1234567890123456789012345678901234567890123456789012345678901234567890123456789 This sentence is here to indicate the precise width of seventy-nine characters. The Legend of Zelda: Phantom Hourglass ***************************** 0. Table of Contents [0000] ***************************** To jump to a specific section, hit Ctrl+F and type in the numbers to the right of the section you want to go to. For example, type "[0700]" (without the quotation marks) to jump to the Heart Containers section. 0. Table of Contents [0000] 1. Introduction [0100] 2. Version History [0200] 3. Controls [0300] 4. Story [0400] 5. Walkthrough [0500] 6. Items [0600] 7. Heart Containers [0700] 8. Spirit Gems [0800] 9. Ship Parts [0900] 10. Mini-Games [1000] 11. Shops [1100] 12. FAQ [1200] 13. Special Thanks [1300] 14. Legal Stuff [1400] 15. Contact Info [1500] ************************ 1. Introduction [0100] ************************ Greetings and Salutations Zelda fans! At long last, our sword-slashing, princess-rescuing hero Link makes his much-anticipated debut on the Nintendo DS with The Legend of Zelda, Phantom Hourglass! For those of you who don't know, Phantom Hourglass is the sequel to the Gamecube classic, Wind Waker, following the adventures of Link and Tetra upon the Great Sea covering the ruins of Hyrule. This is my first guide, so I'll do my best to make it a good one. Enjoy! ~ Dark_Link_13 *************************** 2. Version History [0200] *************************** Version 0.1 (10/20/07): Completed the Introduction, Controls, Walkthrough up to the end of the Goron Temple, added a few of the Heart Containers, completed the Special Thanks, Legal Stuff, and Contact Info. Version 0.2 (10/21/07): Finished the Walkthrough up to the end of the Temple of Ice, added some creative and witty (not really) titles for the sections of the Walkthrough. Version 0.3 (10/22/07): Finished the Walkthrough up to the beginning of Mutoh's Temple - should have the rest done by tomorrow, Added Heart Containers 9-12. Version 1.0 (10/24/07): Completed the Walkthrough to the end! W00T! Added Heart Container #13. Version 1.1 (10/26/07): Added Items section, Spirit Gems section including all of the Power Gems and about half of the Wisdom/Courage Gems, and Ship Parts section. Made a couple of minor corrections as well. Version 1.2 (10/29/07): Finished the Spirit Gems section, and finished up the remaining few Ship Parts for the Ship Parts section ******************** 3. Controls [0300] ******************** The controls for this game primarily use the Touch Screen and the microphone (Mic). You can also control some functions with the buttons. + Control Pad: [Left]: Display the Menu Screen [Right]: Display the Collection Screen [Down]: Display the Map Screen A Button: Display the Collection Screen B Button: Display the Map Screen Y Button: Display the Menu Screen L/R Buttons: Hold an Item Start: Pause Skip (during cinematic) Touch Screen: All Controls Walk/Run/Jump/Roll: Link will move in the direction you touch. Touch and hold the stylus on the Touch Screen close to him to walk, or farther away to run. Run over small gaps in the ground to make Link automatically jump. While running, try repeatedly drawing small circles on the edge of the screen to roll in that direction. If you roll too many times in a row, Link will get dizzy. Be careful! Talk/Check: Talk to people or read signs by tapping them. You can also tap anything that looks suspicious. Pick Up/Throw: Tap rocks, pots, and barrels to pick them up. Then simply tap the place on the ground you want them to land to throw them. They will break when they hit the ground. You might just find something nice inside. Swinging Your Sword: During your travels you will find a sword. Of course, you can attack enemies by swinging your sword, but you can also cut grass, break pots, and flip switches as well. Targeted Attack: Tap on an enemy to immediately swing your sword in the direction of that enemy and attack. Slash Attack: Quickly slide the stylus in the direction that you want to swing your sword to attack in that direction. Slide your stylus perpendicular to the direction that Link is facing to swing your sword. Slide your stylus in the direction that Link is facing to stab in that direction. Spin Attack: Slide your stylus in a circle around Link to make him swing his sword around him and perform a Spin Attack. Be careful: Link will get dizzy if he performs this attack too many times in a row. Grab -> Push/Pull: Tap blocks and levers to grab them and then tap the arrows to move them in that direction. Tap and hold the arrow to continue moving. Some blocks and levers can't be moved. ***************** 4. Story [0400] ***************** White birds soar freely in the skies above the vast blue ocean. A pirate ship sails along, cutting through the waves. On deck is a crew of pirates and their leader, Tetra, a brave and brash girl. Traveling with them is Link, the boy in green. Tetra and Link bet for the first time not long before our story begins. Link discovered that Tetra was princess of Hyrule, an ancient kingdom destroyed long ago. After Tetra was taken away by an evil king, Link set out on a perilous journey to find her. He slew many monsters and found powerful weapons. Link became a true hero and rescued the princess from the evil king. Afterward, the pair set out to explore together. This time, they happen upon seas protected by a great spirit, the Ocean King. In these seas, the locals whisper rumors of a mysterious Ghost Ship. Suddenly a thick fog surrounds Tetra's vessel and the pirates spot a creepy, rickety old ship. Brave Tetra leaps on board to investigate, but the Ghost Ship begins to sail away. Link makes a valiant attempt to follow Tetra onto the Ghost Ship, but he loses his grip and plunges into the ocean. He awakens later on an unfamiliar island with a curious fairy fluttering overhead. And that is where Link's new adventure begins... *********************** 5. Walkthrough [0500] *********************** 1. The Adventure Begins!...........................................[0501] 2. A Boy and his Sword.............................................[0502] 3. Into the Temple.................................................[0503] 4. Anchors Aweigh!.................................................[0504] 5. Fortunes and Fires..............................................[0505] 6. The Temple of Fire, Or... Some Like It Hot!.....................[0506] 7. BOSS: Blaaz, Master of Fire.....................................[0507] 8. Temple of the Ocean King, Take Two..............................[0508] 9. Bombs Away!.....................................................[0509] 10. Into the Mist..................................................[0510] 11. The Windy City.................................................[0511] 12. The Temple of Wind, Or... Yo, Ho, Blow the Man Down!...........[0512] 13. BOSS: Cyclok, Stirrer of Winds.................................[0513] 14. Temple of the Ocean King III, Revenge of the Phantoms..........[0514] 15. Salvaged Goods.................................................[0515] 16. The Temple of Courage, Or... And A Bottle of Rum...............[0516] 17. BOSS: Crayk, Bane of Courage...................................[0517] 18. The Ghost Ship, Or... Dead Men Tell No Tales...................[0518] 19. BOSS: Diabolical Cubus Sisters.................................[0519] 20. Zauz the Blacksmith............................................[0520] 21. Golden Frogs and Cyclones......................................[0521] 22. Temple of the Ocean King 4: Now with 50% Less Sodium!..........[0522] 23. Goron Initiation...............................................[0523] 24. Goron Temple, Or... Death Mountain Revisited...................[0524] 25. BOSS: Dongorongo, Armored Lizard...............................[0525] 26. Temple of the Ocean King Part V: Does This Place Ever End?!?...[0526] 27. Poser Penguins.................................................[0527] 28. The Temple of Ice, Or... Shiver Me Timbers!....................[0528] 29. BOSS: Gleeok, Two-Headed Dragon................................[0529] 30. Buried Treasure................................................[0530] 31. Waking the Dead................................................[0531] 32. The Lost Civilization..........................................[0532] 33. Mutoh's Temple, Or... The Pyramid Scheme.......................[0533] 34. BOSS: Eox, Ancient Stone Soldier...............................[0534] 35. Forging the Sword..............................................[0535] 36. Temple of the Ocean King 6: The Final Descent..................[0536] 37. BOSS: Bellum, Evil Phantom.....................................[0537] 38. BOSS: Bellum, Possessed Ghost Ship.............................[0538] 39. BOSS: Bellum, Linebeck Possessed Phantom.......................[0539] zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ /\ /\ /__\ The Adventure Begins! [0501] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ ============ Introduction ============ After powering up the Nintendo DS and starting The Legend of Zelda: Phantom Hourglass, select "New Game!" to start a new game, or select and existing file to continue where you left off. For new games, you will first be prompted to enter a name. The default will be the name registered to your Nintendo DS, but for purposes of this guide, and for the sake of simplicity, our hero clad in green shall be named Link. After entering your desired name, you will then be asked if you hold the stylus in your right or left hand. After confirming this, select your newly created file from the File Selection screen, and hit Start. Select Adventure from the list, and you are ready to begin your adventure. ============= The Beginning ============= The game begins (as many Zelda games do) with a story, this one presenting the heroic tale of Link's adventure from Wind Waker, told as slideshow of paper cutouts, presented by none other than our Pi-Rat friend Niko, whom some of you may remember from Wind Waker as the scrawny runt that could only refer to you as his "swabbie." After his long-winded tale is complete, you finally wake up from utter boredom, only to get scolded by that Femme Fatale of pirate captains, Tetra, who apparently does not appreciate her ancestry, and thus cannot stand being called Zelda. As the ship sails on, you eventually become surrounded by a dense fog, and Niko spies a rather spooky-looking ship in the distance. Of course the thick-headed Tetra jumps on board and disappears into the fog, after which you hear a horrible scream coming from this ship. Thinking quickly (or perhaps just not thinking), you jump from the pirate ship and grab hold of the handrail of the supposed Ghost Ship, only to lose your grip and fall into the ocean. ============= Mercay Island ============= You awake some time later washed up on the shore of a strange island, with a mysterious fairy circling around your head. After you realize that said fairy is not just a hallucination, you remember and explain to the fairy that Tetra was taken away by the Ghost Ship. The fairy then decides that you should talk to "Grandpa" to learn more about the ship, and directs you towards a house further up the beach. Walk up the beach and into the house, and talk to the old man at the far end of the room. After introducting himself as Oshus and counseling you against searching for the Ghost Ship, he finally gives in and instructs you to seek out Linebeck at the port to the east. You can either mark where he points to on your map by pressing the Map button and drawing whatever symbol you feel like, or you can just remember that the thing that looks like a ship is where you're supposed to go. After you're done talking to Oshus, head back outside. As you head to the east toward town and the port, a huge earthquake suddenly shakes the island, thus crumbling the bridge that leads to town, along with the quickest route there. There's nothing more you can do about it, so head back towards the west end of the island and take the path that leads north. After you enter, you will come upon several red Chu-Chus, and Ciela will force you to go back. Now, head back to Oshus's house and talk to him. After a quick scolding of Ciela for trying the path to the north, he will tell you to simply wait for the bridge to be built. Head back outside, and go to the cave just to the east of Oshus's house. Head to the far end, and you will find a large stone slab and a wooden sign. Ciela will tell you that you can open the slab by writing the number of palm trees on it, but to save you the trouble of going back and counting them, it's 7. Write the number on the sign and the slab will open, revealing a chest containing Oshus's sword. There is also a book on a table to the right explaining the basics of using the sword; read it if you so desire. Or don't. After you're finished here, head back outside. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ /\ /\ /__\ A Boy and his Sword [0502] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ Outside the cave is the crotchety old man to scold you yet again. After a bit of fast talking from Ciela, Oshus decides to let you keep the sword that you stole from him, but tells you to come to his house for a lesson in swordplay before you go. He escorts you back to his place to teach you whether you like it or not - if you try to leave he'll slam his scary red stick on the ground, and even though you do have a sword and a clear upper hand, you have no choice but to stay. Talk to him to begin your instruction in the way of the sword, and after you're done head back outside. Now that you have a sword in hand, you're ready to brave the horrible Path that goes North. Head through the entrance and defeat the 3 Chu-Chus that await, perhaps picking up a few rupees while you're at it. After you defeat them, continue north and east past the springy rock with the eye, and do a roll attack at the large tree to knock out a Red Rupee (20 Rupees). Head south, taking out a couple more Chu-Chus on your way, and slice your way through the trees and into the cave. Once inside the cave, head along the path until you come to three rocks blocking your way. Pick them up and throw them to clear a path. Head past the locked door and 4 more Chu-Chus will appear. Kill them, and grab the chest at the far end, which contains a key. Head back to the locked door and open it, coming to a large room in which 5 more Chu-Chus will appear. Slay them all, and head to the left side of the room. Tap the block to move it, and enter a smaller chamber with 2 Keese and a sign that reads, "When pulling the levers: First: 2nd from the left." Head back to the right, past another block and into another small chamber, this one containing 4 Keese, a chest, and another sign. Kill the Keese, open the chest to get a Red Rupee, and read the sign, which says, "When pulling the levers: Second: 1st on the left. Last: 2nd from the right." Now head back outside and pull the levers in the big room in the order indicated on the signs (if you pull them in any other order, several snakes will drop from the ceiling): 2nd from the left, then the far left, then the far right, then the 2nd from the right. Afterward, a key will drop down, allowing you to open the locked door and continue up the stairs. After making your way up the stairs, you will come to the second floor of the cave. Head down the path, past another locked door, killing several rats along the way. At the end there is one rat carrying a key that runs back and forth between two rat holes. If you try to attack it, it will run back into the nearest hole, making it impossible to kill. Instead, head to the left and push the block in front of the nearest hole. Now head back to the right, letting the rat run out of the hole, past where you are, and towards the blocked hole, which of course it cannot enter, and as it turns around to come back, ambush it and take the key it holds. Now that you have the key, go through the locked door and make your way past several Keese until you reach the exit. Once outside (finally), head to the port, where you will find not Linebeck, but another man, who tells you that Linebeck has been missing for several days, and advises you to talk to the owner of the Milk Bar to find out where he may be. Now, head to the Milk Bar on the western edge of town (it's the largest building in town), and talk to the bartender, who tells you that Linebeck was last seen heading toward the Temple of the Ocean King on the north side of the island. After warning you to steer clear of the temple no matter what, he then graciously points out exactly where the entrance is on your map. Hard to miss, but mark it if you want. Head back outside and take the path that leads north out of town. Head up the stairs and to the northwest, taking out all the enemies you encounter. Take the next set of stairs you reach, and head around and to the west. Finally, head through the path and up another set of stairs to at last reach the Temple of the Ocean King. