tombstone and a blue portal will appear. Break the pots for supplies, then head
into the next room. Out here, you will see Cyclok, the Striker of Winds. See
the Bosses section for help on getting through here.
Once you win the battle, he’ll turn into grains of sand and be added to the
Phantom Hourglass. Now you have twelve minutes total in it. Then, you’ll see
the Spirit of Wisdom, Neri appear. After some dialogue, she will join with you.
Open the chest that appears to get the Heart Container, then take the blue
portal to get out of the dungeon.
=============
Isle of Gust
=============
Back out here, head south and exit this area, then take the stairs to the right
and jump down to the south. Defeat the pitchfork enemies and head up the stairs
to the southwest. Jump down and make your way south to your ship. Then, talk to
Linebeck and tell him you’re ready to set sail.
========
The Sea
========
Before we go back to Mercay Island, sail northeast to Bannan Island.
==============
Bannan Island
==============
Head north and read the sign. It says that this is the Wayfarer’s Island. Keep
following the path and defeat the enemies, then go all the way right and enter
the cave there. Inside, follow the path to a crack in the wall. The sign says
that it leads to a mini-game. Blow up the crack and follow the path, breaking
the pots for Rupees. Exit the cave and you’ll be on the other side of the
island. Go right and read the sign, which says that this is the Cannon Game.
You can play it for 20 Rupees; refer to the Mini-Games section to see how to
play it. Go back into the cave and go back to the other side of the island,
then head north and enter that building. Talk to the old man inside and listen
to his mindless gossip. He’ll tell you about a mermaid.
Once he finishes talking, exit the house. Now, kill every single enemy on the
island if you haven’t already, then look around the waters until you spot a
mermaid. When you approach her, she’ll move to a different location. Don’t get
too close to her, then throw the Boomerang at her to hit her head. She’ll admit
to dressing up as a mermaid, and not actually being one. Apologize to her, then
she’ll say that she’ll go visit the old man. Go back inside the house and talk
to him again, then tell him you found the mermaid. He’ll babble on and say that
she probably went with another man. Exit the house again and Ciela will think
that she’s with Linebeck. Go talk to Linebeck and he’ll say that the mermaid
appeared, but then disappeared before he got the chance to say anything.
Now, go back and visit the old man’s house again, and the mermaid will be in
his pool. Talk to him and he’ll thank you for bringing the mermaid here, then
he’ll give you a Fishing Rod as a reward. While out at sea, sail to a fish
shadow on the map and tap Menu, then Fish. See the Fishing section of the guide
for more information on it. Go back to Linebeck and tell him you’re ready to
set sail.
========
The Sea
========
Set your course directly south, to the Southwestern Sea. Once there, set your
course for Mercay Island.
==============
Mercay Island
==============
Go all the way north to the field area. Head up the stairs to the north and go
around, to two cracked blocks. Bomb them to blow them up, creating a shortcut
up here (it’s not really a useful shortcut, but still). Head into the next
area. The wall nearby has a crack in it, so bomb it to reveal a hole, then go
inside. In this cave, kill the rats and hit the gossip stone if you wish. Hop
across the platforms and kill the rat, then open the chest at the end to get a
Power Gem. You’ll probably notice an eye on the wall. We can’t do anything
about it until we get a bow, so for now, just exit the cave and make your way
to the Temple of the Ocean King.
=========================
Temple of the Ocean King
=========================
Head forward and to the first room of the temple. You’ll have to go all the way
through the temple again, to where you got the last Sea Chart at. If you need
instructions again, scroll up until you get back to where I wrote a walkthrough
for that section. I’ll only give a walkthrough for each floor once. The only
difference in the floors after each dungeon is that more shortcuts are
available to you due to your new items. Once you reach the Door of Wisdom, Neri
will say to tap the door and she’ll open it. Tap the door, and before going to
the next room, head left and get the thirty seconds out of the golden pot. Now,
enter the next room. In this room, there are statues that shoot out wind gusts.
Upon going forward, blue eyeball creatures appear.
