship. On your way there, the postman
will deliver a letter from Eddo. He now has a Salvage Arm for sale, and he'll
sell it to the first person to get to the island. He won't sell out of it if
you don't get there despite that, however. Go to your ship and the man that
called you earlier will call you again. Talk to him, and he'll ask if your ship
has a Salvage Arm. Tell him no, and he'll suggest you get one from Eddo since
it pulls treasure up from the sea. Talk to Linebeck, and Ciela tells him about
what we found at the temple. He suggests setting sail, which you should do.
========
The Sea
========
We can't go any further until we get the Salvage Arm, so go ahead and make a
course for Cannon Island.
==============
Cannon Island
==============
Head into Eddo's Garage on the right. Inside, head right and enter the back
room where Eddo is. Talk to him, and he'll offer you the Salvage Arm. But the
price will vary depending on how loud you can scream into the mic. Like I've
said before, you can blow very hard into the mic and it will register as a
scream. Scream into the mic or blow hard into it as good as you can, then he
will tell you the price. The best you can get him to sell it for is 200 Rupees,
if I'm not mistaken. Buy it and make your way off the island.
========
The Sea
========
Our next destination is the green crest on the map. Go there and tap the Menu
icon, then tap Salvage to dip your crane into the water. This is sort of like a
mini-game, and Linebeck will explain how to use the Salvage Arm to dig for the
treasure. To use it, you have to use the bar at the bottom. Slide the small
square left and right to move it in that direction, and slide it up and down to
make the crane move faster or slower. Don't get hit by the Octomines or you'll
lose health on your crane. You can collect Rupees from the bubbles as you go.
When you reach the very bottom, snag the treasure. If you miss it, you must try
again. Once you get it, pull it all the way back up.
After you pull the treasure up, it will be dropped onto your ship, then Link
will open it. It holds the Sun Key. Linebeck has no clue what it could be for,
however. Sail all the way to the southwestern island, which is Molida Island.
As you approach the island, however, a giant monster appears from the water.
Linebeck suggests drawing a route around in a circle to avoid the monster's
attacks and discover its weak point. Draw a route as a small circle, around and
around, but near the monster. Its weak point is the eye, which you have to
shoot with your cannon when open. The only way this monster attacks is by
spitting out green gunk balls at you, which can be blasted. After quite a few
hits to the eye, the monster will die. You will then dock at Molida Island.
==============
Molida Island
==============
When you arrive here, you should still have that symbol drawn on your map from
when we were here last time. Go to the middle of that symbol again and dig by
the tree, then drop through the hole that is revealed. Inside the cave, head
left and then up to the sun door we saw last time. Tap it and it will open now
that we have the Sun Key. Follow the path and continue outside. Look to the
left when you get outside, and you'll see a cracked part of the ground. Dig
there and a hole will be revealed. Fall down it, then you'll fall back in the
cave in front of a chest, which contains a Wisdom Gem. After you get it, go
east and jump off the ledge, then go back outside again. Now, follow the path
and defeat the enemies, then you will come to a gossip stone.
Hit it, and it will tell you that outside of Oshus's storehouse is a tree. It
tells you to dig there to find something. We'll check it out the next time we
visit the island, don't worry. Continue following the path and defeat the
Yellow ChuChus, then head right and read the tombstone. It says that only when
the statues gaze upon the door will it open. Follow the path right and down,
then you'll come to a statue. Strike it with your sword and a beam will
radiate from it. Tap it and you'll be able to move it. Move it clockwise a few
times so that it is facing the temple on the map, then tap the arrow icon to
stop moving it. Continue following the path, then head north and two fish
knights will jump out of the water.
You fought one of these the last time you were here, and you have to fight two
at once now. This can be a little hard, so take your time. In case you forgot,
to defeat them, wait until one raises his sword, then run away. When he dashes,
run and attack him while he's off guard. Once both of them are defeated, the
second statue will appear. Strike it, then tilt it so that it's facing the
temple on the map. Now, head left and jump off the ledge, then go up the steps
and go left. On a platform across from you is the third and final statue.
Strike it with the Boomerang, and the beam will automatically be facing the
temple. With all three beams directly on the door, it opens up, granting you
access to the temple. Head there and go inside.
