By: Super Slash
Version: 2.4
Email: ganonpuppet@yahoo.com
----------------------------
===================
VERSION HISTORY
===================
v 2.4 - Fixed the Blaaz strategy
v 2.3 - Added some minor things I missed
v 2.2 - Corrected a few mistakes
v 2.1 - The most complete version of the
guide so far. All sections completed
v 2.0 - This version covers a few more
sections, plus the Power Gems in the
Gem Locations section
v 1.4 - A few other sections have been
completed, and half of the ship
parts have been added in the Ship
Parts section
v 1.3 - This update covers the entire
Walkthrough and Bosses sections.
More to come soon
v 1.2 - Finished all the way up to after the
Temple of Ice
v 1.1 - Finished the Temple of Courage
v 1.0 - Submitted the guide
NOTE: To find what you’re looking for, hold Ctrl and press F (Apple for Macs),
and type in, for example "IV. Walkthrough", without the quotations. Do
this for any section you may be looking for.
TABLE OF CONTENTS
-------------------
I.........Story
II.........Controls
III.........Game Basics
IV.........Walkthrough
V.........Bosses
VI.........Side Quests
VII.........Item List
VIII.........Heart Containers
IX.........Ship Parts
X.........Equipment Upgrades
XI.........Gem Locations
XII.........Multiplayer
XIII.........Mini-Games
XIV.........Fishing
XV.........Secrets
XVI.........Frequently Asked Questions
XVII.........Email Info
XVIII.........Credits
XIX.........Copyrights
=========
I. Story
=========
This game continues off from The Wind Waker (although how long after it, I’m
unsure of). After Ganondorf was defeated, Link and Tetra started sailing the
seas together on her own ship. One day, while sailing the seas, Tetra awakens
Link, who is sleeping. Suddenly, as if from nowhere, a big ship appears. This
is the Ghost Ship. Tetra jumps on, and then Link tries to follow her. However,
he falls off of the ship and into the water, then wakes up on Mercay Island
with a strange fairy named Ciela. She plans to help guide Link through the
adventure so that he can save Tetra from the Ghost Ship, whatever evils might
lurk inside of it.
-------------------------------------------------------------------------------
=============
II. Controls
=============
Phantom Hourglass is controlled through the Touch Screen only. The buttons do
something, but nothing particularly useful. Many people didn’t like the game
due to the controls, but once you get used to them, it’s not bothersome.
-------
Buttons
-------
"A" Button: Brings up the Inventory list
"B" Button: Brings up the map on the Touch Screen
"Y" Button: Brings up the Save, Collection, Sea Chart, and Map list
"X" Button: Does nothing
"L" Button: Hold this button down to take out the item you have equipped
"R" Button: Hold this button down to take out the item you have equipped
"Start" Button: Pauses the game, allowing you to resume it or save and quit
"Select" Button: Brings up the Collection screen (called "Items"), where you
can see how much time you have in the Phantom Hourglass total,
see how much arrows you have total, etc.
D-Pad: Does the same things the A, B, and Y buttons do. Press the direction
that’s in the same position as the button
------------
Touch Screen
------------
Moving: Point the stylus at the direction you want to move in. To move slower,
the stylus must be pointed near Link. To move faster, point it way
ahead of Link
Attacking: There are two ways to attack. One, slide the stylus in a curved line
to do a regular sword slice. Slide the stylus in a straight line to
do a thrust. Lastly, you can tap on a nearby enemy and Link will
attack it automatically
Spin Attacking: Spin the stylus in a circle around Link
Rolling: Slide the stylus in the direction you’re going in two times fast.