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ /\ /\ /__\ Into the Temple [0503] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ ======================== Temple of the Ocean King ======================== Walk inside, and you will find a few creepy skeletons who can talk to you for whatever reason. For the most part they will give you advice on how to get through the temple alive (i.e. they will tell you the mistakes they made that turned them into skeletons). Head through the door at the far end of the room. As you enter, an unseen voice calls out to you. After a moment, Ciela identifies the voice as Linebeck, who appears to be trapped behind a wall of spikes, flailing madly. He orders you to help him escape, then explains that the temple will indeed suck out your soul. The only way to prevent this from happening is to stay on the purple spaces, and run in between them as fast as possible. Head to the left and directly north past Linebeck to the farthest safe zone you can reach, where there is a locked door and a switch. Hit the switch, releasing Linebeck, who will immediately run to safety. Coward. There's nothing left for you to do here for now, so head back toward the entrance, where Linebeck is waiting. Once you reach Linebeck, he will make a quick comment about your bravery (not to mention bragging about his own), after which you explain to Linebeck that you are trying to find the Ghost Ship. Thinking that you're after the treasure that he so desperately desires, Linebeck begins to throttle you, only to be told off by Ciela, who tells Linebeck that you are trying to save Tetra. Knowing now that he can use you to face the terrors of the ghost ship while keeping the treasure for himself, he agrees to help you search for it. He gives you a key that he found, and tells you to look for a clue to the ghost ship somewhere in the temple. Head back to where the locked door was, and head to the northwest corner of the room. Hit the switch, which will stop the nearby spikes from raising and lowering, and head down past the large stone slab in the middle and up through another set of spikes which you are forced to go through, as the other direction leads to a collapsing floor. Run through the spikes at the right time as to not get hit, and hit the switch in the far northeast corner. Be advised: after you hit the first switch you will have only a limited time to hit the second before the first will shut off, and you will have to start over again; however, it does not matter which order you hit the switches in. After you have hit both, the slab in the middle will drop, revealing a chest containing a sea chart that shows the southwest corner of the map. After you have the chart, head back to the entrance, where Linebeck has mysteriously disappeared. Now head back outside. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ /\ /\ /__\ Anchors Aweigh! [0504] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ ============= Mercay Island ============= Once outside again, you will find Linebeck waiting for you just outside the temple. He will yell at you about being slow, no matter how quickly you obtained the chart, and tell you that he was going to look after his ship, rather than admit running away out of fear. After you show him the chart you found inside the temple, he will snatch it and run away back to his ship to search for the treasure himself. Head back into town to the port where Linebeck's ship is docked, where you will find not only Linebeck, but the old and perhaps senile Oshus, doing what he does best, dishing out scoldings, though this time they're directed toward Linebeck. He will take back the map, and tell you that despite Linebeck's claim that this is a very unextraorinary chart, there is a flaky area on the chart, and that you should surely be able to solve the puzzle. Rub your stylus on the island in the southwest corner of the map to reveal a strange symbol, which Oshus says indicates the Isle of Ember, where a fortune-teller named Astrid is said to reside. Naturally, this is your next destination. Before you head off, however, you should consider stopping by the town shop and picking up a shield for 80 Rupees - it will come in handy later on. After you're finished on Mercay, talk to Linebeck to ship out. ============= The Great Sea ============= Now that we have a means of traversing the vast ocean, it's time to set sail for Ember Isle. Touch the feather pen on the ship icon and drag it to the southwest island to chart a course there. There are also many other points of interest upon the sea: apart from the islands, there will usually be a Beedle's Ship Shop (indicated by Beedle's head), a Traveler's Ship (indicated by, what else, a ship), along with many other things you will encounter as your adventure progresses; however, not much of it is of any concern at the moment. For now, just head to the Isle of Ember. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz /\ /\ /__\ Fortunes and Fires [0505] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz ============= Isle of Ember ============= You arrive on the Isle of Ember, which is actually an active volcano. Your first task is to find the fortune-teller, Astrid. Linebeck, of course, will stay behind to "guard the ship" while you do all the hard work. But enough about him. Head to the northernmost house on the island, walk inside and downstairs, where you will encounter several octoroks. Defeat them, and walk near the stone slab in the corner of the room, where you will hear a voice coming from the other side. Yell into the mic to "call out" to the voice, who will identify itself as Astrid. She then tells you her tragic tale of... locking herself inside the room... and of course needs your help to escape. The only way to open the door is a secret kept by Astrid's assistant, Kayo. Head back outside, and into the house to the southeast, Kayo's house. There is a book lying on the table that turns out to be Kayo's journal, along with a torch... fire safety obviously isn't an issue on this island. After reading Kayo's journal, head back outside and across the bridge to the east. Go all the way to the eastern end of the isle, where you will find a skeleton... the corpse of dear Kayo. Talk to his ghost (ummm...), who will tell you that the secret to opening the door that Astrid is behind is to find the three torches on the island and mark them on the picture beside the door. The first torch is beside Kayo's corpse, the second is all the way around to the north side of the island, and the third we already saw is in Kayo's house. After you have the locations of all three, head back to Astrid's house and mark them on the portrait to free her. As thanks for freeing her, Astrid will tell your fortune for you. In order to save Tetra, you must go to the Temple of Fire on the summit of the island to find what you need to open the path that lies ahead of you. She will then release the seal on the door to the summit, which is where you should head next. Go back outside and head east again until you reach the door to the summit. Go through, where there will be a Gold Chu-Chu waiting. To defeat it, stand back and wait for it to lose its electrical charge, then attack. Afterward, head west. Defeat the Tektites along the path, until you come to a staircase. As you head further up the mountain, there will be falling rocks, which you should avoid. They can be easily detected by shadows on the ground. Keep going up and around the mountain until you come to a door marked by two candles. If you keep going west, you will come across a chest which contains a Red Rupee. Grab that, then head back to the door. Extinguish the flames by blowing into the microphone, which will open the door. Now you can enter the temple. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz /\ /\ /__\ The Temple of Fire, Or... [0506] /__\ /\ /\ Some Like It Hot! /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz ============== Temple of Fire ============== The first real dungeon of Phantom Hourglass is the Temple of Fire. Head north, making sure to avoid the fire on the ground, until you come to a large room with a spinning arm of fire. Wait for the fire to pass, then quickly run to the right. Defeat the Red Chu-Chu, and jump across the platforms. You will see a sign on the wall that will indicate which path to take in a room up ahead. You may want to mark this path on your map. Continue downward, killing the Chu-Chu on your way, until you come to a room where four Keese will appear, and the door will close behind you. Defeat all of the Keese to open the door and reveal a chest containing a small key. Head back the way you came until you come to a locked door, then go through. The next room is a huge pitfall area. There is only one safe path, the one that was written on the sign just outside. If you stray from the path, the floor will open up under you, dropping you into the pit of lava below. Here is the safe route through: _ _ _ _ _ _ _ _ _ _ _ _ _ X X _ _C_ _ _ _ _ _ | Key: X = Drop X X | | | B = Block <- B B | X X B B X X | | C = Chest | B B | X X B B X X | | | X X | B B _ _ _ _| | | X X | B B | | || _ _ _| X X | X X| | X X | X X| - - - - - - - | - - - - Follow the path through, grabbing the chest containing the Red Rupee along the way. Once you reach the end, stand in the middle of the 4 switches and do a spin attack, which will open a stone slab in the big room with the spinning fire arm. Head back there, through the door, and up the stairs to the next floor. Once you reach the second floor, head right (the only way you can go at the moment). Defeat the Red Chu-Chu, then the Gold Chu-Chu, making sure not to attack it while it is electrified, unless of course you enjoy that sort of thing. Go around and hit the switch, which will raise all of the blue blocks in the dungeon and lower all of the red ones. Continue back around and through where there were once raised red blocks, killing the Red and Gold Chu-Chus along the way, until you come to a big room which will close when you enter. Several green slimes will appear, and you must defeat them all to open the door and reveal a large chest, which contains your first item: The Boomerang. To equip it, tap the Items icon, then tap the Boomerang icon. To use the Boomerang, first have the Boomerang equipped, and then tap the icon in the upper right corner of the screen or press L or R, then draw a line in the path you would like your Boomerang to take. It will continue to travel along the line you draw until it either reaches the end or hits a wall. You can only draw the line a certain length, and only a certain distance away from yourself. Now that you have your first item, head to the right side of the room, and use the Boomerang to hit the switch on the platform above the lava pit, which will clear the fire on the left side of the room. With that done, head left and up until you come to a room with two rather unfriendly torches that will shoot balls of fire at you when you enter the room. Avoid the fire as best as you can, and use the boomerang to hit the two torches on the far left side of the room. This will extinguish the torch that corresponds to the switch you've hit, as well as clear the fire blocking your path after you've hit both. With this done, take the newly cleared path and go down the stairs. Downstairs, you will first be greeted by a gold Chu-Chu. Kill it. There is a springy rock in the corner of the room - these will either give you a hint about how to continue forward, or tell you how many treasure chests are left on the current floor, as well as offer to show you their location(s)... for a nominal fee of 20 Rupees. Since you're using this guide, however, neither one should be necessary... that or I'm not doing my job right. ^_^ Anyway, stand to the right of the lowered red blocks and use the Boomerang to hit the switch around the corner, which will raise the red blocks and lower the blue ones in the south side of the room. Go through and down the stairs, defeating the Gold Chu-Chu, then once you reach a ledge to the left, use the Boomerang to hit the switch around the curve, which will clear the fire leading back to the first big room. Instead of going back through, head south into another room that will close behind you, where two Red Bubbles appear. You must first use the Boomerang to clear the fire around their skulls, then use the sword to finish them off. You can't actually target them with your Boomerang, so I would suggest watching their movements and draw a line that intersects with the path they follow in order to defeat them. Once they're taken care of, head up the stairs. On the next floor are two small spinning arms of fire, and two Fire Keese. You can't hit the Fire Keese with your sword, lest you catch fire yourself, so use your boomerang to kill them. Go to the south end of the room and pull the lever, then head back up and jump across the gap onto a small platform with a spinning fire arm. This one covers the entire platform, so you'll have to follow its path around to reach the other side. Jump across again, and kill a third Fire Keese to reveal a chest with a Red Rupee. Grab the chest, then head south again and pull the lever at the end, which will open the stone door near the stairs. Go back to the door, stand just outside and use the Boomerang to defeat the