==================
Temple of Courage
==================
Go forward and break the pots for some hearts. Follow the path and ignore the
two doors, then you'll come to a rolling spiked log. Wait until it rolls up,
then follow it up and take cover at the small opening to the right. When it
rolls down past you, continue north and stand on the four flesh tiles. There is
another spiked log. When it moves up, keep following the path and stay on the
next set of tiles. When that spiked log rolls by, head south and you'll see a
blue razor trap blocking your path. Move to the left and the razor trap will
move, so quickly go right to avoid it, then head down. Head left and press the
switch to open the door, then go up. Open the chest to get a Small Key, then go
back to where the razor trap is and head all the way up.
Unlock the door there, then follow the path to an area where a door behind you
will close. You have to fight two weird centipede enemies. To defeat them,
attack the red spot on their tail a few times. Once they're defeated, head
south and down the stairs that were revealed. In the next room, you'll see that
it looks like there's no way to pass the cliff. However, if you look on the
map, you'll see that there are moving blocks everywhere. Wait until a moving
block moves to you, then walk on it. It will carry you to a platform. Get on
it, and you'll see a Hardhat Beetle. These things push you back a bit when you
attack them, and they can get annoying. Attack it until you push it off the
cliff, then go on the moving block to the left when it comes towards you.
It will carry you to another moving block. Get on that one and quickly take out
the Boomerang. Use it to hit the colored crystal switch to the north to turn it
blue. When the moving block takes you to the next platform, get on it and enter
the next room. In here, you'll see slime enemies and sparks that cling to the
walls. Head north and defeat the slime enemies, then follow the path past the
lowered blocks. Read the tombstones here. One says that huge monsters with huge
ears are vulnerable to sound, while the other says that up, down, right, and
left is the solution to the whole temple, which isn't entirely true. Place a
bomb by the right side of the left tombstone to blow up the wall. There are two
chests here.
Open them to get a random ship part and a Power Gem. Break the pots here if you
need bombs, then take a look at the map on the wall. It says that you can cross
the void easily if you note the path written down. Touch the Map icon, then
touch the 1F icon. Select B1, then draw the path shown on the top map. We're
going to need it soon. Once you draw the path, exit the map screen and head
south. Bomb the two cracked blocks, then follow the path. If you get close to
the Green ChuChu, it will turn into a small drop of liquid. To defeat it, you
have to use the Boomerang from a distance to stun it, then attack it. Anyway,
keep following the path down, then read the tombstone on the platform. It says
that only the same-shaped stones can fit into the holes.
An example of this is the hole right next to the tombstone. Head all the way
south and press the nearby switch to open the door, then go up the platform
next to you. A giant bunny monster will appear. To defeat it, either yell into
the mic or blow into it very hard to make it shrink. Then, hit it with your
sword once and it will drop a Small Key. Get the key and go back all the way
north, then use it on the locked door. Enter the next room. In here, there are
sparks that cling to the walls, along with Beamos everywhere. A Beamos is a
statue with an eye, and when it sees you, it will shoot you with a red laser.
Quite annoying. There are four levers in this room which you must pull in a
certain order.
Remember the tombstone that said up, down, right and left is the solution to
the level? Well, that applies to this room. You have to pull the levers in that
order: up, down, right, and left. Once you pull them in that order, a chest
will appear in the middle of the room. Open it to get a square crystal, which
you must carry out of this room. Exit this room with the square crystal in
hand. Back at the previous room, head south and up that platform, then tap the
pedestal to place the square crystal in there. A door to the northeast will
open up, so make your way to it and enter the next area. Hit the gossip stone
in here, and he'll hint to the location of the map on the wall we looked at
earlier. This is the room you had to draw a path for.
Head right and follow the path you drew exactly. You will have to knock off two
Hardhat Beetles while walking across the invisible path, which can be rather
difficult. When you reach the northwestern platform, open the chest to get the
Bow and Arrows! Equip them now. To aim with them, simply move the stylus in a
direction to aim in that direction. Use your new item to shoot the eye on the
wall behind the chest. This will extend a bridge that connects to the platform
south of here. Cross the bridge and defeat the centipede enemy. There is a
heart-shaped orb here. Hit it with the Boomerang to make it face a different
direction. Make it face the right, then shoot an arrow into it and the arrow
will go through, eventually hitting a switch. Head left and into the next room.