Another way to do it is to draw half of a circle in the direction you
are going in, although that’s harder to do
Using Your Shield: In this game, there’s no button or anything that allows you
to defend yourself with your shield. Instead, you have to
just sit there and let the enemy touch you, then you’ll be
guarded automatically
Using An Item: When you have an item equipped, touch the icon of the item at
the top-right corner of the Touch Screen. You’ll then take out
the item from there, where you can use it. Alternately, you can
hold down L or R and use your item from there
Picking Up Objects: To pick up objects such as rocks, simply get near it and
tap the object to lift it. Tap the screen in whatever
direction you want to throw it
Opening Doors: To open a door, tap it and you’ll walk up to it. Most doors in
the game need a Small Key to open, which you’ll have to walk up
to in order to open once you have the key. However, some doors
you can open simply by tapping, then it will open without you
even getting near it
Talking To People: When in front of someone, simply tap that person and you’ll
talk to him/her
Reading Signs: To read a sign, walk up to it and tap it. If you’re not facing
the front of the sign, you won’t be able to read it
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=================
III. Game Basics
=================
This section will list the basics of Phantom Hourglass. If you are new to this
game or the Zelda series in general, be sure to read this section before you
start playing!
Hearts
------
This is your health in the Legend of Zelda series. Almost all Zelda games have
you start with three hearts (the only one I can think of that hasn’t is Zelda 2
for the NES). Each time an enemy hits you, you lose a certain amount of one
heart. In this game, you have to collect Heart Containers scattered throughout
the islands in the game to increase your life energy. Each Heart Container will
increase your hearts by 1. In most Zelda games, you had to collect Pieces of
Heart to increase your life energy, but this time it’s just Heart Containers.
You can find small hearts to recover your energy from enemies and such.
Rupees
------
Your source of income in the Zelda series. Rupees are shiny gems that come in
different colors. Each color gives you a certain amount of Rupees, and you’ll
often find them from enemies and rocks and such. In this game, when you collect
a Rupee, you’ll see a Rupee symbol appear showing you how much you have. It
then disappears, however, and you have to collect more Rupees to see the amount
you have. You automatically have a huge wallet when you start the game, so you
don’t have to worry about finding a bigger-sized wallet.
Sea Charts
----------
In the Temple of the Ocean King, you will find Sea Charts on certain floors.
Collecting these charts reveal another part of the sea on your map, allowing
you to access that part of the sea. It is required to reveal all of the
locations of the sea in order to beat the game.
Treasure Maps
-------------
These are way more rare than they were back in The Wind Waker. You will find
them from certain chests in the game, although not often. Collecting them
reveals the location of another treasure in the sea, marked by an "X". Sail to
that spot and salvage the treasure!
Sailing
-------
Don’t worry, sailing isn’t nearly as annoying as many people think it was in
The Wind Waker. In fact, sailing is quick and easy. Just draw a route on the
Touch Screen to the place you want to go to, then you’ll sail to that location.
On the way, you will probably encounter some enemies. Shoot them with your
cannon when you have it equipped by tapping on the enemy. To change the view
around while sailing, slide the stylus to the left or right until you are
satisfied with the view. If you are not satisfied with your current route,
simply redraw it. You can do it while sailing. Draw a path to the anchor symbol
on an island and you can sail onto it. Draw a path onto Beedle and you can sail
to his ship.
Salvaging
---------
Once you get to the point in the game where you get the Salvage Arm, you can
pull up treasure from the sea. Sail to spots on your map marked by an X, then
tap the Menu icon, and then tap Salvage. You’ll have to snag a treasure and
pull it back up while avoiding Octomines. To operate the crane, slide the
little square on the bar at the bottom to move it left and right. Slide it up
and down to control the speed of the crane. Snag the Rupees captured in bubbles
as well. If you get hit by an Octomine, your crane will lose some health. The
crane gets demolished if it loses all of its health, so be careful.
Heart Containers
----------------
After you defeat each boss in the game, they leave behind a chest. Inside the
chest is a Heart Container, which adds 1 total heart to your life energy. In
this game, there are no Pieces of Heart. Instead, you have to find nothing but
Heart Containers scattered throughout the game. Obviously they will be more
rare than Heart Pieces, but with this guide, you don’t have to worry about
where to find them.
Boss Keys
---------
In this game, there are no boss doors. Instead, there are blocks that block the
room to the boss that you must open with a Boss Key. Once you find it from a
chest in the dungeon, you have to carry it all the way to the block. Then, you
have to tap the block to throw the Big Key into it, unlocking it.
