Tato stranka by vapadalo mnohem lepe v prohlizeci, ktery podporuje webove standardy, nicmene prohlizet ji muzete v jakemkoliv prohlizeci, nebo zarizeni s pristupem na Internet.
Wellcome to Xsoft Hyrule Field - If you looking for help with Zelda game, then start here.
------------------------------------------------------------------------------- T H E L E G E N D O F Z E L D A : M U G E N N O S U N A D O K E I ------------------------------------------------------------------------------- Version 1.0 By MetalGearOnAcid Date Started: June 24, 2007 Copyright 2007 MetalGearOnAcid ------------------------------------------------------------------------------- This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ------------------------------------------------------------------------------- Language Please note this is a walkthrough for the Japanese version of the game. I doubt much of the game itself will change for the US release, but I'm pointing out the language because it will affect how you go about doing things in the game. For example, since you and I can't read most of the text in the game, solving puzzles is a bit different than it would be if we could read what was going on. Many times I'll be forced to say "Here is the solution" and you'll wonder why. I'll do my best to try and explain why the solutions are what they are, but for the most part you'll just have to do as I say, whether it makes sense at the time or not. Since the game is in Japanese, I will also provide menu translations and things of that nature. ------------------------------------------------------------------------------- Concerning Spoilers Warning to anyone reading this guide: If you want a spoiler-free walkthrough, this is not it. Although most of my guide goes over gameplay, I do mention when something happens in a cutscene here and there. I don't understand all the Japanese so I won't be explaining big plot points, but if something happens in the game and I can tell what's going on, I usually mention it. Also, this is a very indepth walkthrough. If you just want to know where to go next, then either read the part you need and ignore the rest, or don't read it at all. I go through elaborate explanations of each dungeon, and what to do between them. As I'm guiding my readers through the game, I point out what enemies are coming and what items are in each location. If you want to figure this stuff out on your own, then as I said above: skim the section you need just to see where to go next, or read at your own risk. Just a disclaimer so that no one is surprised by any information in here. ------------------------------------------------------------------------------- 0. Frequently Asked Questions 1. Menu Translations 2. Controls 3. Walkthrough 3.01 - Arriving on the Beach 3.02 - Practice Cave 3.03 - Hourglass Castle 3.04 - Sailing the Ocean Blue 3.05 - Volcano Mt. Temple 3.06 - Boss 1: Sorceress 3.07 - Moving on 3.08 - Back home 3.09 - Hourglass Castle Challenge 1 3.10 - Let's Hightail It Outta Here 3.11 - Getting the Cannon 3.12 - Now We're Sailing With Power! 3.13 - Getting the Shovel 3.14 - Into the Fog 3.15 - Island of the Second Temple 3.16 - Wind Temple 3.17 - Boss 2: Vicious Vortex 3.18 - On the Road Again 3.19 - Hourglass Castle Challenge 2 3.20 - Getting the Crane 3.21 - At the Bottom of the Sea 3.22 - Sun Temple 3.23 - Boss 3: Crusty Crab 3.24 - A Minor Setback 3.25 - Ghost Ship Temple 3.26 - Boss 4: Phantom Four 3.27 - Almost There 3.28 - Hourglass Castle Challenge 3 3.29 - A Whole New World 3.30 - Goron Island 3.31 - Goron Temple 3.32 - Boss 5: Dodongo 3.33 - Moving Along 3.34 - Ice Temple 3.35 - Boss 6: Sea Dragons 3.36 - Hourglass Castle Challenge 4 3.37 - The Four Corners of the Earth 3.38 - Oasis Island 3.39 - Pyramid Island 3.40 - Sand Temple 3.41 - Boss 7: Stone Golem 3.42 - Getting the Hourglass Sword 3.43 - Hourglass Castle Challenge 5 3.44 - Boss 8: Eye Plant 3.45 - Boss 9: Possessed Pirate 4. Special Thanks ------------------------------------------------------------------------------- 0. Frequently Asked Questions ------------------------------------------------------------------------------- This section is pretty appropriately named, since I keep getting the same questions over and over in my email. Q: "I just thought you'd like to know this so you can fix it..." A: I don't care. No to be rude, by I created this guide as a step by step process on how to reach the end of the game. I have personally beaten this game, so I know for a fact everything in this guide will work. I could care less if my translations are off or I left side quests out. I have removed my email address from this walkthrough because I am done with this guide and have nothing more to add. Please don't contact me. Q: Can I host your walkthrough on my site? A: I'm flattered, but I want to keep things simple and host my guide on just one