Neri explains that they are called Phantom Eyes. They’re basically alarms, but
they can be defeated. If one sees you, it will stay near you and an alarm will
sound. You’ll either have to run to a safe zone or rub the Touch Screen when
prompted to shrug the Phantom Eye off. If the alarm sounds long enough, a
Phantom will appear and you will start getting chased. Now, head right, and go
down the corridor to a wind gust. Throw the Boomerang at the crystal switch in
the corner to deactivate the wind gust, then throw the Boomerang at the Phantom
Eye to stun it. Strike it with your sword while it’s stunned to kill it. Break
the golden pot in the southeastern corner with the Boomerang to snag thirty
more seconds.
Go west, then north, then follow the path past the wind gusts. Make sure there
are no Phantoms around. Kill the next Phantom Eye, then follow the next
corridor down. Hide in the safe spot to the left, then stay in it and hit the
Phantom Eye with the Boomerang when it gets near. Kill it, then if you’ve
killed all of the Phantom Eyes, a chest will appear on the right side. It
contains a Power Gem. Head south of the last Phantom Eye, then dig up the dirt
patch with the Shovel. Ride the wind gust up and hit the crystal switch. This
deactivates all of the wind gusts in this room, making it much easier to get
through. Head back north and towards the left wall on the map, where the hole
is in it. On the southern side of the wall is a crack.
Bomb it and hit the crystal switch behind the wall. This lowers some spikes.
Look on the map and go to where the key is, then pick up the Small Key. Make
your way southwest to a locked door, then open it and go to the next room. In
here, go left and past the spikes when they lower. At the end of the path,
you’ll see a crystal switch on a platform surrounded by spikes. Target the
switch with the Boomerang and throw it when the spikes lower. You’ll hit it,
causing some spikes over to the right to lower. Head all the way right, and hit
the golden jar for an extra thirty seconds. Go back to the left and then go up,
and the door behind you will shut. Defeat the Yellow ChuChus and two doors will
open. Some spikes to the left will also lower.
Hit the golden pot where the spikes were to get an extra fifteen seconds, then
go right and another door behind you will shut. Defeat the pitchfork enemies
and after the doors open and the spikes lower, hit the jar to the right to get
fifteen more seconds. Head north and go right, then take out your Boomerang and
target the right side, where a switch is. Hit the switch with it to make a
chest appear and make the wind gust to the left disappear. Open the chest to
get a Red Potion. In this game, you automatically start with two empty bottles,
and cannot get any more than that. Go to the Items menu to use the potion
whenever needed. Head west and down to the next floor. In the next room, Neri
will say that we’re almost at the next clue to the Ghost Ship.
There are two Phantoms patrolling the hallways in this room, and there are also
two Phantom Eyes. Head right and quickly stun the Phantom Eye, then kill it. On
both sides of this room are three tombstones. Head south and press the switch
to stop the wind gust. Now, go to the northwestern corner of the room and dig
up the dirt patch to reveal a wind gust. Place a bomb on it to blow up the
cracked blocks, then ride the gust up and hit the switch. This causes some
spikes to lower to the south, allowing you passage to a tombstone. Jump down
and go read it, and it will say that the sacred crest begins and ends with it.
This is obviously a riddle we have to solve. Do NOT read the middle tombstone,
or else two Phantom Eyes will spawn.
Head around to the left, then go down and press the switch to deactivate the
wind gust. Go east from here, then press the next switch to deactivate that
gust as well. In the middle-top part of the room is another switch that
deactivates the last wind gust. Killing all of the Phantom Eyes will make some
spikes lower at the left side of the room, allowing you to break a gold pot
containing fifteen extra seconds. Hitting the switch at the southeastern corner
of the room lowers some spikes that grant you access to a tombstone. Read the
tombstones and start from the first one to the last one. Then, draw a line on
your map where the tombstones are starting from the first to the last. This
will make an hourglass shape.