In here, head south past the lowered blocks, then defeat the two centipedes.
Head up the steps and hit the gossip stone. It says that you'll need the same
crystal you got earlier, then you'll have to bring it here and place it in the
pedestal. Go all the way right and shoot the eye on the wall. This will open up
the door in front of you. Follow the path north and tap the pedestal the square
crystal is in to take it out. Carry it southwest back to the pedestal you just
saw, then place it in there. This will open another door to the right. Head
there and go into the next room. Here, there are many Octoroks. The ones on the
platform you can't reach constantly shoot out nuts. Head west and kill the
Octoroks that are walking around, then use arrows to kill the other three.
Once they're all defeated, a bridge to the north will extend and connect to
another platform. Cross the bridge and ride the moving block down to a platform
to the south. Quickly defeat the Keese there, then ride the next moving block
and take out your bow. Aim up and shoot the eye, then get on the middle block.
Let it take you up, then when it takes you back down, move onto the last block.
That one will carry you right. Aim up and shoot the eye on the wall, and with
both eyes shot, a chest will appear in the middle. Get back on the middle block
and let it take you up, then open the chest to get a Power Gem. Get back on the
right block, then let it take you all the way right. Get on the next block and
defeat the Keese, then head right when it takes you up.
Move past the two razor traps and avoid being hit, then go directly south and
jump to that platform, making sure the Beamos doesn't see you. Head right and
place a bomb by the cracked block, then quickly go back left and up. When the
bomb blows up the cracked block, a razor trap will be freed. Jump back up to
the platform with the Beamos, then head over to the right and jump down to the
platform again from there. Push the block down when the razor trap is over to
the right, then make your way back over to the left side again. Push the block
all the way right to trap the razor trap (ironic, huh?) completely, then head
north and open the chest for a Dark Pearl Loop. Head down the stairs to the
next room.
Here, head west and be careful of the sparks that cling to the walls. Jump
across the ledge to another platform, then press the switch to open the door in
front of you. Head south to the next area. Ride the moving block on the right
here to another platform. Get on it and equip the Boomerang. Ride the moving
block to the north up, then use the Boomerang to target the flaming torch, then
all of the non-flaming ones in a zig-zag pattern. Throw it after you target
them all, then you'll light all of the torches, causing some spikes ahead to
lower. Get on the next platform and knock off the Hardhat Beetles, then go left
and use the Boomerang on the heart-shaped orb until it faces left. Shoot an
arrow into it and the arrow will eventually hit a switch.
Before continuing, move the heart-shaped orb again so that it faces north, then
shoot another arrow into it. The arrow will hit an eye on the wall, causing a
chest to appear nearby. Open it to get a Wisdom Gem, then head north past the
lowered blocks and into the next area. You'll have to fight another giant bunny
in here. Scream or blow hard into the mic, then attack it and it will drop a
Small Key. Take it and use it on the locked door in front of you, then go left.
The gossip stone tells you that the block to the left is a block that moves
depending on the path that you draw. Neat. Get on the platform and it will
glow. Take out your map and draw a path going towards the dots on the map, in
this order: up, down, right, and left.
Exit the map screen after drawing your path, and the platform will move. It
will carry you to pillars with eyes on them. Shoot them in the order of up,
down, right and left, then a chest will appear at the start of this room. Erase
your current path and draw a new one going northeast. Once you get over there,
open the chest to get the Boss Key. Get back on the block again and draw a path
going to the platform at the southwestern corner. With the Boss Key in hand,
tap the block to throw the key into it, granting you access to the next room.
In the next room, read the tombstone to create a blue portal. Break the pots
for supplies, then go north and to the next area. Head north and you'll meet
Crayk, the Bane of Courage. Read the Bosses section for help on winning.
After you win, he'll turn into some of the Sand of Hours, which will be added
to the Phantom Hourglass as usual. Now you have fourteen minutes total in it.
The Spirit of Courage will then appear, who looks exactly like Ciela. However,
she won't say a word. Open the chest that appears for the Heart Container, then
take the blue portal to get out of this place.