rat carrying a key. Grab the key, then jump back across the platforms again and go to the right this time. Use the Boomerang to hit the switch, lowering the red blocks, then use it again to daze the Octorok and go in for the kill. Stand between the red and blue blocks and use the Boomerang once more to hit the switch again, thus lowering the blue blocks to allow you through. Finally, use the key on the locked door and go up the stairs. Now you come to the 3rd floor of the dungeon. There are a few green slimes bouncing around, just waiting for you to slice them to bits. There are also two candles in the north part of the room... blow 'em out and head through the fire and across the bridge. You must now hit all four switches with your Boomerang in a specific order: K 3 2 O 1 4 Hit the switches, then use the Boomerang to grab the key that drops down. Now go back down and to the left, and through the locked door. You'll pass a giant keyhole blocking a set of stairs... wonder what that could be... Keep going left and you'll come to a room with a malicious torch, two Fire Keese, and two Gold Chu-Chus. Defeat them all, with the exception of the homicidal fire, and the door to the north will open. Go through, and defeat the two Red Bubbles to clear the fires. Head through the north one, and step on the switch to light the westernmost torch, then use the Boomerang to carry the fire from that torch to the other two unlit torches, clearing a fire near the middle of the 3rd floor. Head back down towards where the fire has been cleared until you come to a hole in the floor. Use your boomerang to hit the switch in the next room to solidify the floor again. Proceed through the spinning fiery wheel of death all the way north until you reach a large chest, containing the Boss Key. Unlike most Zelda games, where you can simply store the boss key in your Pocket of Infinite Depth along with your Boomerang, Bow, Bombs (that's safe I'm sure), giant hammers bigger than you are, etc., this game requires you to actually carry the key around on your head. Why? Who knows. Anyway, with key in hand head back to the giant lock, making sure to take extra care when passing through the fire wheel, and just throw it in the keyhole. Go up the stairs into another room with two torches (the safe kind) and two stone slabs. The one on the left, when read, will open up an inter-dimensional portal to the dungeon's entrance, while the one on the right will inform you that the temple protects the Spirit of Power. Break the jars if you are in need of hearts, then head up the stairs to the first Boss. ^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^ /\ /\ /__\ BOSS: Blaaz, Master of Fire [0507] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ ^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^ The first Boss of Phantom Hourglass is Blaaz, the Master of Fire. When you first step in, Blaaz will transform from a single monster into three smaller versions of himself. In his smaller form, he has one basic attack: he shoots balls of fire at you, much like the evil torches from earlier. Each time one of them hits you, you will lose half a heart. Also, each Blaaz Jr. is covered in fire, so touching them will also cost you half a heart. To defeat them, you must use your Boomerang to gather them all together into one large Blaaz, and it must be in a specific order. If you look on the top screen, you will see the demons floating around as they are on the bottom screen, but they will each have a different number of horns, either 1, 2, or 3. You must round them up with your Boomerang in that order, otherwise they just separate again. Once you gather them all up in the correct order, Blaaz will return to his original form. In this form, he has two attacks: first,when you approach him, he will knock you away, which doesn't hurt you, but it does prevent you from attacking him. Second, he will drop large boulders from the ceiling, which will do half a heart of damage when they hit you. You can avoid these by simply watching for the shadows. To defeat him, use your Boomerang to stun him, then start hacking and slashing away. Once you get a few hits in, he will regain consciousness, and then split back into his miniature selves. Repeat this process until finally Blaaz goes down. After you defeat Blaaz, a strange symbol will appear on the ground, and Leaf, the Spirit of Power, will emerge and join your merry band of fairies. A blue portal leading to the entrance will then appear, along with a chest containing a Heart Container. Grab the Heart Container, then head through the portal and back out of the temple. ============= Isle of Ember ============= As you exit, you notice that the volcano on the island has finally stopped erupting. Head back to Astrid's house (you can jump down the cliffs instead of walking all the way around), where the fortune-teller is waiting. She congratulates you on your accomplishment, and informs you that you will need three spirits: Power, Wisdom, and Courage, in order to find the Ghost Ship. However, she does not know where the other two spirits are (some fortune- teller), but can only tell you to head back to the Temple of the Ocean King. Finally, she gives you a Power Gem and explains that somewhere you can raise a spirit's power for 10 gems. For now, it's time to head back to Mercay and back to the Temple of the Ocean King. Talk to Linebeck to ship out. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz /\ /\ /__\ Temple of the Ocean King, Take Two [0508] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz ============= Mercay Island ============= Chart a course back to Mercay Island. Once there, head north again to the Temple of the Ocean King. ======================== Temple of the Ocean King ======================== Once back inside the dreaded temple, Linebeck will show his ugly face to remind you that the temple sucks the life out of people. Then, of all people, Oshus shows up at the door with some exciting news: there is a way to get through the temple without losing your soul! Now, go up onto the altar where Oshus instructs, and you will receive the mythical Phantom Hourglass! The Phantom Hourglass allows you to traverse the treacherous temple without risk of death... but there's a catch: it only works for a limited amount of time; after the sand drains, you will no longer be safe from the temple's life- sucking evil. You must return to the outside in order to reset the timer on the Hourglass. Now that you have the Phantom Hourglass in hand, head down into the temple once more. For this leg, you will have only ten minutes to reach the bottom. However, sand will not drain while you are in a safe zone, so you will not be at risk while in a safe zone. Proceed to the first door, which will be opened by the Spirit of Power, and head down the stairs. When you reach the bottom, two Phantoms will appear at the corners of the room. Phantoms are not like normal enemies, however - they cannot be defeated with your sword, and they will take out Link in one hit, draining 30 seconds from the Phantom Hourglass. The only way to avoid them is to stay out of their line of sight. If they see you, they will chase you. Run into a safe zone and you will become invisible to them, thereby protecting yourself. Now then, you start out on this level in the very center of the room. Head right until you reach a safe zone, then head up. You will see a locked door and a switch - hit the switch of course. Then, making sure not to be seen by the patrolling phantom, head all the way south, then left until you reach the next safe zone. Then, use your Boomerang to carry the fire from the lit torch to the unlit one, which will remove the fire in the southwest corner. You will have only a limited time after hitting the switch before the first torch goes out, so be quick. After you do this, head west to the safe zone, and watch for the other phantom that patrols up and down the hall. Once it gets to about halfway heading north, make a dash for the safe zone to the north. Wait there for it to patrol by again, and then run north and east to step on a switch, opening a stone slab that guards a key. When you have a chance, run and grab the key and wait for the Phantom to turn around. Now head back to the locked door, avoiding the Phantoms along the way. Head through and down the stairs. When you first come to the next floor down, there will be a Phantom a bit to the left that doesn't patrol, but rather stands in one place and changes its view every few seconds. It will still chase you if it sees you though. First, head south, avoiding the Phantom's gaze, and you will see a switch a bit to the left. Hit it, and the Phantom will hear and come running. When it does, go back north past where the Phantom was standing and hit a second switch, which will drop a key from the ceiling. Next, go back around to the first switch and hit it again, thus drawing the Phantom away from its post. Quickly run and pull the lever that it was guarding to clear the flames blocking the path. With this done, head through and all the way west, until you reach a red jar. Break it, and step in the created Safe Zone and use the Boomerang to hit a switch on the other side of the flames to drop them. Head south to the next Safe Zone, then wait for the Phantom to patrol north, then head to where the blue blocks are. Wait there for the Phantom to pass by again, then run out and north, step on the switch to lower the spikes, then use the Boomerang to grab the key and retreat to the Safe Zone. Once the Phantom has passed again, head back to where the blue blocks are, hit the switch to lower the red blocks and head through the locked door. Finally you reach the third and last floor of the dungeon... this time around anyway. However, this one will be more complicated than either of the previous floors: in order to proceed, you must find three Force Gems and place them on the pedastals in the large Safe Zone near the northeast corner of the room. First, head right, then up, then left, breaking the gold jar along the way, which contains an additional 30 seconds for your Phantom Hourglass. Nifty, eh? Keep going left until you reach a safe zone with a chest, which contains the first Force Gem. Like the Boss Key, you must carry this on your head, which will slow you down considerably. Infinite Pocket of Mysteries fails us yet again. Take the force gem south and east, beware of the Phantoms, especially now that you are slower, then north again into the safe zone, and drop the Force Gem onto one of the pedastals (doesn't matter which). After you've done that, it's time to retrieve another Force Gem. This time, once the Phantom carrying the key has passed the safe zone in the southeast corner, run to the corner, making sure not to get skewered by the menacing spikes along the way. There you will find a second Force Gem. Take it back to the pedastals. Last but not least, the third Force Gem is behind a locked door... and the key to that locked door is being hauled around by one of those horrible Phantoms. Our only choice: pry it from his cold dead body. Go all the way to the southwest corner of the room and pull the lever there. This will release the flames guarding the stairs to a higher platform. Go there when you have a clear shot. There will be two switches on top, which each open up two holes in the floor. You must step on the switch at the exact time when the Phantom crosses the hole to plunge him to his death, relieving him of his precious key. Grab the key, then head to the locked door near the southeast corner and grab the last Force Gem. Take it back to the pedastal, which will then open the stone slab that leads to the end of the dungeon. The next room is sort of a safety room - there is no life-draining fog, so feel free to take as much time as you need. Head up and left, you can grab the 30 seconds from the gold jar if you wish, though it doesn't do much good now. Head up again into a safe zone (why this is here? I don't know.) and grab the chest containing the Northwestern Sea Chart. Afterward, a blue portal will open up, which will take you back to the entrance. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ /\ /\ /__\ Bombs Away! [0509] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ ============= Mercay Island ============= After you return to the outside world, head back to the ship, where Linebeck is eagerly awaiting your return. He takes the chart, and points out that it is completely dirty, and orders you to clean it right away. Just blow into the mic to clean off the dust, revealing another strange marking. That will be your next destination. It's time to set sail! ============= The Great Sea ============= Now that you have the Northwestern Sea Chart, chart a course for the Northwestern sea. As you approach, however, you will be carried away by a huge twister, thus preventing you from reaching the Northwest from that direction. Instead, chart a course west, through a narrow opening in the rocks. But your path will yet again be blocked, this time by a large and unexpected wall of rocks. The only way to clear a path is to blast it away with a cannon. Head to the island in the middle of the sea, Cannon Island. Alternatively, you can skip all of the above and head straight for Cannon Island and grab the cannon right away. ============= Cannon Island ============= When you first dock at Cannon Island, the flying Postman will be waiting to greet you. He asks you not to pelt him with rocks or anything, then flies off. Now, proceed east into Eddo's Garage, where Eddo's apprentice awaits to tell you that the cannon is not yet complete. He then says that you should take the unnecessarily long path to the back door, which just happens to be unlocked, and bug Eddo yourself. So what choice do we have really? Head back outside where the apprentice is waiting to unlock the door to the Bomb Garden. Head through the door to the garden, kill the Red Chu-Chus that appear, and then head past the beehives to the east to reach a chest with a treasure map inside. Continue back west, and south again until you reach a cave. Step inside, defeat the two rats there, then grab one of the bomb flowers to destroy the rocks blocking your path. Next, grab another bomb flower and very quickly run to the far right to destroy a rock wall that blocks a chest containing a Power Gem. Then, go back and grab another bomb flower to destroy the rock in the way of the block. Push the block forward, then go north to another block. Pull this rock all the way back and out, then go north and pull a third block once to the right and once up. Then you can get through. Kill two more rats, then go back and grab the bomb flower to blast away the rock in your way. Head through and up the stairs. Outside, there will be several bomb flowers and rats. Kill the rats, but avoid hitting the bomb flowers, as they will explode. Once the rats are taken care of, grab a bomb flower and destroy the rocks in the way. Go south and west, and grab the chest with a Red Rupee in it. Go back east, and use another bomb flower to destroy more rocks. Next, jump down the cliff and destroy all of the Red Chu-Chus. Go back around and up the stairs, grab the northeasternmost bomb flower, and quickly jump down and run to the west and throw the bomb flower toward the three rocks blocking your path. Repeat this until you have cleared a path forward. Then go back down and around, through the broken rocks, and into Eddo's Garage. Eddo himself is waiting there for you. Talk to him and demand a cannon from him, which he will gladly hand over... for the OUTRAGEOUS price of.......... 50 Rupees! So... hopefully you should have that much. If not... then, you're screwed. Game over. Epic fail. If not, just head back outside and cut some grass until you can scrounge up enough for this expensive piece of equipment. Once you have the Cannon, head back outside where the Postman will come to greet you with a letter from the Postmaster. After he reads the letter, he will ask you to sign. Scribble whatever you want, then head back to the ship and set sail once more. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ /\ /\ /__\ Into the Mist [0510] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ ============= The Great Sea ============= Now that you have the Cannon, set a course for the Northwestern Sea via the western portion of the Southwestern Sea. From this point on, there will be enemies on the Great Sea, so be ready to blast them. There will also be Sea Traps, which are basically giant gates to block your path. Tap the jump button at the bottom of the screen at the right time to clear them, or you can just blast each end. Either way, don't run into it. Once you reach the giant rocks blocking your path, be sure to clear them, otherwise you'll be in for one heck of a bumpy ride. After you've passed them, Linebeck will spot the Ghost Ship up ahead. You've no choice but to chase after it. Once you reach the Northwestern Sea, continue to follow the Ghost Ship north. You will eventually come to a point where the fog becomes too dense, and you magically teleport back to where you started. Your only option is to head to a nearby island to see if maybe someone knows how to get through the fog. Head back to the Southwestern Sea and go to Molida Island, the only island you haven't yet visited. ============= Molida Island ============= Your first stop on Molida Island is at the mailbox, where your friendly winged Postman has a letter from Astrid to deliver to you. After you've listened to her friendly advice, head to the house at the eastern edge of the island. Inside, there is a man who rambles on about going your own way through the fog, then yells at you and tells you to never speak of it again. Just as you try to leave, he will yell for you to come back. Talk to him again and he will reveal that his father, Romanos, was able to get through the fog using a specific route. He then tells you to go to the cave behind the house to look for a clue to the route his father knew of. After you're done speaking with him, head outside and into the cave. Inside the cave, head left, killing the Chu-Chus. Go up the stairs and jump across the platforms, being careful to not let the Keese knock you into the water. Once you reach the end, head toward the large bridge, where you will be confronted by a large Lizard. To defeat it, use the Boomerang to strike it from behind to stun it, then slash away at its back a few times with your sword to finish it off. If you try to attack it head on while it is stunned, it will recover and come back at you. Afterward, proceed across the bridge and through the doorway. Keep going through the passage, killing the Octoroks along the way until you reach the exit. Once outside, take out a few Keese before using a bomb flower to blow up a crack in the wall. Inside is a chest containing the Shovel. Use the Shovel to uncover a big green Rupee inside the cave at the spot with the suspicious- looking dirt, just to the right of the table. Next, check out the Journal on the table (lot of these lying around, aren't there?), which will explain that Romanos's super-secret hideaway is hidden beneath where the four stone tablets intersect. Head back outside to find the tablets. Once outside again, use another bomb flower to blast away the rocks that lead back toward the entrance. Then, go up the stairs to the north, leading back to the upper world. Just outside is Stone Tablet No. 3, which you should mark on your map. Head west and you will find a chest containing a Helmaroc Plume (for those of you who don't know, Helmaroc King was Ganondorf's giant pet bird from Wind Waker). Head back west and south, and you will come upon Stone Tablet No. 4. Mark it. Next, jump down and head west again. Right in front of the second house from the left is Stone Tablet No. 2, and to the west of the farthest house on the left is Stone Tablet No. 1. Mark them both, then draw two lines connecting the tablets, so that it forms a large cross. Go to the center of the cross, just in front of a palm tree, and use the Shovel to uncover a hole in the ground. Nothing left to do but dive right in. In this room there is a chest that contains a Treasure Map, another journal, and finally a map of the Northwestern Sea on the wall which shows a path that will lead you through the fog. You should definitely mark this on your Sea Chart. Once you're done, head left, make the Chu-Chu sorry it was ever, err, born... maybe congealed is the right word... then head to a large door with a sun shape on it. You'll need this later, so you might want to mark it somewhere. Head right, through two more Gold Chu-Chus, then down and back out of the cave. Now that you have the path, you're ready to brave the fog once more. ============= The Great Sea ============= Once back out to sea, chart a course for the Northwestern Sea. Once there, chart your course for the Isle of Gust (where the strange symbol is), making sure to take the course that will get you through the fog. Keep going until you reach the Isle of Gust. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz /\ /\ /__\ The Windy City [0511] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz ============ Isle of Gust ============ As you may have already guessed, the Isle of Gust is... well... gusty. Frequent strong winds make it difficult to maneuver at times, though it can also be helpful as well. After you dock, make your way north and up the stairs. Defeat the Miniblins, and the last one will yield a Red Rupee. Go down the stairs to the east, kill the Chu-Chus, and up another flight of stairs. When the wind is not blowing, jump across the gaps until you reach a large plateau full of Miniblins. Kill them all, and again the final kill will earn you another Red Rupee. Keep heading east across the water, making all of the Chu-Chus pay for being different than you, and once you reach the far east, head down to another group of Miniblins. Defeat them all for yet another Red Rupee. Grab a bomb plant to destroy the wall to the north, then head through the opening. Inside you will find a chest containing a Courage Gem (like the Power Gem, except green and courageousy) and another journal. Might as well read this one too, since you've already pried into so many other people's lives. Also on the wall is another map of the Northwestern Sea, with an arrow pointing toward the island in the northeast, and two X marks, which indicate uncharted islands. You should mark the X's; the arrow isn't as important. After you're done in here, head back out. Go back east in the direction you came, back up the stairs onto the mesa. Stand at the edge, just south of the stairs, and wait for the wind to blow, then leap across the gap. With the wind at your back, you will be able to make it across. Do the same for the next jump, then kill all the Miniblins for another Red Rupee. There are also 3 holes in the ground indicated by slightly misshapen dirt where you can dig for another Red Rupee each. Once you have all of them, head inside the cave - taking the stairs will lead you back to the beginning with no shortcut back. Inside the cave, jump into the pit with about 15 or so Miniblins. I believe there are three specific ones that drop Red Rupees - the first, third, and last ones I killed gave me a Red Rupee. After you've killed all of them, a chest will appear. Grab it, along with the chest that was already there for a treasure map and a Wisdom Gem (wisdomy) respectively, then head outside. Outside, kill more Chu-Chus, then use the rising gusts of wind to carry you up to the top of the plateau. Use the wind to jump to the left, then kill the Miniblins that await. Go down three flights of stairs, then head north. The entrance to the Temple of Wind awaits, but it is blocked by fierce gusts of wind, so you cannot enter yet. There is a map there with an X... mark it, then head back down. Go south until you get to a rising wind, take it up and head north. Go around and kill the Chu-Chus, then south again. Jump down and kill more Miniblins, then use the Shovel to uncover a rising wind that will lead you to a chest with a Power Gem. After grabbing that, head to the north, then use the Shovel again for another wind to lead you up again. Go north, and instead of using the wind that is already there (unless you feel like slaughtering another Chu-Chu), uncover the gust to the left to lead you upward. Head up and then down, until you come upon another gust. This time, you should use the Shovel to cover it up, then take the path that it was blocking. Continue up, and then dig up another weird earth patch near the stairs for a Big Green Rupee. Next, head up the closest wind gust to where the X from the previous map is, and check out another map, this one with three X's that show the locations of three windmills. Mark them, then head down. Your next step is to get to each of the three windmills marked on the map. Jump back down the cliff, then bury the gusts until you can get through to the rocks. Clear them, then head east into the sands. The next part is a little tricky - you have to walk very slowly through the sand so that you don't disturb the monsters that dwell beneath it, who will come and swallow you up. If you are detected by one, make a mad dash for the nearest high ground for safety. If one of them swallows you, rub your stylus very quickly to free yourself. You can also defeat them by throwing bombs into the sand for them to swallow. Head all the way to the southeasternmost windmill, then blow into the mic to activate it. Next, head west, killing the monsters you can, avoiding those you can't, until you get to the two western windmills. Activate them, and two doors will open, leading you to the entrance of the temple, which is now cleared of the horrible wind gusts. At last, head inside the temple. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz /\ /\ /__\ The Temple of Wind, Or... [0512] /__\ /\ /\ Yo, Ho, Blow the Man Down! /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz ============== Temple of Wind ============== Welcome to Phantom Hourglass's second dungeon: the Temple of Wind. It's... windy. Yeah. From the entrance, head north, run across the floors after the winds stop. For the second gusts, run after the middle wind blows by itself. Grab the bomb flower and throw it right between the other bomb flowers, thus igniting them simultaneously, creating a chain reaction which will then power both of the switches, creating a bridge for you to cross. Head north, make short work of the Chu-Chus, then push the block in front of the first gust of wind. Hit the switch to disable the second, then continue up the stairs. Head across the bridge to the south, then down the stairs for some more Chu- Chu killing fun. Go through the south door, kill the lone Keese, then hit the switch to open the door back to the first room. Go up the stairs and across the platforms, killing two more Keese and avoiding the gusts of wind that will surely gust you to your doom. Down the stairs and into the next room, where four snakes will appear. Yawn. Kill them, then head into the next room. Grab all the Rupees, then push the block to gain entrance to the next room. More snakes... kill. To the north is a gust of wind leading to the Boss Room, you can't get there yet. Instead, go west, then grab the head emitting the huge gust of wind, which shall henceforth be referred to as an Airhead, and move it to either of the weird shapes on the ground to the left. Use the wind to jump across the gap, then hit the switch and go down the stairs. On the next floor, you will encounter three Red Chu-Chus, this time with rocks on their heads. How this doesn't squash them into nothingness is beyond me, but go near them to make them appear, then use the bomb flowers to blow the rocks off of their heads, and then finish them off with your sword. Head right and up the stairs for three more Chu-Chus (the non-rocky kind), then head down another flight of stairs into a large room. There are a total of 6 Miniblins in this room, killing all of them will earn you another Red Rupee. After that, step on the switch in the middle to open a stone door. Proceed up the stairs revealed by the door, then down the ones to the right. Head all the way to the right for a chest containing a Helmaroc Plume. Go back left and up the stairs, then use the wind gusts to carry you up to a chest containing a Courage Gem. Now jump back down, and run back around to the stairs again. This time, push the block up two spaces and then right two spaces, then use the wind to carry you up onto the block. Jump down to the right, then proceed all the way down the stairs. Once you reach the next floor, use the bomb flowers to blow a hole in the crack in the wall. Next you will come to more sand like you encountered outside... yeah, the kind with the evil Link-eating monsters swarming down below. However, this time it is a bit simpler in that you now have a rock path to walk on where the monsters cannot reach you. Head to the middle of the room, staying as much on the rocks as possible. There is a map on the wall with four X's... mark all of them, then go to each spot and dig there. Also, if you head all the way west, just north of the southwesternmost X, there will be a chest containing a Power Gem. Once you've dug all four spots, two doors will open. Proceed through whichever one is closer. For the door to the southwest, go up the stairs and take out a Red Chu-Chu. Then head right and up the stairs, and pull the Airhead onto the symbol to activate the windmill, then head back to the previous floor. For the door to the north, use the bomb flower to clear the blocks to the stairs, then go up. Head across the bridge, then pull the other Airhead onto the symbol on the floor to activate the second windmill. Once both windmills are activated, a key will fall down. Jump and grab it, then head to the stairs to the southeast. Go up, then use the wind to raise yourself onto the block, and jump down to the right once more, then proceed down the stairs. Finally, go all the way to the northeast corner, through the locked door to the large chest containing the Bombs. Once you have the bombs, go all the way to the northwestern corner and blow a hole in the wall. Enter the hole, then throw a bomb onto the rising gust of wind to blow up the rock. Ride the wind up, then go up the