site. So sorry, no. Please don't even bother emailing me and asking politely or trying to strike a deal. I'm fine with just the one. Q: When will your walkthrough be finished? A: I don't know. I think I've gotten pretty far considering I just started working on it. I pretty much haven't done anything but work on it, so I'd say it's coming along faster than most guides usually do. I'll probably be done putting up the main quest shortly. After that, I don't know if I'll be doing sidequests, secrets, etc. I never planned for this to be an amazing guide. I was just bored one day and no one else seemed to be making a guide for this game, so I decided to start one. The game has just been released in Japan, so it's still pretty new. Once things have died down, tons of guides will pop up and mine will seem alot less important. Right now mine is the only major walkthrough for this game that I'm aware of, but if that changes soon then I'll probably put less focus on this guide. Q: You said in your guide that [ insert puzzle solution ] is what you do at that part, but you didn't even explain why. The real reason you use that solution is [ yadda yadda.] A: As I warned at the beginning of my guide, I can't read all the Japanese text in the game, so if I know the solution to a puzzle, I'm not going to hold out on my readers just because I don't know exactly why that's the solution. If I did that, this guide would never get done. Besides, once the American release comes out, all the names and quests and solutions will be easy to understand and my guide will actually look kind of inacruate and sad. This walkthrough is just for people trying to make it through the Japanese game. It'll probably become obsolete soon. Q: Hey. Can you help me? I'm stuck on the island where you gotta get into this cave. I think I need an item or something. A: Check the guide. If it's not in there, I don't know. The whole point of this guide is so that people don't need to ask questions, they can just look here. If you can't find it, accept that I must not know the answer. Q: Can you put my name in your guide? A: If I feel you've helped me, then chances are your name is already in here. If you've helped me with one particular detail, I'll credit you after the NOTE of that detail. If you've just helped me in general, then your name is likely in the Special Thanks section. Q: I found you guide on a site other than Gamefaqs. Did you give them per- mission? A: No. Give me their name so I can kill them. Q: Where did you get the names of the islands/bosses/chapters? A: I made them up. ------------------------------------------------------------------------------- 1. Menu Translations ------------------------------------------------------------------------------- The first menu you will see when turning on the game has two large green boxes. ---------------------------- | | |1 File 1 | | | |____________________________| ---------------------------- | | |2 File 2 | | | |____________________________| ________________ | | | Wifi Settings | |________________| Choose a file. The next menu that comes up I won't even bother translating. It is simply the name input. Your DS user name comes up as the default here. Change it if need be, The bottom right button is proceed. It will then ask you three questions after your name. No idea what any of this is. I just chose the top option for all three. Now go ahead and select your file. I won't bother drawing out this menu, but once your game file is selected, the bottom options are ad follows: Back, Copy, Delete, Begin. Select Begin. You'll be greeted with this: ---------------------------- | | |1 MetalGearOnAcid | | | |____________________________| ________________ | | | Story Mode | |________________| ________________ | | | Wifi Mode | |________________| Choose story mode. You are now in the game. I won't get into the Wifi menus because I don't have Wifi. Aha. ------------------------------------------------------------------------------- 2. Controls ------------------------------------------------------------------------------- This game is completely stylus controlled as far as movement goes. I will explain all of the basic moves and how to do them with the stylus. Move - To move Link, simply drag the stylus in the direction you wish to go. Roll - Drag the stylus to the edge of the screen, and then do a quick zigzag. Slash - Tap the object you want to attack. Thrust - Put the stylus on Link and swipe it towards the object to attack. Spin slash - Draw a quick circle around Link when near the object to attack. Save - To save, tap the green menu in the bottom left corner. Then tap the orange menu that appears. Choose the top option. ------------------------------------------------------------------------------- 3. Walkthrough ------------------------------------------------------------------------------- After watching