==============
Molida Island
==============
Now that we have all four of the spirits, we can find the Ghost Ship! Make your
way back into the cave, and once inside, head south and turn right. Jump off
the ledge and make your way out of the cave. Back outside, go west and you'll
get a letter from the Old Wayfarer. He gives you a random ship part. Go back to
your ship, and Oshus will be there with Linebeck. Oshus explains that Ciela is
actually a spirit, and that the other fairy spirits you've rescued are part of
her lost power. Then, he asks for Link to take out the Spirit of Courage. He
does so, and then you'll see a scene where both of them combine, creating a
yellow Ciela. Leaf and Neri then come out, and Ciela hears Tetra's voice. She's
the true Spirit of Courage, as Oshus explains.
Ciela says that she can feel the Ghost Ship out there somewhere, and Oshus
suggests heading there. Linebeck wonders how he knows all of this, but he's
still reluctant to tell anybody. After the scene, Link and Linebeck set sail
with the three spirits.
========
The Sea
========
Linebeck says that when we first found the Ghost Ship, it was hidden in deep
fog. He suggests looking for the deepest fog you can find, and maybe we'll find
the Ghost Ship there. Set your course anywhere, and the moment you go to sail,
you'll see a ship in the distance. A girl is on it, and she obviously knows who
Linebeck is because she shouted his name. Linebeck says that now is not the
time for a story, and to run away any time you see her. Have the ship jump over
the torpedoes. Let her catch you this one time, then you'll go into the engine
room. Head down and Jolene will appear, then she'll fight you since Link won't
tell her where Linebeck is. To defeat her, wait until she pulls her sword back,
then run away. When she dashes, attack her.
Keep this up and eventually you'll be prompted to rub the Touch Screen back and
forth. Do so and you'll knock out her sword, and then she'll leave. From this
point on, you'll see an icon of Jolene at random parts of the sea. If she
catches you, you'll have to fight her again, so avoid her at all costs. Anyway,
after she leaves, go up to the crate in here and Linebeck will pop out of it.
He'll give you a Blue Rupee as a reward. The more you fight and win against
Jolene, the higher the amount of Rupees he will give you. You'll then be back
outside of the ship, so sail to the Northwestern Sea. As you sail there, you'll
get back into the deep white fog. When you get there, sail directly north and
your ship will get stuck, then Link will go to the engine room with Linebeck.
He says that the cause of this is more than likely the Ghost Ship, and that you
should go search for it while he fixes the engine. Ask him how, and Ciela will
say that her and the other two spirits will help locate it. Back outside, Ciela
will explain that you have to tap "GO" to make the ship go, then touch left or
right to move left or right, respectively. You don't draw a path this time. As
you get more near the Ghost Ship, the three spirits will blink more rapidly.
Steer your way through the Northwestern Sea and keep going toward the spots
where the spirits blink. When they blink extremely fast, you're very near the
Ghost Ship. Eventually, you'll see it in plain sight. Sail to it and you'll get
on board.
===========
Ghost Ship
===========
Upon arriving, Linebeck will also be on board. He doesn't want to admit it, but
he's frightened, as you can tell. After Ciela throws a few insults at him, he
will stay behind and tell you to go and find Tetra. So, head to the middle and
go left to the next room. In here, go left and the door behind you will shut,
then you'll have to fight three ghost enemies. They'll disappear if you try to
attack them directly, so wait until they first appear, then quickly strike.
Once they're defeated, the door will open and some blue flames will disappear.
Head left and you'll find a girl. Talk to her, and she'll ask if you're Link.
Tell her you are, and she'll say that she's the youngest daughter of the house
of Cubus. She says that she and her sisters all got kidnapped on this ship.
Tell her you'll help her find them, then she'll tell you that they've probably
been kidnapped by Reaplings. When she's finished talking, head right and Ciela
will say that Tetra must be locked up somewhere, too. She thinks that if we
find the other three girls, they might know where Tetra is. Head north and go
right to some spikes. To the north is a switch with some barrels blocking it.
Stand by the spikes, and draw a path with the Boomerang in between the barrel
and the spikes, then target the switch and throw it. If you did it right, you
will hit the switch, lowering the spikes beside you. Head right and avoid the
fire snake, then defeat the ghost enemy. Continue right and follow the path,
defeating the enemies along the way.