stairs. Next, throw a bomb onto the wind to blow up the chain of bomb flowers to activate the switch, then quickly run through the door before it closes again. Next, use a bomb to defeat the rock-headed Chu-Chus, then place a bomb on the checkered square next to the wall to blast it open. Go through, take out some normal Chu-Chus, then through another door and up the stairs. Back on the first floor, defeat the rocky Chu-Chus, then set a bomb next to the north wall at the spot where there is a checkered square on the other side. Go through, then up the stairs and around, and place a bomb on each of the squares near the bomb plants to set the switches off, thereby opening the door that leads to a large chest containing the Boss Key. Take the key, jump down to the left, and set the key down near you. Then use a bomb on the rising gusts of wind to destroy the rocks, then grab the key again and go up. Throw the key into the keyhole and proceed into the next room. Go all the way to the end, up the volcanoes of wind, read the sign to open the return portal, break some jars for bombs and hearts, and finally proceed into the next room to face the boss. ^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^ /\ /\ /__\ BOSS: Cyclok, Stirrer of Winds [0513] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ ^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^ This boss is a giant Octorok that can summon cyclones. He has two attacks: first, he will throw miniature tornadoes at you, which will take out half a heart when hit. Second, he will come down and charge at you, taking out half a heart if you are hit. To defeat him, either take out a bomb of your own, or grab a bomb flower from the sides and throw it into the cyclone on the ground when Cyclok comes near it. Using your own bombs is probably a bit easier, given that they don't actually light until you throw them, whereas bomb flowers ignite the moment you pick them up, giving you less time to run and aim. Once you hit Cyclok with a bomb, he will fall down, momentarily dazed. This is when you should start slashing away with all your fury. After a moment he will awaken and fly up again. Just rinse and repeat until he goes down. After the big Octo is defeated, he will explode into a million grains of sand, thus giving you two more minutes for your Phantom Hourglass. Also, Neri, the Spirit of Wisdom, will emerge and join you in your quest. Finally, a blue portal and a chest with a Heart Container will appear. Grab the Heart Container, and then step through the portal to return to the entrance. ============ Isle of Gust ============ As you exit the Temple of Wind, head south. Defeat a couple of Chu-Chus, then head up the stairs to the right. Jump down the cliff to the south, defeat the Miniblins if you so desire, then head up the stairs to the west and back down the cliff. Go all the way west, past more Miniblins, until you reach your ship. Talk to Linebeck to head out. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ /\ /\ /__\ Temple of the Ocean King III, [0514] /__\ /\ /\ Revenge of the Phantoms /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ ============= The Great Sea ============= Chart a course for the Southwestern Sea - you can go directly there this time. Once you reach the Southwest, chart a course for Mercay Island. ============= Mercay Island ============= After landing at Mercay, head up north yet again to the Temple of the Ocean King. This time, you can use your bombs to blast away the rocks blocking a staircase to the west to open up a shortcut. Also, there is a cracked wall on the way to the temple that you can blow apart. Enter the cave and defeat the rats at the entrance. Jump across the platforms, defeating one last rat near the end, to get to a chest with a Power Gem inside. Afterward, head back out to the entrance and to the temple. ======================== Temple of the Ocean King ======================== Once back inside the temple, the first three floors will be basically the same, with a few minor exceptions. When you get to B1, head up to the switch you went to the first time, but instead of hitting it, bomb the rocks to the left for a shortcut to the key. Grab it and run to the door, saving you a lot of time. For the second floor of the temple, you will still need to hit the two switches to drop the key down, but instead of pulling the lever behind the Phantom, you can bomb the wall directly south of the entrance for another shortcut. Grab the key, then proceed the same way as the first time, through the blue and red blocks. Head for the locked door, but this time stop at the safe zone for a bit, and head just west of there and bomb the wall, revealing a 30 second bonus to your Hourglass. Then you may proceed downstairs. The third floor follows an almost identical procedure as the previous run. First, grab the Force Shard in the northwest corner and take it to the pedastal. Once that's taken care of, head east and bomb the rocks for an additional 30 seconds. Then, head just south and use the Boomerang to hit the switch, stopping the nearby spikes. Then, head to the southeast corner, grab the second Force Shard and return to the pedastal. Now, instead of going to hit the switch to lower the fires, you can use the shovel to reveal a rising wind that will carry you to the top platform so that you can get the key. Kill the Phantom, grab the key, and head to the locked door. Grab the last Force Shard and return it to its pedastal, then proceed through to the next room. Run to the far left side of the room, grab the 30 seconds, then head back to the Door of Wisdom and proceed through and down the stairs. At last we come to a new floor in this dungeon of treachery. This one holds both new and old traps: the classic Phantoms make a return, along with the new Phantom Eye, which will not harm you, but will call a Phantom to chase you if it spots you. Unlike Phantoms, however, these can be defeated - just make sure you kill it before it sees you. Start off by heading east and south, just past the safe zone. Use your Boomerang to hit the switch past the gust of wind to the south, along with the Phantom Eye in the corner. The switch will disable the gust and daze the Phantom Eye, allowing you to go past and kill it. Next, use the Boomerang to grab 30 seconds from the gold jar in the southeast corner. Afterward, head west then north, always avoiding the Phantoms if they are nearby. Go until you reach just north of the center of the room, just around the corner of the second Phantom Eye. When it gets close enough, use your Boomerang to daze it, then take it out. Finally, when the third Phantom Eye is out of sight range, run for the safe zone in the middle west, then wait there to take out the final Eye, revealing a chest on the opposite end of the room. Run to the chest and grab the Power Gem contained within. After you have done this, go to the southwest corner of the room. Just to the east, there will be a mound of dirt that you can dig up to reveal a rising gust of wind. Take the wind up and hit the switch at the top. Now, stand near the northwest corner of the platform and use your boomerang to grab 30 seconds from a jar to the north. Lastly, head northeast of the switch a ways and bomb the cracked wall to get to another switch, which will lower the spikes guarding the key. Grab the key, then head to the locked door in the southern middle of the room, and at last proceed downstairs. This next floor is a tad different than the others - you will first notice that there are neither Phantoms nor Phantom Eyes patroling around the corridors. First, make your way as far west as you can go, and use the Boomerang to hit a switch on the other side of the gap, beyond the spikes. This will lower the spikes on the east side of the room. Head there and grab the 30 seconds, then proceed back west and north into a room with four Gold Chu-Chus. Defeat them, and two doors will open up, and spikes will drop down to reveal 15 seconds of additional time. Grab the time, then head east into the next room, which contains 4 Miniblins. Kill them, and two more doors will open along with more spikes to reveal another 15 seconds. Grab the time and head north. Use the Boomerang to hit the switch to the right, which will reveal a chest and stop the wind to the left. Grab the chest, which contains a Red Potion, which when used will restore six hearts. Head west and down to the next floor. The next floor is back to the original setup of Phantoms and Eyes. From the entrance, use the Boomerang to daze the eye to the east, then take it out. From there, head to the southwest corner and hit the switch to drop the spikes near the closest safe zone. Head there and read the tablet, which indicates that it is the fourth tablet governing the crest. Head to the two safe zones north of there to find two more tablets with similar messages, the middle simply telling that there are four tablets altogether, and the north indicating that it is the second tablet. Next, proceed north and west, and head to the middle left safe zone. Defeat the Phantom Eye, which should be the last, thereby revealing a 30 second bonus to the west. Next, head to the southern safe zone, and bomb the rocks guarding it. The tablet here indicates that it is the third governing the crest. Last, head back north again to the northwest corner, then dig up the dirt mound to reveal a rising wind. Throw a bomb into the wind at the right time (this one does not always blow) to destroy the rocks above, then ride up and hit the switch. Go to the north safe zone to find the tablet that begins and ends the sacred crest. Finally, head to the center of the room, stepping on a switch to stop the gust of wind, to a large red door. You must now draw the sacred crest as indicated by the tablets: _ _ _ _ | F |______| 2 | |_L_| |_ _| \ / _ _ \ / _ _ | X | \/ | | |_ _| /\ |_ _| / \ _ _ / \ _ _ | 3 |______| 4 | |_ _| |_ _| After drawing this shape (the shape of an hourglass if you haven't already guessed that) the door will open, leading to a large room with a sun crest. Tap on the sun to reveal an upside-down Southwestern Sea Chart, then take out the Southwestern Sea Chart and close the DS. You heard me, close it. This is supposed to simulate "pressing" the chart up against the map to transfer the strange symbol there. Actually a pretty novel idea in my opinion. After you've got the new version of your chart, a blue portal will appear to lead you back to the entrance once again. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz /\ /\ /__\ Salvaged Goods [0515] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz ============= Mercay Island ============= Once outside, head back to the Ship to find Linebeck, making a quick stop at the mailbox first. The winged postman brings you tidings from Eddo, who reveals that he has at last perfected his latest achievement, the Salvage Arm. Afterward, go to the ship. You can talk to the man at the harbor (not Linebeck) who will ask you if you have a salvage arm yet, and offer you a treasure map for 50 Rupees. Buy it, there's probably something good down there. With that taken care of, talk to Linebeck to ship out. ============= The Great Sea ============= First, chart a course for Cannon Island. You're going to need that salvage arm. ============= Cannon Island ============= After you dock, head straight for Eddo's Garage. You can take the main entrance this time, no curvy paths to the backdoor anymore. Talk to Eddo, who will offer to sell you the Salave Arm for a price based on how loud you yell into the Mic. The lowest I've been able to get it is 200 Rupees, but after buying the Salvage Arm, if you talk to Eddo's assistant, he will tell you that you could have just snapped your fingers instead of yelling; however, I went back and tried this method, but got no response. Maybe my DS is just broken... After you have the Salvage Arm, head back to the seas. ============= The Great Sea ============= Now that you have the Salvage Arm, head to where the strange symbol on your map is and use the Salvage Arm to pull the treasure lying at the bottom of the sea. To use the Salvage Arm, slide the lever at the bottom of the screen left and right, and move the switch down or up to move faster or slower respectively (this reverses on the way up). Make sure not to hit anything or you will damage the arm, and it doesn't repair itself like the ship does. Once you have the Sun Key from the ocean floor, sail back to Molida Island. As you approach Molida Island, however, a giant monster will rise up out of the sea! You've no choice but to blast it back to the depths from whence it came. Start by drawing a course around the monster, then blasting the cannon at the weak spot on its head. It will then withdraw its weak spot and shoot blobs of green goop at you. If these get too close, you can blast them with the cannon to deflect them. Keep shooting at the weak spot, and it will eventually sink back into the ocean, leaving you free to land at Molida. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz /\ /\ /__\ The Temple of Courage, Or... [0516] /__\ /\ /\ And A Bottle of Rum /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz ============= Molida Island ============= Back on Molida Island, head for the Wayfarer's Super-Secret hideout (the one in front of the tree). Go past the Gold Chu-Chu and through the Sun Door and up the stairs at the end. Once outside, use the shovel just to the right of the stairs to uncover a secret hole. Inside the hole is a chest containing a Wisdom Gem. Once you have it, head down the cliff to the right and back up the stairs again. Outside again, make your way down the stairs and through the Miniblins until you reach another set of stairs. Go up and west, then use the Boomerang on a nearby head statue, activating the beam of light. Head east again and across the bridge. Go past the temple entrance, which is blocked for now, and go all the way around until you come to another head statue. Hit this one with your sword, then grab it and swing it around until this beam of light intersects with the temple door. Head south and west, and you will come to two Lizard men. Dispatch both of them and a third head statue will appear. Activate it, then swing it around so that it intersects with the temple door again, opening it. Now head back to the temple entrance. ================= Temple of Courage ================= At long last we reach the Temple of Courage. Once inside, proceed straight north, past the two rolling spike logs, then east past a third. Now go south, and you will come to another trap: a spinning disc that will move only when you walk in front of it. Step briefly in its path, then immediately out of the way when it moves. Then, move through the small passage where it once stood, but be quick, because it will not be gone for long. Once through, proceed around and step on the switch, opening the door back to the first room, before heading up the stairs and across the bridge to a small key. Now go back down the bridge, and you can either proceed back through the entrance through the rolling logs, or back the way you came through the spinning disk to get to the locked door. Once there, proceed through and around to a room with two worms. To defeat them, hit the red spot at the back of their tails, making sure to avoid the rest of them. Once they have been defeated, proceed through the door and down the stairs. On the next level, you will notice a large moving block to the left of the stairs. Step on it, and ride it across to the other side, where you will find an armored bug. Your best bet with these is to strike them with your sword until they fall off of the edge. Once that is done, step onto the next moving block, and then onto yet another block halfway across the gap. You must then use your Boomerang to hit the switch to the north before proceeding up the stairs. Once upstairs, you will encounter several green slimes, and a moving chain of electric balls. You cannot defeat these, so just avoid them and kill the slimes. Make your way north past the lowered red blocks, and you will come to a room with two stone slabs with two very important pieces of information: monsters with big ears are vulnerable to loud sounds, and the most important, Up, Down, Right, then Left. This information applies to the entire temple, not just to the switches ahead. Now then, grab a bomb and blow a hole in the wall between the two stone tablets. You will come to a room with two chests, one containing a Ship Part, and the other containing a Power Gem. Last but not least, there is a map on the wall with an arrow through several circles. This is a map of the basement below, with a path that shows you how to navigate the invisible floor between the stone pillars. Mark it, then head back to where a couple of stone blocks are waiting. Blow them up, then defeat the Green Chu-Chu by first stunning it with your Boomerang then attacking. If you try to attack it head on, it will shrink into the ground, making it impossible to hit. Now proceed south past more Green Chu-Chus, then step on the switch to the east before heading up the nearby platform, where you will find a Monster with Large Ears. Of course such large ears would make it sensitive to loud sounds, so just yell into the mic, then slash at it once to defeat it. Grab the key it drops, then go back to the locked door and head upstairs. On the second floor, you will come to a large maze of blocks with several levers to pull. You must pull them in a specific order as indicated on the stone slab earlier: Up, Down, Right, then Left. First head south and around to the north lever, making sure to avoid the moving electric balls and the laser- eye pillars, neither of which you can defeat. Once you've pulled the north lever, head west and straight south and east again to find the south lever. After that, head all the way east then straight north to find the east lever, and then directly across the room is the west lever. Here's the easiest route through the maze: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |+---------------+1 B |====| | || +-------------+ B |====| | Key: B = Block || | @ B B B B B B B | | @ = Laser Eye || | B +-----+ B +-------+ | 1 = First Lever || | B | | B | B B B B B | 2 = Second Lever || +---+B | B | B | | 3 = Third Lever |+-----+---+ B | B | | 4 = Fourth Lever | B B | B | C | B B B | C = Chest | 4 B | B +-----+ B B 3 | || B | B B B|-|| || B | B B B B B B B B| || || B +-----+===+---------+ B| || || B | B+---------+-----+ || || B B B @ | B | || ||_ _ _ _ _ _| B B B B B / @ || | B 2 ======---------+| |_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _| Once you've pulled all four levers in the correct order, a chest containing the square crystal will appear at the spot indicated. Crystals are just like Big Keys and Force Shards: your Pocket into the Next Dimension won't hold them, so you'll have to carry it on your head. Once you have the crystal, proceed back down the stairs. Back on the first floor again, carry the square crystal to the nearest platform to the south, and place it upon the square pedastal, opening the nearby stone slab. Head through the door and down the stairs. In the basement, you will now have to navigate the invisible floor between the stone pillars via the path you drew on your map earlier. There will also be several armored bugs along the path, so you'll have to either knock them off or avoid them altogether. If you fall off the path anywhere, even right at the end, you'll be sent all the way back to the start, so don't fall. While going across the longest part of the path, when you reach the section just south of the stairs you came in on, there is a secret invisible path that leads directly south to a chest containing a Big Green Rupee. Here is a map of the entire puzzle: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ | O O O O| |O O O O| | +---+ | | | | O | O | O O| |O O O O| | <--+ | | |------+ | | O O | O O|_ _ _ _ _|O O | O O| | +---+ | | | O O O | O O O O O | O O| | +-------+-----------+ | | O O O O O | O O O O O| | | | | | | | | | | _|_ | | | C | | | |_ _| | |_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _| Once you reach the end, you'll find a chest containing your next item: the Bow and Arrow. Now that you have the bow, use it to shoot the eye on the wall to the north, which will extend a bridge leading you to another platform with a large worm on it. Defeat the worm, then hit the blue arrow thing with your sword until it faces east, then shoot an arrow into it, which will carry the arrow all the way to hit a switch in the middle of the room. Now you may proceed upstairs. Upstairs, you will find two more large worms. Take them out, the head east past a Green Chu-Chu. You can now either kill it as mentioned earlier, using the Boomerang, or you can just shoot an arrow into it to get rid of it. Once you reach the end of the hall, use the bow to shoot another eye to the east, opening a nearby door. Go through the door and back up to where you placed the square crystal earlier (you can check your map for this). Grab the crystal again, then head back through the door, all the way back to the entrance. There will be a platform there with another square pedastal. Place the crystal in this pedastal to open another door, and proceed through. Back on the second floor, you will come to a large platform with several Octoroks, many of which are on a nearby ledge. Use your sword to take out the ones you can reach, then use the bow to defeat the rest. Once all of them are dead, a bridge will extend, taking you across a large gap to the north. Go across the bridge, then step on the moving block to the south. Go all the way to the southwest platform, then defeat the Keese there before stepping on another moving block to the right. Use your bow to hit an eye on the north wall, then step onto the far right moving block in the center, making sure to kill the Keese while you're at it (Boomerang works best here). After they've been taken care of, use the bow once more to hit another eye on the north wall, revealing a chest in the center. Grab the chest, which contains a Power Gem, then head all the way east using the moving blocks. Now you will come to a long corridor with several spinning discs. These follow a set route and won't chase you, but they still hurt, so avoid them. Once you're past these, you will come to a room with a Laser Eye. Avoid the eye, then jump across the closest gap to come to another corridor. Bomb the rock in the way, then quickly step back to avoid being hit by the spinning disc. Go back into the Laser Eye room, then across the other gap and push the block to the south, making sure the spinning disc stays to the right of the block. Now head back over the first gap and push the block all the way right until you can get through the next passage. Now head north, grab the chest containing a pearl necklace, then head right and down the stairs. Now we come to the first floor yet again. Head past the electric balls and jump the gap. Step on the switch, opening another door to the first part. This time, go through the door and to the left, and head past the rolling logs again. Once you get between the second and third, wait for the third to pass then throw a bomb at the wall to the north, then quickly use your bow to shoot it before the log returns to push it out of the way. Once you've blown the wall up, go through and grab the chest with the Helmaroc Plume before going back down to the earlier door and down the stairs. In the basement, hop on the floating block to the southeast platform. Go on the next floating block and use your boomerang on the way across to light the five unlit torches, lowering the spikes at the end. Once on the large platform, knock the armored bugs off, then use your Boomerang to turn the blue arrow shooter to face west. Shoot an arrow into it, which will lower the nearby red blocks. Now turn it to face north, then shoot another arrow into it, hitting an eye on the wall to reveal a chest nearby containing a Courage Gem. Grab the chest, then head past the blocks and up the stairs. Here you will find another creature with large ears. Yell into the mic to weaken it, then kill it and take the key it holds. Proceed through the locked door and up the stairs. Now that we've come to the second floor, you will encounter an interesting puzzle: there is a moving block to the left, but to move it you must draw a path on your map indicating where you would like it to take you. Draw a line that heads first to the north pillar, then the south, then the east, then the west. Remember Up, Down, Right, Left? Well you gotta shoot the eyes in that order, then a chest will appear back near the entrance containing the Boss Key. Once you have the key, draw a path leading to the southwest corner of the room, then throw the key in and proceed up the stairs. Read the tablet to open a blue portal, grab some hearts and arrows if you need them, then up the final stairs to the Boss. ^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^ /\ /\ /__\ BOSS: Crayk, Bane of Courage [0517] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ ^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^ This boss is quite a bit different from any you've encountered so far. He basically looks like a giant crab, except he turns invisible when you walk into the room. He'll charge at you and start to squeeze you if he grabs you, so rub the stylus quickly to escape. You'll suffer at least half a heart of damage depending on how long he holds you. There will also be three or so smaller crabs walking around the room; you can defeat them for hearts/arrows, and they will respawn soon afterward. They also do half a heart of damage if they hit you. To defeat this boss, check the top screen of your DS. This will show Crayk's view from a first-person perspective. He wanders aimlessly around the room until he spots you, then he charges. Watch for this, then shoot an arrow at his face when he gets close to you. He will then turn visible and flip over; you must then hit the blue spheres around his shell. You can use either the sword or the bow, but he still hurts if he hits you while bouncing around. Once all of the spheres are gone, his shell will crumble, leaving his body vulnerable for attack. Hit him once in the face with your sword, causing him to cover his face with his claws and remain stationary for a moment, then circle around and strike his tail. Do this a few more times and Crayk will go down for good. After you've defeated Crayk, he will explode into a million grains of sand, giving you another two minutes for your Phantom Hourglass. Then, a strange white fairy that looks just like Ciela will emerge and join you. A blue portal will then appear along with another Heart Container. Grab the Heart Container and head through the portal to the entrance. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ /\ /\ /__\ The Ghost Ship, Or... [0518] /__\ /\ /\ Dead Men Tell No Tales /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ ============= Molida Island ============= Once back outside, head back through the caves and to your ship, stopping first at the mailbox for a Special Dee-livery from Romanos, whose house you passed on your way here. >.> He will explain a "new calling" of his, and will have enclosed a Ship Part. If you want, you can now go to Romanos's house at the east end of the island to play a Shooting Gallery game with your bow and arrow. This is, however, the most evil and horrible game ever devised... EVER. If you want to know more, check out the Mini-game section. To continue your adventure, head to the ship, where Linebeck is waiting, along with Mister Happy himself, Oshus, who will explain that the Spirit you obtained in the Temple of Courage is in fact Ciela's other half, and then fuses Ciela and the Spirit of Courage together. It is now time for you to find the Ghost Ship and rescue Tetra. Hop on board your ship and set sail. ============= The Great Sea ============= Chart a course due north for the Northwestern Sea. As you set sail, a she- pirate named Jolene will spot you and begin shooting torpedoes at you! You can try to outrun her, but the engine in your ship will soon die, and she will come aboard. Down below deck, you must then face Jolene in a Pirate Duel. To defeat her, avoid her attacks by running around in circles. Wait for her to charge, then jump in and attack. After a few hits, you will enter a Chance, where your swords clash together. Rub the stylus back and forth quickly to defeat her. She won't die, but will instead drop her sword and run away back to her ship. Find Linebeck inside a crate, who will reward you with a Blue Rupee for saving him (cheapskate). With Jolene out of the way, you are now free to continue north toward the Ghost Ship. Once you reach the Northwestern Sea, however, the ship will suddenly jolt, and the engine will go ker-put. Below deck, Linebeck instructs you to keep going after the Ghost Ship while he repairs the engine. Back on deck, you must steer the ship in the direction the spirits point. They act as a sort of radar, reacting when you're pointed in the direction of the Ghost Ship. Continue north for the most part until you reach the Ghost Ship, then you will head inside. ========== Ghost Ship ========== Once on board the Ghost Ship, head through the door to the left, taking you down a level. Head down first, kill the rats, and then jump across the gap for a chest with a Helmaroc Plume. Go back up and left into a room with three ghosts. They will disappear when you get close, so stand back and do a targeted attack to kill them. Afterward, head to where the Girl in Red is waiting. She will explain about her and her sisters being trapped on the Ghost Ship, and ask you to rescue each of them. Of course as the hero you are obliged to assist a damsel in distress, even if this one does have a very untrustworthy clown face... After you talk to her, head north through the door and kill the Skulltullas that drop down from the ceiling. Use your Boomerang to hit the switch behind the barrels, which will lower the spikes. Keep going through the room with the blue fire arm, killing the ghost, and then out over the spikes. Head to the switch to the north and hit it, which will stop the spikes from raising and lowering. Keep heading around the walkway, past more Skulltullas, until