Go to the red door in the middle of the room and tap it. You have to draw the
shape of an hourglass (the same one you drew on your map) starting from point
one to the last, then back up to point one again. If you can’t get it, then
draw starting at the top-left, then directly to the top-right, then down to the
bottom-left, then to the bottom-right, then back up to the top-left again. If
you drew it right, the sacred crest (an hourglass) will appear on the door,
then it will open. Go through. In this room, go up and examine the sun crest by
the wall. It will show a map of the sea, along with a green crest on it. It
says to press the sea chart to the crest, and the way to the Sun Key will open.
Tap the Sea Chart icon.
Select the Southwestern Sea, then close your DS and open it. This will stamp
the crest on the map you’re looking at onto your Sea Chart. A really clever
idea Nintendo had, if I do say so myself. Ciela suggests going to Linebeck to
see what he thinks about this crest. Take the blue portal to get back to the
main room, then leave the dungeon.
==============
Mercay Island
==============
Back outside, make your way back to your ship. On your way there, the postman
will deliver a letter from Eddo. He now has a Salvage Arm for sale, and he’ll
sell it to the first person to get to the island. He won’t sell out of it if
you don’t get there despite that, however. Go to your ship and the man that
called you earlier will call you again. Talk to him, and he’ll ask if your ship
has a Salvage Arm. Tell him no, and he’ll suggest you get one from Eddo since
it pulls treasure up from the sea. Talk to Linebeck, and Ciela tells him about
what we found at the temple. He suggests setting sail, which you should do.
========
The Sea
========
We can’t go any further until we get the Salvage Arm, so go ahead and make a
course for Cannon Island.
==============
Cannon Island
==============
Head into Eddo’s Garage on the right. Inside, head right and enter the back
room where Eddo is. Talk to him, and he’ll offer you the Salvage Arm. But the
price will vary depending on how loud you can scream into the mic. Like I’ve
said before, you can blow very hard into the mic and it will register as a
scream. Scream into the mic or blow hard into it as good as you can, then he
will tell you the price. The best you can get him to sell it for is 200 Rupees,
if I’m not mistaken. Buy it and make your way off the island.
========
The Sea
========
Our next destination is the green crest on the map. Go there and tap the Menu
icon, then tap Salvage to dip your crane into the water. This is sort of like a
mini-game, and Linebeck will explain how to use the Salvage Arm to dig for the
treasure. To use it, you have to use the bar at the bottom. Slide the small
square left and right to move it in that direction, and slide it up and down to
make the crane move faster or slower. Don’t get hit by the Octomines or you’ll
lose health on your crane. You can collect Rupees from the bubbles as you go.
When you reach the very bottom, snag the treasure. If you miss it, you must try
again. Once you get it, pull it all the way back up.
After you pull the treasure up, it will be dropped onto your ship, then Link
will open it. It holds the Sun Key. Linebeck has no clue what it could be for,
however. Sail all the way to the southwestern island, which is Molida Island.
As you approach the island, however, a giant monster appears from the water.
Linebeck suggests drawing a route around in a circle to avoid the monster’s
attacks and discover its weak point. Draw a route as a small circle, around and
around, but near the monster. Its weak point is the eye, which you have to
shoot with your cannon when open. The only way this monster attacks is by
spitting out green gunk balls at you, which can be blasted. After quite a few
hits to the eye, the monster will die. You will then dock at Molida Island.
==============
Molida Island
==============
When you arrive here, you should still have that symbol drawn on your map from
when we were here last time. Go to the middle of that symbol again and dig by
the tree, then drop through the hole that is revealed. Inside the cave, head
left and then up to the sun door we saw last time. Tap it and it will open now
that we have the Sun Key. Follow the path and continue outside. Look to the
left when you get outside, and you’ll see a cracked part of the ground. Dig
there and a hole will be revealed. Fall down it, then you’ll fall back in the
cave in front of a chest, which contains a Wisdom Gem. After you get it, go
east and jump off the ledge, then go back outside again. Now, follow the path
and defeat the enemies, then you will come to a gossip stone.