You will come to a switch in a corner. Hit it and the spikes to the south will
be deactivated, so continue following the path and you'll come to a wall of
flames, along with a nearby block pedestal. Head back down and jump across to
the right to get past the wall of flames. Head all the way south and east, then
go north to a switch. Hit it to lower some spikes near you, then open the chest
by the lowered spikes to get the triangle crystal. Head north and you'll find
one of the sisters. Talk to her, and she'll tell you that she's the third
sister. Don't worry, we'll soon find the second one. She'll ask you to take her
back to the other sister you found, so head south and then west with the
triangle crystal in hand.
Keep going west and jump across to the platform, then go north and place the
crystal in the triangle-shaped pedestal. This causes the wall of flames to
disappear, allowing the girl to be able to pass. Go south and talk to her, then
she'll say that whenever she panics like that, talk to her again to get her
moving. Head back to the left (walk across this time instead of jumping across,
so that the girl will keep following you), and you'll come to a spider. The
girls are extremely afraid of spiders, so they'll panic whenever they see one.
Kill it and talk to her to get her following you again. From now on, I won't
mention where the spiders are; just kill them and talk to the girl following
you again.
Anyway, continue going west and make your way back to the first sister. When
you bring the sister following you back to the first one, they'll tell you to
go find the last two. Head back towards where you found the previous sister,
then take the southern stairs there down into the next room. You're on a safe
zone. Go right and a ghostly figure will appear, and Ciela says that it's
probably a Reapling. Follow the path and go past the spikes. Avoid detection
from the Reapling, or else you'll have to quickly run to a safe zone. Make your
way around the room until you reach the next girl. Hit the switch in front of
her to lower some spikes, granting you access to two chests. Talk to the girl
and she'll want you to take her back to her sisters. Unfortunately, she doesn't
know where Tetra is either.
Go right and she'll tell you that there is good treasure. She shows you on the
map where it's at, which is over to the right where the spikes just lowered.
She tells you to pick the one on the left, but something seems suspicious about
her. Don't do it; it contains 10 Rupoor. Rupoor are black Rupees, and instead
of giving you Rupees, you lose them! This also makes another Reapling appear.
Open the chest on the right instead to get a Yellow Potion, then make your way
right and south. Open the chest you'll find to get a round-shaped crystal. Keep
going south, then turn right and go up the stairs. Back here, go north and
place the crystal into the pedestal, making the flames to the left disappear.
Go left and jump to the chest in the corner, which contains a Pearl Necklace.
After getting it, take the sister following you back to her other two sisters.
Once they reunite, head back all the way right and enter the room you just
exited from. Back here, make your way over to the left side of the room, then
take the stairs down to another room. In here, go right and you'll see some
levers you have to pull in a certain order. We'll get to that in a minute.
Defeat the ghost enemy, then read the two signs. They tell you about a steel
drum storage. Head right and the door behind you will shut, then you'll have to
kill a few spiders. Do so, then the door will open and some flames to the north
will disappear. Head north and ignore the switch to the left. Hitting it makes
some spikes lower, but it also makes a Reapling appear! You can't take the path
where the spikes lowered, anyway, because it's a trap.
Head north and go left, then read the tombstone. It tells you the order that
the levers have to be pulled in: 2, 4, 5, 1, and 3. However, it's not like you
think it is; you don't just pull the levers in that exact order. It's tricking
you; you actually have to pull 1 first, 2 second, and so on. The way the
numbers are positioned represents the positions of the levers. Get it? So, go
all the way south and pull the second-to-last lever on the right first, the
first one on the left second, the last one on the right third, the second one
on the left fourth, and finally, the middle one last. This will lower some
spikes to the north. Go there and lift all of the barrels, then you'll find a
switch that was hidden in the barrel maze.
Press it to make some flames lower at the northwestern side of the room. Go
there and head north. Lift the shaking barrel to uncover the last girl, then
talk to her. She says that she's the eldest of the sisters of the house of
Cubus, then she asks you to take her back to her other sisters. Head south, and
the girl will tell you that the Reaplings get angry when you shoot them in the
back. She tells you not to do it, but this actually stuns them, allowing you to
pass freely. Make your way out of this room, then in the previous room, go all
the way right and head up the stairs. Back at the main room, make your way to
the other three sisters. Will all four sisters reunited, they'll go on about
how the Reaplings should've scared you to death.