-------------------------------------------------------------------------------
================
IV. Walkthrough
================
In this section is a walkthrough of the game. When you start the game, you’ll
get to create a file and name yourself. By default, your name is the same as
the name you set up for your Nintendo DS. I, personally, named myself Link.
Your name will also be used in WiFi mode, but you can change your name there.
Once you name yourself, choose which hand you use the stylus with, then select
the file and choose "Adventure". You will see the intro of the game, which
basically explains everything that happened in the events of The Wind Waker.
Then, you’ll see Niko in Tetra’s ship, holding a picture.
=============
Tetra’s Ship
=============
Niko will try to awaken Link, who is sleeping on the deck of the ship. Tetra
comes down and wakes him up, then she and her crew start talking about the
Ghost Ship, which is said to appear around this area of the sea. Apparently,
there is said to be an Ocean King that protects the seas. Tetra has doubts
believing that the Ghost Ship is real, when suddenly, the sky turns dark and a
strange ship appears. It approaches Tetra’s ship, then she jumps on. A scream
from her is heard, then Link tries to jump on the Ghost Ship. As he hangs on,
he falls off and into the water. You’ll then hear Tetra calling out to you,
telling you to save her. You’ll hear the voice of a fairy after that, and wake
up on a strange island.
==============
Mercay Island
==============
Link will awaken beside a mysterious fairy, and she will introduce herself as
Ciela. Link will explain the situation, then Ciela will say that her grandpa
can probably help, and that she lost her memory awhile ago. She shows you where
her grandpa’s house is, then tells you to tap the stylus in the direction you
want to move in. Just hold the stylus in the spot you want to move in. We can’t
explore much of this place just yet; the bridge going over to the right side is
broken. So for now, make your way into the house on the right (on the left side
of the screen). Inside, you’ll see Ciela’s grandpa. Tap people to talk to them.
Talk to him, and he’ll introduce himself as Oshus. He says that you really
shouldn’t go to the Ghost Ship at all, but we can’t settle for that, can we?
After some debating between Ciela and Oshus, he decides to let you go. He says
to find Lineback at the harbor to the east, and he shows you the location of
the harbor on your map. Ciela asks if she can go with Link, and Oshus accepts.
Some more dialogue commences, then you regain control. In this game, you can
mark important spots and other things on your map, which means you can’t really
forget where you have to go. So, touch the Menu at the bottom-left corner and
choose the Map. Mark the southeastern harbor on the map, then exit the map
screen and exit the building. Outside, head left and you’ll hear an earthquake.
I wonder what that was... Continue north and read the sign, which tells you
that there are monsters ahead. Head into the next area. Here, go forward and
you’ll see three Red ChuChus.
Ciela says that you can’t fight here without a weapon, so exit this area for
now. Head to the building on the left side, and the man will tell you to speak
to him. Do so, and he’ll want you to lift the rocks out of his garden. He tells
you how to do that as well. Lift them all and speak to him again, then he’ll
give you a whopping 1 Rupee for your (not-so-hard) efforts. Cheapskate. He’ll
tell you about a tree located at the northeastern corner of the village. Mark
it on your map, because we’ll come to it later. Head back up to Oshus’s house,
then go east and lift the barrel blocking the cave. Enter it. Inside, head
north and you’ll see a door, along with a sign with nothing written on it.
Ciela says that this is Oshus’s storehouse.
Try to read the sign, and then exit the cave and go back to Oshus’s house.
Speak with him, and he’ll tell you not to try and cross the northern path
without something to defend yourself with. Ciela suggests looking for a sword
somewhere, so head back into the cave to the east and walk up to the sign
again. Ciela says that Oshus has a sword stored in the back of this cave, and
that to open the door, you’ll need to write something on the sign: the number
of palm trees on the beach. If you head outside and go to the beach, you will
count seven total palm trees. Tap the sign and write the number "7" on it, then
the door will open. If you mess up, tap the Rewrite icon in the bottom-right
corner. When the door opens, open the chest ahead to get Oshus’s Sword. Yay!