Hit it, and it will tell you that outside of Oshus’s storehouse is a tree. It
tells you to dig there to find something. We’ll check it out the next time we
visit the island, don’t worry. Continue following the path and defeat the
Yellow ChuChus, then head right and read the tombstone. It says that only when
the statues gaze upon the door will it open. Follow the path right and down,
then you’ll come to a statue. Strike it with your sword and a beam will
radiate from it. Tap it and you’ll be able to move it. Move it clockwise a few
times so that it is facing the temple on the map, then tap the arrow icon to
stop moving it. Continue following the path, then head north and two fish
knights will jump out of the water.
You fought one of these the last time you were here, and you have to fight two
at once now. This can be a little hard, so take your time. In case you forgot,
to defeat them, wait until one raises his sword, then run away. When he dashes,
run and attack him while he’s off guard. Once both of them are defeated, the
second statue will appear. Strike it, then tilt it so that it’s facing the
temple on the map. Now, head left and jump off the ledge, then go up the steps
and go left. On a platform across from you is the third and final statue.
Strike it with the Boomerang, and the beam will automatically be facing the
temple. With all three beams directly on the door, it opens up, granting you
access to the temple. Head there and go inside.
==================
Temple of Courage
==================
Go forward and break the pots for some hearts. Follow the path and ignore the
two doors, then you’ll come to a rolling spiked log. Wait until it rolls up,
then follow it up and take cover at the small opening to the right. When it
rolls down past you, continue north and stand on the four flesh tiles. There is
another spiked log. When it moves up, keep following the path and stay on the
next set of tiles. When that spiked log rolls by, head south and you’ll see a
blue razor trap blocking your path. Move to the left and the razor trap will
move, so quickly go right to avoid it, then head down. Head left and press the
switch to open the door, then go up. Open the chest to get a Small Key, then go
back to where the razor trap is and head all the way up.
Unlock the door there, then follow the path to an area where a door behind you
will close. You have to fight two weird centipede enemies. To defeat them,
attack the red spot on their tail a few times. Once they’re defeated, head
south and down the stairs that were revealed. In the next room, you’ll see that
it looks like there’s no way to pass the cliff. However, if you look on the
map, you’ll see that there are moving blocks everywhere. Wait until a moving
block moves to you, then walk on it. It will carry you to a platform. Get on
it, and you’ll see a Hardhat Beetle. These things push you back a bit when you
attack them, and they can get annoying. Attack it until you push it off the
cliff, then go on the moving block to the left when it comes towards you.
It will carry you to another moving block. Get on that one and quickly take out
the Boomerang. Use it to hit the colored crystal switch to the north to turn it
blue. When the moving block takes you to the next platform, get on it and enter
the next room. In here, you’ll see slime enemies and sparks that cling to the
walls. Head north and defeat the slime enemies, then follow the path past the
lowered blocks. Read the tombstones here. One says that huge monsters with huge
ears are vulnerable to sound, while the other says that up, down, right, and
left is the solution to the whole temple, which isn’t entirely true. Place a
bomb by the right side of the left tombstone to blow up the wall. There are two
chests here.
Open them to get a random ship part and a Power Gem. Break the pots here if you
need bombs, then take a look at the map on the wall. It says that you can cross
the void easily if you note the path written down. Touch the Map icon, then
touch the 1F icon. Select B1, then draw the path shown on the top map. We’re
going to need it soon. Once you draw the path, exit the map screen and head
south. Bomb the two cracked blocks, then follow the path. If you get close to
the Green ChuChu, it will turn into a small drop of liquid. To defeat it, you
have to use the Boomerang from a distance to stun it, then attack it. Anyway,
keep following the path down, then read the tombstone on the platform. It says
that only the same-shaped stones can fit into the holes.
An example of this is the hole right next to the tombstone. Head all the way
south and press the nearby switch to open the door, then go up the platform
next to you. A giant bunny monster will appear. To defeat it, either yell into
the mic or blow into it very hard to make it shrink. Then, hit it with your
sword once and it will drop a Small Key. Get the key and go back all the way
north, then use it on the locked door. Enter the next room. In here, there are
sparks that cling to the walls, along with Beamos everywhere. A Beamos is a
statue with an eye, and when it sees you, it will shoot you with a red laser.