the Picasso-like opening scenes, you will witness the beginning of the story in the graphics you'll be seeing for the rest of the game. Pretty nice. This game actually takes place sort of after Wind Waker, so it begins with Link and the pirates aboard a ship. Link awakes to see the sky out at sea get dark and covered with fog. A ghost-like ship appears. Tetra jumps aboard it and Link tries to follow. He slips and gets knocked off the side into the sea. And so begins your tale. ------------------------------------------------------------------------------- 3.01 - Arriving on the Beach ------------------------------------------------------------------------------- You don't have a sword yet, so trying out some of those moves you read about will have to wait. Take a second and get used to the stylus controls though. Once you're good, head up toward the little house directly north of where you landed. There's an old man with a staff inside. Tap him to talk to him. When he's finished, tap him once more and he'll point out the dock on your map. Leave the house and you'll notice two barrels on the right. Tap them to pick them up. Toss them by sliding the stylus away from Link. As you approach the cave on the right, the ground will quake. Remove the barrel by the enterance and head into the cave. Read the sign up by the door. Damn, we're stuck. Go back outside and head towards the west side of the island. If you head up the north path, Navi will point out the enemies and warn Link that he doesn't have a sword. Go back down and talk to the man standing over by the west house. Yadda yadda. Also go to the right side of the map (as far as you can go) and someone will show you that the bridge is out. Phooey. Return to the first house we went to and talk to the Old Man again. Now head back to the cave and approach the sign. This time Naivi will say something and the screen will zoom in on the sign. This is the first puzzle, and ironically it's not one you could do. Basically the riddle was ho many trees there were on the island, but you'd have no way of knowing that. ^_^ Draw a 7 on the sign starting from the top left. Yay, the door opens. Open the treasure chest for a sword. Also check out the book over on the table. Upon leaving the cave, the Old Man will stop you. Apparently he has some things he wishes to teach you. Tap him and the training begins. 4 logs sprout out of the ground, and you have to use the move the Old Man tells you to destory them. Keep in mind you have to destory them in this order: Top right, bottom right, bottom left, top left. If you use the incorrect move, or break the wrong log, the Old Man gets pissed. The first move is the slash. As I said in the Controls section, simply tap the object you want to attack, which in this case is the logs. After slashing all 4, the Old Man will tell you the next attack. Second is the thrust. Just put the stylus on Link, and quickly jab it forward toward the object you wish to hit. Link will step forward and stab it. The last move is the spin slash. Stand close enough to the log and quickly draw a circle around Link. After that you're free to go. Now guess where we can go? That's right. Up north to fight some baddies. Head north and take out the ChuChus. When you reach some large trees, use your sword to clear the path. Head into the cave. This is not a dungeon, but you'll have to solve some puzzles here. ------------------------------------------------------------------------------- 3.02 - Practice Cave ------------------------------------------------------------------------------- Remove the boulders that are in your way and you'll see a locked door. Get used to seeing these. -_- Keep going right and you'll reach a chest with a key in it. That was easy. Unlock the door by tapping it. There are statues around this area that each give you clues as to the solution of this next puzzle, but you can't read Japanese so I'll just tell you the answer. Before you solve it, head over to the right and pull or push the block by tapping it and then tapping one of the arrows that appears. In the alcove on the right is a chest with a Red Rupee. Now head back to the main room and prepare to pull the switches. Pull the switches in the order 2 1 4 3 and a key will drop from the ceiling. Use it on the north door. This next room is infested with rats. And one of them has a key! He's too fast for us though, so head to the left and pull the block up so it's blocking the hole in the wall. Now hide in a corner and wait for the rat to come by. When he sees that the hole is blocked, he'll turn around. That is when you attack him. Use that key on the east door. Follow the path and you'll eventually be outside agian. But now you're on the east side of the map. Head over to the docks on the right, and talk to the man. Damn, can't leave yet. Head back left and enter the largest building. It's