The book on the table to the right gives you some sword tips.
Exit the cave. Back outside, you’ll see Oshus, and he’ll tell you that you
shouldn’t fight monsters without knowing how to handle that sword. And so, he
takes you inside his house for swordsmanship training. Talk to him and he’ll
start the training, teaching you the target attack first. Four logs will
appear. Just tap the logs to lock onto them and destroy them instantly. After
all four have been destroyed, he’ll teach you the side slash. To do that, just
draw a curved line or a straight line on the Touch Screen. Destroy the four
logs using this attack, then he’ll teach you the spin attack. Draw a circle
around Link to do it. If you do a spin attack too many times in a row, you’ll
get dizzy temporarily.
Destroy the four logs using spin attacks, then the training ends. Once you’re
done, exit the house. Now, it’s time to go to that area full of monsters. Head
west and go north, past the sign and into the next area. Head north and defeat
the Red ChuChus, then hit the gossip stone nearby. It’ll tell you how to do a
somersault (a roll), which is done by drawing small circles at the edge of the
screen. A much easier way to do it is by moving the stylus in the direction
you’re walking in two times, fast. Feel free to get used to rolling and using
the sword, then roll into the tree nearby to find a Red Rupee (worth 20). Head
south and cut the trees down, then enter the cave. Inside, follow the path and
lift the rocks, and you’ll come to a locked door.
Head east and defeat the Red ChuChus that come up from the ground, then open
the chest to get a Small Key. Go back to the locked door and tap it to unlock
it, then follow the path to the main area. Defeat the Red ChuChus in here, then
read the sign at the northeastern corner. It tells you that you should pull the
levers in the right order, and we’re going to have to figure out the order. So,
head west and you’ll see a block. Read the sign by the block and it will tell
you how to move them. Move this block east a few times, then go west to the
path that was revealed. Defeat the Keese. The sign here says to pull the second
lever from the left. After reading it, Ciela will say that it must be a clue,
and to write it down on your map.
Do so if you wish, then head all the way east to another block. Pull that one
out of the way and head right, to some more Keese. Defeat them and read the
sign, which tells you that for the second lever, pull the first one on the
left. For the last one, pull the second from the right. With all of this
information, we can solve the puzzle. Open the nearby chest for a Red Rupee,
then head back to the middle and up to the door to the north. Now, go to the
row of levers on the left, and pull the one on the right. Pull the one on the
left next, then head all the way right and pull the lever on the far right.
Finally, pull the one just left of that one to solve the puzzle, making a Small
Key fall into the middle of the room.
Take it and unlock the door ahead, then go up the stairs. In the next area,
head north and defeat the rats, then go left at the path split. You’ll see a
glimpse of a rat holding a key. Go left and pull the block toward you, then
push it up to the hole in the wall. Head around to the right, where another
hole is. The rat will come out of that hole, and if he sees you, he’ll retreat
back into it. With the other hole blocked, though, he can’t really go anywhere.
The trick is to go south where he can’t see you. When he comes out of the hole,
he will run to the other hole which should be blocked. He’ll then go back to
the right. When this happens, head north and attack him to kill him. Take the
Small Key and unlock the door to the right.
Defeat the Keese, then go right and follow the path out of the cave, defeating
the rest of the Keese along the way. When you exit the cave, you’ll be back out
at the village on the port side. There are a few buildings you can enter and
some people you can talk to, if you wish. Regardless, head southeast and you’ll
see a man by a ship. He says that it belongs to Linebeck, although he has no
clue where he’s gone. He suggests asking the bar owner, so head west and enter
the wide building (look on the map). Inside, speak with the bar owner. After
some chatting, he says that Linebeck took off for the Temple of the Ocean King,
which is ruled over by the Ocean King himself. Apparently, the temple sucks the
life away out of whoever enters it. Oh well, we have to do it anyway. He will
show you where the temple is located on your map.
Exit the bar and go all the way north, towards where you marked the location of
that tree on your map earlier. At the next area, head left and go up the steps.