you come to a blue flame. Here you will have to jump across the gap and then proceed south. Go all the way down and around to the right, killing the rats and Skulltullas, head up through the spikes and hit the switch. Grab the chest containing the triangle crystal and carry it back to the pedastal near the blue flames to lower them. Afterward, head back to the girl in blue and talk to her. Your next task is to escort this girl back to her sister, through all of the traps you encountered along the way. If you run to far away, or get near a Skulltulla (which will undoubtedly have reappeared by now), she will cower in fear. Talk to her to get her moving again. Head back across the walkway, back through the room with the spinning blue fire, and return the girl to her younger sister. Now head all the way back to the east, and go down the stairs. Downstairs, you will encounter a room much like the Temple of the Ocean King. There will be safe zones and Reaplings, similar to the Phantoms of the temple, except here you will not have your soul drained while not in a safe zone. Proceed right, and through the spikes to a safe zone. When the Reapling is gone, go left and up through more spikes and proceed all the way west to where the girl in orange is waiting. You must now escort her once again to where her other two sisters are. Hit the switch in the safe zone and go back out. As you do, the girl will inform you of a treasure just across the hall, and that you should definitely pick the left chest. Don't listen to her though, she is an evil little girl who is trying to cause you harm... only take the right chest, containing a yellow potion. The one on the left has a 10 Rupoor, which will drain 10 of your Rupees and cause another Reapling to appear. Not fun. After you've gotten the potion, continue back towards the stairs. Be extra careful here - if the girl comes close to a spider, she will shriek, alarming nearby Reaplings. Go all the way back east and up the stairs again. Once the girl is safely upstairs with you, draw her close to the spider to scare her, then run back downstairs. Run to the center, and grab the chest containing the round crystal, then take it back upstairs. Drop it onto the pedastal to lower the blue flames, then talk to the girl again. Escort her all the way back to where her sisters are, then go back downstairs again. Go all the way to the southwest corner of the room and down the stairs. Go all the way east, past the Skulltulla and the ghost, to a room with five Skulltullas. Defeat them all to drop the flames to the north. Head through, but don't go to the safe zone to the east. There is a switch there that will lower a group of spikes that leads to a dropping floor, and will summon a Reapling when hit, so whatever you do, don't hit it. Instead, head a bit further north and then west, where you will find a stone slab giving you the order in which you must pull the levers near the entrance: 2 4 5 1 3. However, this doesn't mean pull the 2nd lever, then the 4th, etc. Instead, pull them as if there were a lever above each of the numbers, and the number below indicated which order to pull them in, as such: | | | | | | | | | | ~^~ ~^~ ~^~ ~^~ ~^~ 2 4 5 1 3 So first you would pull the lever second from the right, then the far left, then the second from the left, then the far right, and then the middle. After you've pulled all of them, head to where the spikes have been lowered. Break the barrels to find a switch, then step on it to drop the flames to the west. Go all the way around and stop at the smaller safe zone for a chest with a Big Red Rupee (200 Rupees), then head to the far northwest corner. Pick up the shaking barrel, where the girl in green is hiding. As you proceed out, she will give you a hint: don't shoot the Reaplings in the back with arrows. Now, if she's anything like the last girl you rescued, she doesn't know what the heck she's talking about... so if you do happen to, you know, accidentally shoot one of them, it will just be stunned for a few seconds instead of getting pissed at you, allowing you to run by safely. With that in mind, head back to the entrance and back up the stairs. Head back to the stairs to the next floor, making sure to avoid the Reaplings. Proceed back up and take the girl back to her sisters to the west. Once there, instead of thanking you for returning them all safely, the sisters will circle around to and begin to attack! They will take you up to the top level of the ship, and begin a game of "dead man's volley," which you must win in order to save Tetra. ^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^ /\ /\ /__\ BOSS: Diabolical Cubus Sisters [0519] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ ^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^ So, after rescuing the sisters from the Reaplings, the ungrateful wenches turn into evil ghosts and attack. This boss (or bosses if you prefer) starts off with the Red Sister throwing a large ball of light at you, while the rest shoot lasers from their mouths. If either the ball or the lasers hit you, you will lose half a heart. Also, if the ball bounces off the wall, it will split into three smaller balls and go off in different directions. To defeat the Sisters, use your sword to repel the ball of light when thrown at you. It will rebound and smack the Red Sister in the face. The Sisters will then reform and begin the attack again. Hit the Red Sister twice to defeat her. Next the Green Sister begins to throw balls at you. This time, when you hit them back the Sister will serve it toward one of her other Sisters, who will then return it to you. You must then hit it again to volley it back until it hits someone. This process repeats, with the Sisters volleying it among themselves more and more until each of them is defeated. Occasionally one of them will throw a different-looking ball of light at you, one that looks like four smaller balls bunched up together. This one cannot be returned, and if you try to hit it you will lose half a heart. There will always be only one Sister serving while the rest shoot lasers at you, until finally only the Green Sister remains. This Sister will shoot not one, but three balls of light at you, one of which is solid while the other two are of the second type that you cannot hit. You must hit the solid ball while avoiding the other two to defeat the final Cubus Sister, and win the match. After you have won, the Green Sister will descend and congratulate you for winning. She then lets out a shriek, before dropping the Ghost Key and flying off. Grab the Key, and a Heart Container chest will appear, along with a blue portal. Grab the Heart Container, then step into the portal to return to where the sisters once stood. Now that you have the Ghost Key, head downstairs to the northeast corner, where there is a large door with a strange keyhole. Head through the door and up the stairs to find Tetra... turned to stone! Linebeck finally shows his ugly face, only to ask about the treasure of the Ghost Ship, and then out of nowhere, Old Man Oshus makes a dramatic entrance. Where does this guy keep coming from, anyway? Whatever sort of teleporting device he keeps in his back pocket, Oshus reveals that he is in fact the Ocean King, manifested in human form after losing his powers. He then explains that your only hope of restoring Tetra to her human form is to defeat Bellum, the evil that lurks at the very bottom of the Temple of the Ocean King. To defeat him, however, you must first seek out the blacksmith Zauz, who knows how to slay Bellum. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ /\ /\ /__\ Zauz the Blacksmith [0520] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ ============= The Great Sea ============= Back on your own ship again, chart a course due east. There is an uncharted island to the north of the Isle of Gust. As you get near it, Ciela will notice it and mark it on your Sea Chart. Set a new course for the island's port. ============= Zauz's Island ============= After you dock at Zauz's Island, first stop by the wiggling mailbox for a letter from Jolene. This letter, however, was not intended for you - it was meant for Jolene's sister, Joanne. The postman, who obviously doesn't know how to do his job, instructs you to take it to Joanne yourself. For now, just head to the house at the north of the island. Inside, Zauz will tell you that he needs three Pure Metals in order to forge the Phantom Sword, the only blade that can defeat Bellum. In order to find these Pure Metals, you will first need additional sea charts, which can be found at the Temple of the Ocean King. To find them, you will need the symbol posted on Zauz's wall: the symbol of the Triforce. Mark it down, or just remember it, then head back to the ship and head out. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ /\ /\ /__\ Golden Frogs and Cyclones [0521] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ ============= The Great Sea ============= Before heading back to the Temple of the Ocean King, chart a course to the southeast, toward the X marked on your chart from earlier. There you will find another uncharted island, this one actually called "Uncharted Island." Once you have the island marked, set a course for the harbor. ================ Uncharted Island ================ As you dock at the Uncharted Island, you will notice that there is no map of the island on your top screen. Head due east, defeating any monsters you may encounter. When you come to a springy rock, hit it, and it will tell you about a Golden Chief on the island that can harness the power of cyclones. To find him, you must hit four other springy rocks on the island in a specific order according to a riddle it gives you: "It steers with rudder, then makes a spray! And third, it paddles, then sees a way!" Now, head east and north, and you will come to a springy rock on a part of the island shaped like a Rudder. This is the first one you must hit. Next, go back down and all the way west to the northwest corner of the island, where you'll come to yet another springy rock, this one on a narrow part of the island shaped like a splash of water. Hit the rock, then go back down again until you come to a raised plateau near the first rock in the shape of a paddle. The third rock you must hit is here. After that, go north and west just a bit for a fourth and final rock near a small pool of water. Hit this rock and a bridge will extend, leading to a small cave. Inside the cave is Cyclos from Wind Waker, now sporting a shiny new coat of gold paint, who will reward your riddle-solving (or in this case guide- reading) abilities with the Cyclone Slate, which will allow you to travel by cyclone simply by drawing symbols on it. These symbols can be found by hitting the golden frogs you may have seen around the sea with a cannon, who will reward you for blasting them (...) by giving you one of the symbols. Draw the symbol on your slate to return to that spot. Head back out of the cave and back to your ship, and chart a course back to Mercay Island. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ /\ /\ /__\ Temple of the Ocean King 4: [0522] /__\ /\ /\ Now With 50% Less Sodium! /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ ============= Mercay Island ============= After landing at back at Mercay, stop by the mailbox for a letter from Linebeck himself. He'll tell you how grateful he is for putting up with his crap all the time, then give you a Ship Part as a peace offering, in the hopes that you won't slice him to bits once you don't need his ship anymore. With that taken care of, head north toward the temple. On your way, stop back by the hole you blew in the wall earlier. Proceed across the platforms, then use your bow to shoot the eye on the north wall, extending a bridge to the other side. Defeat the Lizard man there, then head outside again. Go up the stairs to the right, then shoot the eye on the left wall to reveal a stone head. Activate the beam of light on its forhead, then turn it so that it faces northwest, but not toward the temple entrance. Then, follow the beam of light to where it touches a wall, then bomb a hole in it. Go all the way down the stairs, across the bridge, and up more stairs to reach the outside. Once there, follow the stairs up to find a strange man with a guitar. Talk to him, and you will unlock Tag Mode (see WiFi Modes for more information). After that, head back down and step on the switch to extend a bridge to the main part of the island. Head across the bridge, and proceed into the temple. ======================== Temple of the Ocean King ======================== We come now to the Temple of the Ocean King yet again. Get used to it, this won't be the last time you're here. Proceed to the first basement, where you will discover that the blue Phantoms from earlier have been replaced with new red Phantoms, also known as Swift Phantoms. They're faster than the old Phantoms, so you'll have to be cautious of that. However, now that you have the Bow and Arrow, you can shoot them in the back to momentarily stun them, much like the Reaplings of the Ghost Ship. Head right and up to bomb the rocks just as you did in the previous run. Step on the switch, grab the key, then proceed through the locked door to the next floor. Hit the switches to drop the key as before, stunning the phantom may be easier. Bomb the wall again and head through. If the Swift Phantom hasn't already grabbed the key, hit the switch and grab it yourself. If it has, wait in the safe zone for it to pass by, then stun it with your bow and grab the key. Head through the blocks to the locked door, bomb the wall to the west for the extra 30 seconds, then go downstairs. On the next floor, go first to the northwest corner for the first Force Shard and carry it back to the pedastal. Bomb the rocks to the east for 30 seconds, then use the Boomerang to hit the switch to the south. Jump down and head to the raised platform, using the shovel again to uncover the rising wind. After dropping the Red Phantom for the key (you could also stun it if you like), shoot the eye on the north wall to reveal a chest near the pedastals. You will have only a limited time to reach it before it disappears again, so be quick. Inside you will find a Power Gem. After you have it, go to the southeast corner and grab the second Force Shard and return it to its pedastal. Last, get the third Force Shard from behind the locked door, return it to the pedastal, and proceed through the door. Grab the extra time in the left side of the room, then proceed downstairs once more. This floor is basically the same as before, only with Swift Phantoms. Head downward again, hit the switch and take out the Phantom Eye. Grab the 30 seconds in the corner with the Boomerang, then head up and around to the north. Take out the Phantom Eye around the corner, and the one to the south. Dig up the rising wind to hit the switch, then use the Boomerang to get the 30 seconds to the north. Now, bomb the wall to the north again, then hit the switch and grab the key. Go out the locked door and down the stairs. This floor is the same as before, but with different enemies in the rooms. Switch