a bar. Talk to the people there. They'll point out a large building on your map. Guess we have to go there. There's a path to the north, so head there. Then head north west, as the stairs to the west are blocked by, well, blocks. In the next area, climb up the stairs and enter the large castle. ------------------------------------------------------------------------------- 3.03 - Hourglass Castle ------------------------------------------------------------------------------- Upon entering, you'll see some skeletons on the floor. Don't worry, they won't come to life and attack you. They're people who have died in the castle, and their spirits remain. Head up north and through the door. You'll immediately notice this room is encased in purple fog. Navi also noticed someone's in here. It's a pirate, and he's gotten himself stuck behind a boobytrap of spikes. I guess we have to save him. He'll ask if you'll help, choose the top option. He'll give you a lecture and then choose the top option again. Now start running through this area, as the longer you stay in the purple fog, the more health you lose. There are small sections will tile flooring. These areas don't contain the fog, and are safe resting stops. There is one such area up to the top right. It has a treasure chest. That's weird, there was nothing in there? Hop on over to the top left section and you'll see there's a little glass ball. That's what switches look like in this game. Whack it with your sword and the spikes will go down, freeing the pirate. Go back down to the enterance and talk to him. He shakes Link and makes him all dizzy, which is pretty funny. Link will pull out a key. Run back up through the fog to the northwest door, which you can now unlock. In this new part of the map, run to the top left corner and hit the switch. It will lower the spikes, but it's on a timer. You must quickly run past them all the way to the top right corner of the map and hit that switch as well, before the timer runs out. Just note that when you're doing this, take the northern path to get to the righthand switch, as the bottom path has a trapdoor. If you sucessfully hit both switches, the blue door opens. Behind the blue door is a chest with Sea Chart 1 in it. You can now see the bottom left hand corner of the sea. Now that we have the Sea Chart 1, we can leave. Outside you'll be greeted by the Pirate. Head all the way back down to the docks and talk to the Pirate, who is talking to the Old Man from earlier. You'll whip out your Sea Chart, but hmm... where should you be heading to? Rub the stylus on the southeastern most island. You'll reveal a crest, Crest 1. Now we know where we're going. If you're ready to leave, choose the top options. ------------------------------------------------------------------------------- 3.04 - Sailing the Ocean Blue ------------------------------------------------------------------------------- Okay, this is our first time sailing, so I'll go over the basics. To plot our course, you simply draw a line from our ship to wherever you want to go. In this case, it's the anchor down on that southeastern island. Choose GO! Once you're sailing, there's a few things you can do. The two boxes on the right are go and stop. The feather in the bottom right corner means draw a new route. And the botton in the center at the bottom is jump. You'll need that to avoid rocks or enemies. You can drag the screen with the stylus to look around you. Right now we have no weapons, but enemies shouldn't be a problem here. When you reach the island, you'll dock. This island contains the first real temple. When you arrive, select the first option the Pirate gives you, and you're free to look around. I suggest you do so and get a feel for the island. While you're at it, this is a great time to start practicing a nice feature in this game, which is writing on your map. You can make notes of important things on your map. Run around the island and explore a bit. As you approach the far right of the island, you'll see another one of those skeletons. Go talk to its ghost. He'll point out one of the houses on your map. Choose the top option he gives you. He'll also show you the torch behind him. These are important, so whenever you see one, jot it down on your map. To do this, tap the green menu in the bottom left of the screenn. Then tap the yellow chart. This will bring up your map. Wherever you see a torch, draw a little symbol or mark on your map in that spot. The locations of the torches are: -the southernmost house -the northernmost part of the island to the right of the little floating chunk of land -the little floating chunk of land on the far right One you've got those down, head over to the house he marked on your map. It's the 2nd house. Head into the basement and the door will close behind you. Hey, there's someone behind that door! We have to get them