Go to where the tree you marked on your map is, then roll into it and a huge
Rupee will fall down. Pick it up, for it is worth 100. Awesome. Continue left
and into the next area. Keep going left, and you’ll come to a temple. This is
the Temple of the Ocean King, which you should enter.
=========================
Temple of the Ocean King
=========================
When you enter, you’ll see piles of dead bones all over the ground. Ciela
thinks that one of them is Linebeck. Guess we’re gonna have to find out. You
can walk up to the skeletons and a blue flame will appear, which means you can
see what they’re saying by tapping on them. Listen to what all of them are
saying if you wish, then head north and into the next area. In this room, you
will hear a voice. Proceed forward and you’ll hear it again, then Ciela will
see Linebeck trapped to the north. He calls for your help, and after Ciela and
Lineback argue some, he will say that he "sprained his ankle", and will ask for
your help. Accept it, and he’ll say that you have to lower the spikes. Head
forward and he’ll tell you something else he forgot to say.
If you step off of the purple tiles, the temple will drain your life away. The
purple squares are safe zones, so keep that in mind. Head west and stand in the
safe zone there, then hit the pots with your sword to get your hearts back.
Head north to the next safe zone where a crystal switch is. Hit it, and the
spikes where Lineback is trapped will lower. He’ll then run off towards the
previous room (I thought he sprained his ankle?), so follow him. At the
entrance of the room, a cutscene will commence. Ciela and Linebeck will argue
some more, and Link explains the situation. As he keeps shaking up Link, he
eventually givwes in and gives him a Small Key for this place. Once you finally
regain control, head back to where the crystal switch was and unlock the door.
Go northwest to a safe zone where another crystal switch is. Hit it, and you’ll
hear a countdown timer which will cut off after a short time. Head over to the
right, then go north (the weird part of the floor is a trap). Follow the path
to another crystal switch, then hit it. If both of the crystal switches in this
room were hit fast enough, the door in the middle will open. Go to where the
door was, then head north. Break the pots for some hearts, then open the chest
to get a Sea Chart. This will reveal the southwestern sea on the Sea Chart,
which is a clue to finding the Ghost Ship. Make your way back to the entrance
of this area, and you’ll see that Lineback is gone! Exit the temple.
==============
Mercay Island
==============
Back outside, go south and you’ll find Linebeck again. As usual, Ciela and him
will argue some more, then Linebeck checks out your Sea Chart. He takes off
with it, so make your way back to the port area. Head to the southeastern end
of the map, and you’ll see Oshus and Linebeck. Oshus says that the bridge of
the town has been repaired, then he takes a look at your map. He says that
there is a secret on it, then the map will appear on the Touch Screen. Scratch
off the island on the bottom-right corner of the map to reveal a crest of some
sort. When it’s fully revealed, Oshus says that it’s the Isle of Ember, where a
fortune-teller named Astrid lives. He suggests you visit her. Tell Linebeck you
are ready to set sail. He will want you to get a shield, however.
Tell him to wait here, then head directly west and enter that building, which
is the Item Shop. Inside, tap the shopkeeper to talk to her, then tap the
shield on the mat. Buy it for 80 Rupees, then exit the shop and go back to
Linebeck. Talk to him and tell him you’re ready to set sail. You will then set
sail to the open seas for the first time.
========
The Sea
========
Out on the sea, Linebeck will tell you that he’ll be down in the engine room
while you navigate the ship. To set your path, tap the Feather Pen icon at the
bottom-right corner of the screen, then draw a path to wherever you want to go.
Draw a path directly south, onto the anchor icon at the bottom-right corner of
the screen. This is the Isle of Ember, your next destination. Say that you want
to take this path, then you will set sail. To change the view around while
sailing, hold the stylus on the left or right side of the Touch Screen. As you
set sail, Linebeck will tell you that if you ever want to stop sailing, touch
the "STOP" icon on the right side of the screen. Touch "GO" to resume sailing.
He’ll tell you to touch the top, left, bottom, and right sides of the screen to
look in that direction. Continue sailing, and you’ll reach your destination.