to the left, grab the 30 seconds in the room to the right. Go up to the enemy room, this time with four Red Bubbles. Defeat them and grab the 15 seconds behind the spikes. The next enemy room will have three large worms. Kill them, then grab the 15 seconds and go up. Hit the switch to the right, grab the chest for a Big Green Rupee, then go down the stairs to the next floor. Now we come to the room with the Crested Door from before. Instead of going all the way around to the stone slabs, just run south (avoiding the Phantoms and Eyes of course) and step on the switch to get to the door. You must then draw the Triforce symbol on the door in one line - here's how: 1. / 2. / 3. / 4. / / / / / / / / / / / / /______ / / /\ /\ / / / \ / \ / / / \ / \ / /______ /______\ /______\ 5. / 6. / 7. /\ / / / \ / / / \ /______ /______ /______\ /\ / /\ / /\ /\ / \ / / \ / / \ / \ / \ / / \ / / \ / \ /______\/ /______\/______ /______\/______\ After drawing the symbol, the door will open, but will lead to a different room this time. You can talk to the skeleton there, and he will open a golden portal that will take you back to the entrance, and save your spot in the temple with the time you've used thus far. You can then use the portal at the entrance to return here without having to go all the way back through the last 6 floors. Go through to save your current time, then head back and downstairs to the next level. Now we've come to the first "new" section of the temple. This one is a bit different though - instead of solving the puzzles on one floor and moving on to the next, you will have to move between all three floors in order to solve the puzzles. Start off by stepping onto the moving blocks and proceed to the safe zone, making sure to watch out for the arrows being shot out of the wall. Once you are at the safe zone, use the Boomerang to grab 30 seconds from a jar to the right, then move on to the left. The floor here is made of some sort of magic water, and it will emit a ringing noise if you walk on it too quickly, so you'll have to move slow in order to avoid attracting the Phantoms nearby. Go all the way south past the Swift Phantom and head down the stairs. On the next floor, wait for the phantom to head up and around until it begins to cross over seemingly thin air to the other side. You can then follow the Phantom across the invisible floor, then proceed up the stairs to the south. When you come out, there will be a stationary Phantom to the right. Wait for it to look right, then quickly stun it with your bow. Hit the switch to its right, then run up to the moving block behind where the fire was before the fire returns. Ride the blocks north, avoiding the arrows, then head left to grab the chest with the round crystal. This will cause the fires in the middle east to go out, clearing a path. For now, drop the crystal in the safe zone, then tap a nearby pole to climb up on it. Use your Boomerang to hit the switch to the southeast, revealing a chest. Quickly run to the chest, as it will disappear in a few seconds, to retrieve a Power Gem. Now go back and get the round crystal and carry it all the way to the stairs and down to the level below. Once back on the lower level, carry the crystal north and across the invisible bridge. Wait for the Phantoms to pass, then take the crystal to the safe zone close to the center of the room and place it on the pedastal, lowering the nearby spikes. Go through the spikes, then walk up the stairs and along the wall to the south, then use the Boomerang to grab 30 additional seconds from a jar to the southeast. Afterward, jump off of the wall and head down the stairs to pick up the triangle crystal from the chest. Carry it back upstairs, across the invisible bridge, all the way to the northeast corner of the room. Drop the crystal there for now, then bomb the rock near the ledge to the west. Go back and get the crystal, and place it on the pedastal, lowering the nearby spikes. Head through and activate the switch, which will open the door leading to the next set of stairs. Downstairs, there will be a Swift Phantom carrying another crystal, along with four ghosts that begin in the far corners of the room. When you are near the ghosts with your back turned, they will move toward you, but when you are facing them, they will stop. They're invisible on the bottom screen, so you'll have to rely on your map to see where they are. If they attack you, you will lose time off of your hourglass, but if you can defeat them they will give you an additional 30 seconds each. Head out of the safe zone, then attract the ghost to you. Step back in the safe zone, then use the Boomerang to kill it and grab the extra time. Now head to the southeast corner and use the same method to defeat the ghost there. With two of the four ghosts gone, head west to a ledge with a blue arrow shooter. There is an eye on the wall that will close when you face north, and then open again when you face to the south. Use your Boomerang to point the arrow shooter to the north, then stand just to the northeast of the arrow shooter so that you'll be facing south and shoot an arrow into it to hit the eye, lowering the spikes west of there. Now head north and bomb the rocks guarding another safe zone. Break the jars inside, then go to the safe zone to the southwest, behind where the spikes were. Inside you will find a switch that will open up a hole in the floor that you can use to defeat the Swift Phantom carrying the crystal. After you have gotten rid of the Phantom, a chest will appear in the southwest corner. Run and grab that chest, which contains a Ship Part, then lure the other two ghosts to a safe zone and use your Boomerang to kill them. After you have defeated all four, a chest will appear near the center of the room with a Wisdom Gem. Grab the chest, then take the square crystal to the pedastal in the northwest corner of the room. Proceed through where the fires were and back up the stairs. In order to reach the next section of the temple, you must gather all three crystals into the lowest level. First, run and grab the round crystal from the nearby pedastal. This will raise the spikes, meaning you will have to take it all the way around to the other side to get it downstairs. Head down and across the invisible bridge and north to the stairs. Take the crystal down and place it at the pedastals in the north section of the room. Now go back up and grab the triangle crystal just west of the stairs, and bring it back down to the pedastals. Finally, grab the square crystal from the pedastal on the same floor and place all three on their respective spots, thus opening the door. Go through and grab the Southeastern Sea Chart from the chest. You'll need another item to proceed further in the temple, so for now step into the portal to return to the entrance. Return to your ship and set sail. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz /\ /\ /__\ Goron Initiation [0523] /__\ /\ /\ /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz ============= The Great Sea ============= Chart a course for the southeastern sea. Once there, head straight for the nearest island to the southeast, Goron Island. When you approach the island, however, you will suddenly stop and get carried away by a giant cyclone. When you land, your engine will be soaked, and you will be unable to move. Just then, a giant flying whale will appear out of nowhere. You'll have to defeat it before you can get to the island. There are six eye things on its body, three on each side. Blast them with your cannon, making sure to watch out for the golden spheres and flying creatures that come at you as well. After a few hits each, the whale will fall into the ocean, allowing you to head for Goron Island. ============ Goron Island ============ Ah, good old Goron Island... the rocky terrain, the familiar Goron theme music... brings back memories dunnit? Anyhow, start heading up the mountain, toward the west. Make sure you talk to every Goron on the way there, even the ones inside the caves - you'll need this later. Go all the way east, talking to the young Goron outside and the one in the cave. Turn north, talking to another Goron, then head east to another cave and speak to a fourth Goron. Back outside, and continue to the east, talking to the Goron outside and the young Goron in the nearby cave. Go back out and head further east, past the sign and up the stairs to the north. Inside the cave is another young Goron, and then to the west is another young Goron who will ask you to defeat the strange creatures on the nearby cliff. Use the shovel to unearth a rising gust of wind, then use your bow to defeat the three Gold Chu-Chus and earn a treasure map as thanks. Proceed back down and to the east, to where the young Goron is waiting across the water. Yell into the mic, and the Goron will step on the switch, extending the bridge to let you across. Head over and talk to the Goron, then go further east and talk to yet another Goron, who will point out the location of the Elder's house. Go a bit further east into another cave and speak to the Goron within, then back outside and west and up the stairs. Go all the way east until you reach a Goron blocking your path. Speak with him, and Ciela will inform you that you have spoken with every Goron on the island, even though you haven't been to the Elder's house yet... Head there, then dig just outside in the uneven dirt for a Red Rupee, and then head inside. Here you meet Biggoron (Big-Goron... clever isn't it?), the elder of Goron Island. After realizing that you have spoken to every member of the tribe, with the exception of his son standing right beside him (boy, nobody seems to know how to count), he will offer you a game to test your true Goron knowledge, for a fee of 20 Rupees per attempt. There are six questions in all, and for every answer you get right, you will get a prize. However, if you answer a question wrong, you will lose everything you have earned so far. You also get a "Gorohint" to eliminate one of the wrong answers, which you can only use once. The questions, along with their respective answers, are as follows: The first three questions will be in random order: Q: How many homes are there on this island? A: 6 Q: The Goron at this spot! *points to a spot north of your ship* What is he staring at? A: Ship Q: How many Gorons live on this island? A: 14 The fourth question will be one of the following three questions at random: Q: Easy one, Stranger, what question number is this? A: 4 Q: What color were the odd creatures on the cliff? A: Yellow (they're gold, whatever) Q: How many Goron children live on this island? A: 6 The fifth question will be one of the following three questions at random: Q: How many Gorons are outside right now? A: 7 Q: How many Rupees have you won so far? Easy! A: 46 Q: How many Gorons are in their homes right now? A: 7 And the last question will be one of the following three questions at random: Q: *points to a home in the northwest* How many rocks are there in this home? A: 3 Q: *points to a spot northeast of the shop* What is on this spot? A: Chest Q: Of those Gorons outside, how many are adults? A: 4 For the first question you get right, you will earn a Green Rupee; for the second, a Blue Rupee, the third and fourth, a Red Rupee, the fifth, a Big Green Rupee, and for the last question you will earn a Wisdom Gem, for a total of 146 Rupees and one Wisdom Gem. After you finish the initiation exam, Biggoron will then demand for you to pay your Membership Fees... which comes to a total of 146 Rupees. Funny how that works. After you've payed your dues, Biggoron will tell you that the Pure Metal can be found in the temple on the island, and instructs his son, Gongoron, to lead you to the temple. Talk to the boy, then follow him outside. Not wanting to accept you as a true member of the Gorons, Gongoron will run off and leave you behind. Head to the west (the opposite direction of the temple) and across the bridge. Continue westward, and you will spot Gongoron on top of a large rock. He jumps down and runs back east, though if he had just stayed put you wouldn't have been able to reach him anyway. Head back east, back across the bridge, and up the stairs towards the temple. Gongoron will run past the guard blocking the path, allowing you to continue through as well. Head north and around, and you will come to a dead end where Gongoron has apparently disappeared. Use the bomb flower to blow a hole in each of the cracks on the wall, then head through the one on the left. Go around and to the south and you will encounter a Blue Chu-Chu, which are a lot like Gold Chu- Chus, except they don't lose their electrical charge unless stunned. Use your Boomerang to stun it, then slice away. Keep going west, past a rock-headed Chu-Chu until you reach a switch. Step on it to lower the spikes to the west, then head back to the beginning of the maze. This time, proceed to the right, destroying two more cracks along the way. Use the bomb flower to the north to take out the rock-headed Chu-Chu, then again to blast apart another hole in the wall. You'll then come to another rocky Chu-Chu, this one you'll probably need to use your own bombs to defeat. Head through and around, and defeat the Blue Chu-Chu along the way. Go all the way to the end for a chest with a Big Green Rupee. Head back to the east until you reach the spot where the path forks a little to the north. Place a bomb along the wall directly in front of the circle on the other side to blow a hole in it. Head through and west, then on the other side go south, back east through to where the spikes were to grab a chest with a Power Gem. Afterward, go back west and down the cliff, where you'll find a Like-Like. These nasty buggers will swallow you whole and suck you to death. Rub the stylus back and forth to escape - if you don't, the Like-Like will suck your shield away, leaving you defenseless. If this happens, defeat it quickly to get your shield back. Once you've defeated the Like-Like, the spikes to the left will drop. Go through, then step on the nearby switch to extend the bridge back to the main part of the island before heading into the temple. zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ /\ /\ /__\ Goron Temple, Or... [1524] /__\ /\ /\ Death Mountain Revisited /\ /\ /__\/__\ /__\/__\ zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ ============ Goron Temple ============ When you first enter the Goron Temple, you'll notice that Gongoron has disappeared once again. From the entrance, head to the right, defeating the Blue Chu-Chu and avoiding the Laser Eye. Head around past another Blue Chu-Chu and another Laser Eye, and then pull the statue onto the switch, lowering the spikes. Go through and take out another Blue Chu-Chu, then head left and up. You'll come to another statue, this one slightly more dangerous than the one before. It will jump at you with spikes on its sides - to defeat it, grab the bomb flower and throw it at the statue, which will disable it but not destroy it. You are now free to move it around, so push it up onto the switch to the north, opening a gate back to the east. Head there, then go up the stairs and us