out. Go over to the sign on the wall by the door and tap it. Once you've noticed it's a map of the island, blow into the microphone on the DS. Select the first option the woman gives you. Head over to the map and tap it again. This time it stays open. Draw on the map in the 3 locations that you found the torches in. If you don't remember them, you can look on the top screen. It shows your jotted notes. If you get them right, circles appear around them. The door now opens. Now that the woman is free, she yacks to you for a while. I just chose the top option for everything she asked me. You'll end up upstairs with the Pirate and the woman. She'll look into her crystal ball. Select the first option. When the pirate leaves, talk to the woman again. She'll mark a place down on your map. We should head there now. The door that was once flowing with electricity is now acessable. Go up to it and open it. Beyond the door, you'll meet an enemy that you don't want to get too close to: the electric chuchu. If you touch it or even whack it with your sword, you'll get shocked. We'll deal with them later. Head up the stairs and you'll see a volcano exploding. Get to it by going up and around from the left side and then back down the right side. At the enterance of the volcano are two candles. Stand close to them and blow into the mic to put them out, thus opening the door. ------------------------------------------------------------------------------- 3.05 - Volcano Mt. Temple ------------------------------------------------------------------------------- Floor 1 This is the first real temple. You'll be solving alot of puzzles in here. Walk through the entryway avoiding the fire. In the central room, there is a large wand of fireballs spinning. (Reminds you of the castles in Mario 1, no?) Follow it over to the right and attack the chuchu in your way. Hop over the lava to the platform by the door, and then hop again to the right. If you examine the sign on the wall, it shows you the correct path to get through the maze behind the door. Jot it down on your map. Down south in the next room, the door will close and you'll be attacked by 4 Keese. Kill them and open the chest. Yay, a key. Head back up and open the door we passed a moment ago. Glancing at the map on the top screen, run through this area following the path you drew. It's pretty hard to screw up since the floor will open up trapdoors if you head in the wrong area. Grab a red rupee in a chest along the way. When you get to the end, stand in the center of all 4 switches and do a spin attack. Head all the way back to the center room with the firestick and up the newly opened stairs. Floor 2 Avoid the electric chuchu in the way and head up and to the left to a switch. Activate it to switch the height of the blocks in your path. Follow the path to the right and down into a room. The door closes and this time you have to fight some slime. Door opens yadda yadda. The real prize is the Boomerang you find in the chest. Now we can fight those nasty electric chuchus. Head over to the right side of the room and notice a switch sitting on a distant pedistal. Face it and tap the boomerang icon on the top right corner of the screen. When in boomerang mode, simply draw a line to determine the path of the boomerang. In this case, draw a line to the switch. This will put out the fire in the left side of the room. Head down the hall and in this section, two evil torches will spit fireballs at you. There are switches in the top left and bottom left sides of the room, each controlling a torch. Run into the room and quickly switch to boomerang mode. Aim for one of the switches and hopefully it'll activate before you get hit by a fireball. Run out of the room and wait for the other torch to shoot a fire- ball, and then run back in and hit the other switch. This puts out the fire in the top right. Go down the newly opened stairs. Floor 1 Now we can practice taking out an electric chuchu. Aim the boomerang at him and fire away. Once he's dizzy, you can use regular sword attacks. There's a switch over in the left end of the passageway, but hitting it will block you in. So instead, stand to the right of the red blocks in the ground, and throw your boomerang around the corner to hit the switch. Now the blue path is opened to the south. Head south into the room and the door closes yet again. Now you must fight 2 flaming skulls. Use your boomerang to stun them, and then attack with your sword. Go up the stairs. Floor 2 In this room, use your boomerang to kill the flaming keese. In the bottom right corner is a switch. Pull it. Then avoiding the flame stick, hop over to the right platform. Avoid the flame stick there and continue to the right. Kill the last flame keese and a chest will appear with a red rupee. Down below, pull the other switch. This opens the door back on the left side, so hop back