Quite annoying. There are four levers in this room which you must pull in a
certain order.
Remember the tombstone that said up, down, right and left is the solution to
the level? Well, that applies to this room. You have to pull the levers in that
order: up, down, right, and left. Once you pull them in that order, a chest
will appear in the middle of the room. Open it to get a square crystal, which
you must carry out of this room. Exit this room with the square crystal in
hand. Back at the previous room, head south and up that platform, then tap the
pedestal to place the square crystal in there. A door to the northeast will
open up, so make your way to it and enter the next area. Hit the gossip stone
in here, and he’ll hint to the location of the map on the wall we looked at
earlier. This is the room you had to draw a path for.
Head right and follow the path you drew exactly. You will have to knock off two
Hardhat Beetles while walking across the invisible path, which can be rather
difficult. When you reach the northwestern platform, open the chest to get the
Bow and Arrows! Equip them now. To aim with them, simply move the stylus in a
direction to aim in that direction. Use your new item to shoot the eye on the
wall behind the chest. This will extend a bridge that connects to the platform
south of here. Cross the bridge and defeat the centipede enemy. There is a
heart-shaped orb here. Hit it with the Boomerang to make it face a different
direction. Make it face the right, then shoot an arrow into it and the arrow
will go through, eventually hitting a switch. Head left and into the next room.
In here, head south past the lowered blocks, then defeat the two centipedes.
Head up the steps and hit the gossip stone. It says that you’ll need the same
crystal you got earlier, then you’ll have to bring it here and place it in the
pedestal. Go all the way right and shoot the eye on the wall. This will open up
the door in front of you. Follow the path north and tap the pedestal the square
crystal is in to take it out. Carry it southwest back to the pedestal you just
saw, then place it in there. This will open another door to the right. Head
there and go into the next room. Here, there are many Octoroks. The ones on the
platform you can’t reach constantly shoot out nuts. Head west and kill the
Octoroks that are walking around, then use arrows to kill the other three.
Once they’re all defeated, a bridge to the north will extend and connect to
another platform. Cross the bridge and ride the moving block down to a platform
to the south. Quickly defeat the Keese there, then ride the next moving block
and take out your bow. Aim up and shoot the eye, then get on the middle block.
Let it take you up, then when it takes you back down, move onto the last block.
That one will carry you right. Aim up and shoot the eye on the wall, and with
both eyes shot, a chest will appear in the middle. Get back on the middle block
and let it take you up, then open the chest to get a Power Gem. Get back on the
right block, then let it take you all the way right. Get on the next block and
defeat the Keese, then head right when it takes you up.
Move past the two razor traps and avoid being hit, then go directly south and
jump to that platform, making sure the Beamos doesn’t see you. Head right and
place a bomb by the cracked block, then quickly go back left and up. When the
bomb blows up the cracked block, a razor trap will be freed. Jump back up to
the platform with the Beamos, then head over to the right and jump down to the
platform again from there. Push the block down when the razor trap is over to
the right, then make your way back over to the left side again. Push the block
all the way right to trap the razor trap (ironic, huh?) completely, then head
north and open the chest for a Dark Pearl Loop. Head down the stairs to the
next room.
Here, head west and be careful of the sparks that cling to the walls. Jump
across the ledge to another platform, then press the switch to open the door in
front of you. Head south to the next area. Ride the moving block on the right
here to another platform. Get on it and equip the Boomerang. Ride the moving
block to the north up, then use the Boomerang to target the flaming torch, then
all of the non-flaming ones in a zig-zag pattern. Throw it after you target
them all, then you’ll light all of the torches, causing some spikes ahead to
lower. Get on the next platform and knock off the Hardhat Beetles, then go left
and use the Boomerang on the heart-shaped orb until it faces left. Shoot an
arrow into it and the arrow will eventually hit a switch.
Before continuing, move the heart-shaped orb again so that it faces north, then
shoot another arrow into it. The arrow will hit an eye on the wall, causing a
chest to appear nearby. Open it to get a Wisdom Gem, then head north past the
lowered blocks and into the next area. You’ll have to fight another giant bunny
in here. Scream or blow hard into the mic, then attack it and it will drop a
Small Key. Take it and use it on the locked door in front of you, then go left.