They then take you to the deck of the ship, where they say you'll have to play
a game of death's volley. I _knew_ something was up with them. They'll turn
into Poes and you'll have to fight the Diabolical Cubus Sisters. Refer to the
Bosses section for help. Once they're defeated, the remaining one will attempt
to scare Link, then she'll die and drop a key. Pick it up; it's the Ghost Key.
Then, open the chest that appears to get the Heart Container. Take the blue
portal to get back to the main room. Head all the way right and take those
stairs down again. In here, go to the block on the map and tap it. The Ghost
Key will unlock it, so head north to the next room. In here, Link will spot
Tetra. However, she has been turned to stone!
Linebeck suddenly enters and asks if Link found treasure, then Ciela tells him
about Tetra. Suddenly, Oshus also enters the room and explains everything. He
explains who he really is, along with who caused all of this. The evil creature
we're hunting after now is called Bellum, but I won't spoil any more than that.
Oshus will eventually tell you that you need to visit Zauz. Eventually you will
appear back out at sea in Linebeck's ship, in the engine room with Tetra.
========
The Sea
========
At the engine room, talk to Linebeck. He says that we should go visit Zauz so
we can figure out how to slay Bellum, and apparently he lives on an island just
north of the Isle of Gust. Sail to the middle-northern part of the Northwestern
Sea, and when you see an island in the distance, Ciela will mark it as a new
island on your Sea Chart. Set a course for it.
==============
Zauz's Island
==============
As you dock at the island, you'll get a letter from Jolene. The postman has
delivered the letter to the wrong person; this is for Joanne, her sister. Oh
well; at least she sounds familiar. Remember the mermaid? The postman will ask
you to deliver the letter to her yourself, then give it to you. We'll do that
later on. For now, enter the only building on this island, where you'll find
Zauz the blacksmith. He tells you that you'll need the Phantom Sword to defeat
Bellum, and that it is the only sword that can slay him (isn't there always a
legendary sword you need to get in pretty much every Zelda game?). After Ciela
gripes about him not being able to make the sword, he says you'll need three
stones: Aquanine, Azurine, and Crimsonine. They're called Pure Metals.
Ciela asks where to find them, and he says that you'll need to visit three
tribes that know where they're located. However, to reach the islands we need
to go to, we have to dive deeper into the Temple of the Ocean King and get
another Sea Chart. Just great; back to the annoying dungeon for us. He says
that if you draw the symbol on his wall on the red door, the door will open a
new path. Examine the map on the wall, then go to Linebeck and set sail after
he gripes some more.
========
The Sea
========
Set your course east of the Isle of Gust. As you go there, you'll spot a new
island. Ciela marks it on your map, so set your course there.
=================
Uncharted Island
=================
This island has no official name. As Linebeck will point out, there's no map
either. Very odd. Linebeck suggests going to the middle of the island and see
if you can find anything out. Go there to find a gossip stone, then hit it. It
tells you that there's a Golden Chief who can harness the power of sea
cyclones. However, you can't enter his chamber until you hit the gossip stones
around this island in a certain order, and he'll give you a riddle to figure
out the order. The riddle is: "It steers with rudder, then makes spray! And
third, it paddles, then sees a way!" With this information, go back to
Linebeck and talk to him. He suggests walking around the whole island and
drawing a map as you go along, which you'll have to do.
Walk around the edges of the whole island and draw a map. When you explore the
whole island, your map should be complete. As you can see, it perfectly
resembles a whale, the key to solving the riddle. So, head to the northeastern
corner and hit the gossip stone there, on the rudder. Go to the northwestern
end next and hit the gossip stone on the left where the spray is. For the next
one, head all the way south and go east of your ship. On the plateau there is
another gossip stone, which you must hit. Finally, go north of your ship and
hit the last gossip stone, by the water. With all of them hit in this order, a
bridge will extend, connecting to the cave leading to the Golden Chief. Cross
the bridge and enter the cave.
Inside, head down the steps and go forward to the next room. In here, go up and
you'll meet the Golden Chief, Cyclos (remember him, Wind Waker fans?). After
some of the talking, he gives you the Cyclone Slate. He says that if you draw
certain symbols on the slate, you'll warp to different locations of the sea via
cyclones. He will say that his golden minions throughout the sea (six of them
in all) will tell you what symbols to draw. I'm sure you've seen golden shiny
frogs leap out of the water in random places of the sea. If you hit these with
with your cannonballs now, they'll give you a symbol that you can draw to warp
to that area. Make your way off the island.