==============
Isle of Ember
==============
Upon arriving here, you will see a volcano pit in the center of the island.
After Linebeck and Ciela debate some more, agree with him about getting us to
the island (even though he really didn’t). He will stay behind and "guard the
ship". When you gain control, ignore the house in front of you, because it is
empty. Head southeast and read the sign, which points to the fortune-teller’s
house to the north. Go there and enter the house. Inside, head down the stairs
to the basement. The door behind you will shut, then some Octoroks will appear.
Defeat them with ease, then the door will open again. Head right to the other
door and Ciela will hear some footsteps. She says to say something out loud,
which requires you to yell into the mic of the DS.
However, if you don’t want to look like a moron by yelling, then just blow into
the mic very hard. Either way works. Once you do it, the person behind the door
will speak. It is Astrid, the fortune-teller we’re looking for. She hid herself
in the basement to protect herself from the monsters. She says that in order to
open the door, you’ll need to do a certain thing. Kayo, her assistant, knows
how to solve the puzzle. Examine the map on the wall and it will tell you to
mark the location of the island’s three torches. Ignore it for now and exit the
house. Back outside, head south and enter the house nearby. Read the diary
inside, and you’ll see that the note is from Kayo. He has passed away over at
the eastern side of the island. With this information, exit the house.
Go all the way to the middle-eastern side of the island. Defeat the Red ChuChus
and the Tektites along the way, and you’ll eventually come to a pile of dead
bones. Walk up to them and a ghost will appear. Ciela gets scared, but soon
calms down. This is Kayo, and he tells you that the secret to freeing Astrid
are the three torches scattered on the island. He shows you the location of one
torch, which is right behind him. Mark that spot on your map so you won’t
forget it, then make your way northwest and into the next area. To defeat the
Yellow ChuChus, run away from them until the electric on them disappears, then
attack. If you get shocked, the map will be blurry for about ten seconds.
Anyway, in the next area, go left and you’ll find the second torch.
Mark this torch’s location on your map as well, then go back to the previous
area. Head all the way southwest back to the area leading to Astrid’s place.
Enter Kayo’s house again to find another torch. Mark this one on your map as
well, then exit and go back to Astrid’s place. Head into the basement, then
head right and examine the map on the wall. Now that you know where the three
torches are, look at your map on the top and mark those same spots on the
bottom map. Once you do that, Astrid will be freed. She will ask for your
name, so tell her that you’ll tell it to her. Next, tell her that you came here
by a ship. She says that the Ghost Ship attacked this island a few days ago,
hence Kayo’s fate. Allow her to tell you your fortune.
She will tell you to meet her upstairs, and you’ll automatically appear up
there. Linebeck will enter, and after some complaining, Astrid enters the room.
She’ll then get your fortune and tell it to you. Tell her that you still wish
to save Tetra, and she’ll tell you to make way for the Temple of Fire on the
summit of the island. Linebeck chickens out like the coward that he is. Exit
the building, then head southeast and into the next area. Head right, and Ciela
will tell you to tap the nearby door to open it. The sign near the door says
only those with approval can enter, which we have. Before we spoke with Astrid
and got our fortune told, the door was blocked by an electric barrier. Anyway,
tap the door to open it, then follow the path up the mountain.
In the next area, go left and you’ll see the volcano erupt. Magma boulders will
now fall down as you climb up, so be careful! Keep climbing up the mountain and
defeat the Tektites along the way. You will come to two lit candles, where the
entrance of the temple is. It’s sealed right now. Walk up to a candle and blow
softly into the mic to blow out the flame. Do this for the second candle and
the entrance to the temple will open.
===============
Temple of Fire
===============
When you enter the temple, head north and Ciela will warn you of the flames
ahead. Head north and avoid making contact with the flames, then head right
and avoid the fire snake. Kill the Red ChuChu, then go north and jump across
the next two platforms. Now, examine the map on the wall and it will tell you
about a safe path. There is a green arrow that follows a certain path. For now,
get off of this screen. Ciela will say to make a note of this path, but we