The gossip stone tells you that the block to the left is a block that moves
depending on the path that you draw. Neat. Get on the platform and it will
glow. Take out your map and draw a path going towards the dots on the map, in
this order: up, down, right, and left.
Exit the map screen after drawing your path, and the platform will move. It
will carry you to pillars with eyes on them. Shoot them in the order of up,
down, right and left, then a chest will appear at the start of this room. Erase
your current path and draw a new one going northeast. Once you get over there,
open the chest to get the Boss Key. Get back on the block again and draw a path
going to the platform at the southwestern corner. With the Boss Key in hand,
tap the block to throw the key into it, granting you access to the next room.
In the next room, read the tombstone to create a blue portal. Break the pots
for supplies, then go north and to the next area. Head north and you’ll meet
Crayk, the Bane of Courage. Read the Bosses section for help on winning.
After you win, he’ll turn into some of the Sand of Hours, which will be added
to the Phantom Hourglass as usual. Now you have fourteen minutes total in it.
The Spirit of Courage will then appear, who looks exactly like Ciela. However,
she won’t say a word. Open the chest that appears for the Heart Container, then
take the blue portal to get out of this place.
==============
Molida Island
==============
Now that we have all four of the spirits, we can find the Ghost Ship! Make your
way back into the cave, and once inside, head south and turn right. Jump off
the ledge and make your way out of the cave. Back outside, go west and you’ll
get a letter from the Old Wayfarer. He gives you a random ship part. Go back to
your ship, and Oshus will be there with Linebeck. Oshus explains that Ciela is
actually a spirit, and that the other fairy spirits you’ve rescued are part of
her lost power. Then, he asks for Link to take out the Spirit of Courage. He
does so, and then you’ll see a scene where both of them combine, creating a
yellow Ciela. Leaf and Neri then come out, and Ciela hears Tetra’s voice. She’s
the true Spirit of Courage, as Oshus explains.
Ciela says that she can feel the Ghost Ship out there somewhere, and Oshus
suggests heading there. Linebeck wonders how he knows all of this, but he’s
still reluctant to tell anybody. After the scene, Link and Linebeck set sail
with the three spirits.
========
The Sea
========
Linebeck says that when we first found the Ghost Ship, it was hidden in deep
fog. He suggests looking for the deepest fog you can find, and maybe we’ll find
the Ghost Ship there. Set your course anywhere, and the moment you go to sail,
you’ll see a ship in the distance. A girl is on it, and she obviously knows who
Linebeck is because she shouted his name. Linebeck says that now is not the
time for a story, and to run away any time you see her. Have the ship jump over
the torpedoes. Let her catch you this one time, then you’ll go into the engine
room. Head down and Jolene will appear, then she’ll fight you since Link won’t
tell her where Linebeck is. To defeat her, wait until she pulls her sword back,
then run away. When she dashes, attack her.
Keep this up and eventually you’ll be prompted to rub the Touch Screen back and
forth. Do so and you’ll knock out her sword, and then she’ll leave. From this
point on, you’ll see an icon of Jolene at random parts of the sea. If she
catches you, you’ll have to fight her again, so avoid her at all costs. Anyway,
after she leaves, go up to the crate in here and Linebeck will pop out of it.
He’ll give you a Blue Rupee as a reward. The more you fight and win against
Jolene, the higher the amount of Rupees he will give you. You’ll then be back
outside of the ship, so sail to the Northwestern Sea. As you sail there, you’ll
get back into the deep white fog. When you get there, sail directly north and
your ship will get stuck, then Link will go to the engine room with Linebeck.
He says that the cause of this is more than likely the Ghost Ship, and that you
should go search for it while he fixes the engine. Ask him how, and Ciela will
say that her and the other two spirits will help locate it. Back outside, Ciela
will explain that you have to tap "GO" to make the ship go, then touch left or
right to move left or right, respectively. You don’t draw a path this time. As
you get more near the Ghost Ship, the three spirits will blink more rapidly.