========
The Sea
========
Time to move on with the main quest. Set a course for the Southwestern Sea now,
then set a course for Mercay Island.
==============
Mercay Island
==============
Head west and cross the bridge, then go directly north and enter the building
there. Inside, open the chest in the corner to get a ship part. Now, speak with
the pirate man. If your Salvage Arm is damaged any, he'll offer to fix it for
20 Rupees. If you do that, talk to him again and you will get the option to
customize or view your ship. Choose Customize, then attach the ship parts you
got earlier. Now, leave the building and head to the mailbox. New letter! It's
from Linebeck...? Why could this be? He thanks you for all of your work (for
once, he's not being selfish), and ends up giving you a Utility Handrail. Now,
remember how that one gossip stone on Molida Island said there was a secret by
Oshus's storehouse?
It's time to find out what that secret is. Head west and cross the bridge to
the next area, where Oshus's house is. Head east of his house and you'll find
the storehouse you entered at the beginning of the game. Don't go in there,
however. Right next to the storehouse is a tree. Dig there and you'll uncover a
Treasure Map. Now we can go to the Temple of the Ocean King, so haul your butt
over there. On the way there, someone will call you. Talk to him and he'll ask
you if you've met the golden frog chief. Tell him you have, then continue to
the temple. As you approach it, you'll hear an earthquake which Ciela thinks is
caused by Bellum. _Now_ you can enter.
=========================
Temple of the Ocean King
=========================
Proceed north and into the first room. From here on, simply make your way back
to the room where the red door is (the door that you had to draw an hourglass
on). On your way there, however, you'll see red Phantoms. They're really known
as Swift Phantoms, and as the name implies, they are faster than the normal
blue ones. Other than that, however, there's no difference. Once you get to the
red door room, head south and deactivate the wind gust by pressing the switch,
then tap the door. This time around, you'll have to draw the Triforce symbol on
the door. Just like with the hourglass, you have to do it in one stroke. Here
is how to do it:
Step 1: /
/
/
/
/
/
/
/
Step 2: /
/
/
/
/
/
/
/_______
Step 3: /
/
/
/
/ \
/ \
/ \
/_______\
Step 4: /
/
/
/______
/ \
/ \
/ \
/_______\
Step 5: /
/
/
/_______
/ \ /
/ \ /
/ \ /
/_______\/
Step 6: /
/
/
/_______
/ \ /
/ \ /
/ \ /
/_______\/_______
/\
Step 7: / \
/ \
/ \
/________\
/ \ / \
/ \ / \
/ \ / \
/_______\/_______\
Once you've drawn it just like that in the steps I've shown, the crest will
appear on the door and it will open. Take note that you HAVE to visit Zauz
first before this will work. Once the door opens, go through. The room is
completely different now. Ciela notices the Door of Courage, and tells you to
open it. However, she notices a pile of bones, which creates a yellow portal
for you. What does this do, you ask? It acts as a half way point for the
temple! Step into it to be returned to the dungeon, and step into it again to
be teleported back. You can only return with the same amount of time you got
here with the first time, and you'll have to go through the other floors again
if you want to improve your time.
You don't have to try it as the pile of bones suggests if you don't want to. Go
north and tap the Door of Courage to open it, then proceed into the next room.
In here, get on the moving block and get on the next one you come to. Face the
left, because the walls will shoot arrows at you and you'll block them with
your shield. Get onto the next moving block, and when it goes up, go left. When
you run, you'll hear a beeping noise on this watery ground. The pile of bones
next to you explains that it doesn't happen when you walk, and Ciela says that
nearby Phantoms will hear us if we run. Walking doesn't attract attention, so
you'll have to walk on the watery ground when Phantoms are nearby. Head all the
way south and take the stairs down to the next room.
In this room, wait until the nearby Swift Phantom is on the left side, then go
right and up. The middle of the cliff has an invisible path. Head right and
cross over it, then enter the next room. Here, look to the right to find a
Phantom. When he faces the right, shoot his back with an arrow to temporarily
stun him. Go to where he is and hit the switch, then a wall of flames will
disappear. Head around the side where the Swift Phantom isn't going, th