Steer your way through the Northwestern Sea and keep going toward the spots
where the spirits blink. When they blink extremely fast, you’re very near the
Ghost Ship. Eventually, you’ll see it in plain sight. Sail to it and you’ll get
on board.
===========
Ghost Ship
===========
Upon arriving, Linebeck will also be on board. He doesn’t want to admit it, but
he’s frightened, as you can tell. After Ciela throws a few insults at him, he
will stay behind and tell you to go and find Tetra. So, head to the middle and
go left to the next room. In here, go left and the door behind you will shut,
then you’ll have to fight three ghost enemies. They’ll disappear if you try to
attack them directly, so wait until they first appear, then quickly strike.
Once they’re defeated, the door will open and some blue flames will disappear.
Head left and you’ll find a girl. Talk to her, and she’ll ask if you’re Link.
Tell her you are, and she’ll say that she’s the youngest daughter of the house
of Cubus. She says that she and her sisters all got kidnapped on this ship.
Tell her you’ll help her find them, then she’ll tell you that they’ve probably
been kidnapped by Reaplings. When she’s finished talking, head right and Ciela
will say that Tetra must be locked up somewhere, too. She thinks that if we
find the other three girls, they might know where Tetra is. Head north and go
right to some spikes. To the north is a switch with some barrels blocking it.
Stand by the spikes, and draw a path with the Boomerang in between the barrel
and the spikes, then target the switch and throw it. If you did it right, you
will hit the switch, lowering the spikes beside you. Head right and avoid the
fire snake, then defeat the ghost enemy. Continue right and follow the path,
defeating the enemies along the way.
You will come to a switch in a corner. Hit it and the spikes to the south will
be deactivated, so continue following the path and you’ll come to a wall of
flames, along with a nearby block pedestal. Head back down and jump across to
the right to get past the wall of flames. Head all the way south and east, then
go north to a switch. Hit it to lower some spikes near you, then open the chest
by the lowered spikes to get the triangle crystal. Head north and you’ll find
one of the sisters. Talk to her, and she’ll tell you that she’s the third
sister. Don’t worry, we’ll soon find the second one. She’ll ask you to take her
back to the other sister you found, so head south and then west with the
triangle crystal in hand.
Keep going west and jump across to the platform, then go north and place the
crystal in the triangle-shaped pedestal. This causes the wall of flames to
disappear, allowing the girl to be able to pass. Go south and talk to her, then
she’ll say that whenever she panics like that, talk to her again to get her
moving. Head back to the left (walk across this time instead of jumping across,
so that the girl will keep following you), and you’ll come to a spider. The
girls are extremely afraid of spiders, so they’ll panic whenever they see one.
Kill it and talk to her to get her following you again. From now on, I won’t
mention where the spiders are; just kill them and talk to the girl following
you again.
Anyway, continue going west and make your way back to the first sister. When
you bring the sister following you back to the first one, they’ll tell you to
go find the last two. Head back towards where you found the previous sister,
then take the southern stairs there down into the next room. You’re on a safe
zone. Go right and a ghostly figure will appear, and Ciela says that it’s
probably a Reapling. Follow the path and go past the spikes. Avoid detection
from the Reapling, or else you’ll have to quickly run to a safe zone. Make your
way around the room until you reach the next girl. Hit the switch in front of
her to lower some spikes, granting you access to two chests. Talk to the girl
and she’ll want you to take her back to her sisters. Unfortunately, she doesn’t
know where Tetra is either.
Go right and she’ll tell you that there is good treasure. She shows you on the
map where it’s at, which is over to the right where the spikes just lowered.
She tells you to pick the one on the left, but something seems suspicious about
her. Don’t do it; it contains 10 Rupoor. Rupoor are black Rupees, and instead
of giving you Rupees, you lose them! This also makes another Reapling appear.
Open the chest on the right instead to get a Yellow Potion, then make your way
right and south. Open the chest you’ll find to get a round-shaped crystal. Keep
going south, then turn right and go up the stairs. Back here, go north and
place the crystal into the pedestal, making the flames to the left disappear.
Go left and jump to the chest in the corner, which contains a Pearl Necklace.
After getting it, take the sister following you back to her other two sisters.
Once they reunite, head back all the way right and enter the room you just
exited from. Back here, make your way over to the left side of the room, then
take the stairs down to another room. In here, go right and you’ll see some
levers you have to pull in a certain order. We’ll get to that in a minute.
Defeat the ghost enemy, then read the two signs. They tell you about a steel
drum storage. Head right and the door behind you will shut, then you’ll have to
kill a few spiders. Do so, then the door will open and some flames to the north
will disappear. Head north and ignore the switch to the left. Hitting it makes
some spikes lower, but it also makes a Reapling appear! You can’t take the path
where the spikes lowered, anyway, because it’s a trap.
Head north and go left, then read the tombstone. It tells you the order that
the levers have to be pulled in: 2, 4, 5, 1, and 3. However, it’s not like you
think it is; you don’t just pull the levers in that exact order. It’s tricking
you; you actually have to pull 1 first, 2 second, and so on. The way the
numbers are positioned represents the positions of the levers. Get it? So, go
all the way south and pull the second-to-last lever on the right first, the
first one on the left second, the last one on the right third, the second one
on the left fourth, and finally, the middle one last. This will lower some
spikes to the north. Go there and lift all of the barrels, then you’ll find a
switch that was hidden in the barrel maze.
Press it to make some flames lower at the northwestern side of the room. Go
there and head north. Lift the shaking barrel to uncover the last girl, then
talk to her. She says that she’s the eldest of the sisters of the house of
Cubus, then she asks you to take her back to her other sisters. Head south, and
the girl will tell you that the Reaplings get angry when you shoot them in the
back. She tells you not to do it, but this actually stuns them, allowing you to
pass freely. Make your way out of this room, then in the previous room, go all
the way right and head up the stairs. Back at the main room, make your way to
the other three sisters. Will all four sisters reunited, they’ll go on about
how the Reaplings should’ve scared you to death.
They then take you to the deck of the ship, where they say you’ll have to play
a game of death’s volley. I _knew_ something was up with them. They’ll turn
into Poes and you’ll have to fight the Diabolical Cubus Sisters. Refer to the
Bosses section for help. Once they’re defeated, the remaining one will attempt
to scare Link, then she’ll die and drop a key. Pick it up; it’s the Ghost Key.
Then, open the chest that appears to get the Heart Container. Take the blue
portal to get back to the main room. Head all the way right and take those
stairs down again. In here, go to the block on the map and tap it. The Ghost
Key will unlock it, so head north to the next room. In here, Link will spot
Tetra. However, she has been turned to stone!
Linebeck suddenly enters and asks if Link found treasure, then Ciela tells him
about Tetra. Suddenly, Oshus also enters the room and explains everything. He
explains who he really is, along with who caused all of this. The evil creature
we’re hunting after now is called Bellum, but I won’t spoil any more than that.
Oshus will eventually tell you that you need to visit Zauz. Eventually you will
appear back out at sea in Linebeck’s ship, in the engine room with Tetra.
========
The Sea
========
At the engine room, talk to Linebeck. He says that we should go visit Zauz so
we can figure out how to slay Bellum, and apparently he lives on an island just
north of the Isle of Gust. Sail to the middle-northern part of the Northwestern
Sea, and when you see an island in the distance, Ciela will mark it as a new
island on your Sea Chart. Set a course for it.
==============
Zauz’s Island
==============
As you dock at the island, you’ll get a letter from Jolene. The postman has
delivered the letter to the wrong person; this is for Joanne, her sister. Oh
well; at least she sounds familiar. Remember the mermaid? The postman will ask
you to deliver the letter to her yourself, then give it to you. We’ll do that
later on. For now, enter the only building on this island, where you’ll find
Zauz the blacksmith. He tells you that you’ll need the Phantom Sword to defeat
Bellum, and that it is the only sword that can slay him (isn’t there always a