over there. There's another rat with a key in here, and once again he's too fast for us. Use your boomerang from outside the doorway to take him by surprise. Yay, a key. Now head back over to the right side of the area. Continue down the path and you'll see an Octorok pathetically spitting repeatedly at a wall of blocks. Go down and shoot your boomerang at the switch to lower the red blocks. Kill the Octorok and then aim your boomerang back down around the corner to hit the switch again. Unlock the door here and go up the stairs. Floor 3 Head down to the lower part of this area past the fire stick and to the left. You'll notice a sign on the wall. Read it to see the solution to the next puzzle. Jot it down on your map. (It's showing the room on the top right) Head back up north and blow out the 2 candles in this area to put out the fire. In the room above, shoot your boomerang so that it hits the switches in the order you drew on your map: bottom left, top right, top left, bottom right. A key will drop down. Use your boomerang to get it. Now head to the south west of the area and unlock the door. You'll pass by a door with a giant lock on it and an eyeball. This is the boss door. Head left and the door will close. The room will be filled with all sorts of enemies. Defeat them all. Up on the next path, defeat the two flaming skulls with the boomerang to put out the fire. Step on the switch in the room above and the left most torch will come on. Take out your boomerang, and draw a path through the flame of the first torch and then to the other 2 torches. This should light them all. This puts out the fire in the room to the right. Head down the path and toward the right and you'll see a big gap in the floor. Use your boomerang to hit the switch in the room that's over the gap. This will make the gap get filled in so you can pass. Up in the northern part of that room is a chest with the boss key. In this game, you actually have to carry boss keys to the boss door. It's not that hard this time. Simply walk the key back to where you first passed that boss door, carefully avoiding the spinning tri-flame sticks. If you're ever in a hurry to get away from an enemy or some- thing, you can always toss the key and go pick it up. Once you get to the boss door, it will unlock Floor 4 Read both of the stones in this room. A blue portal will appear on the left. This lets you warp back to the beginning of the dungeon. Head up the stairs. ------------------------------------------------------------------------------- 3.06 - Boss 1: Sorceress ------------------------------------------------------------------------------- Oh no. It's some psychotic looking sorceror who looks like a monkey. Looks like a girl to me so we'll call it a she. She immediately starts by splitting into 3 copies. This is actually pretty easy. Look above at the top screen. Each copy of the boss will be represented by a little purple icon. However if you look closely, they each have a different number of horns. This represents the order you must hit them in. So hunt down the girl onscreen who has the 1 horn icon above. That's the one we're going to start with. Now look at where the 2 and 3 horned icons are in relation to her. You must draw a boomerang path that starts off by hitting the 1 horned icon's sorceror, and then passes through the 2nd and then the 3rd all in one move. If you do it correctly, the 3 figures will be dragged along by the boomerang's path and ultimately forced together. It's not as easy as all that though. Once they are brought together, they will immediately split if you don't give it one more whack with the boomerang. So quickly pull it back out and toss it at her once she's combined. If it works, she'll be knocked out and you have a few seconds to whack away with your sword. Do this process 3 times and she'll die. Open the teasure chest for a heart container, then step on the blue panel to warp back to the enterance. ------------------------------------------------------------------------------- 3.07 - Moving on ------------------------------------------------------------------------------- Back on the island, head into the large building where you met the crystal ball woman. You'll get a red tear shaped crest. Head outside and talk to the pirate by the dock. If you're read to leave, choose the top option. Once back out at sea, plot a course back to the island you started on. It's always nice to remember your roots, right? Once again there should be no enemies on your way there. ------------------------------------------------------------------------------- 3.08 - Back home ------------------------------------------------------------------------------- You might remember that while you were in Hourglass Castle, there was a door with a crest on it that we couldn't really do anything with. Well now we can. Hourglass Castle has many floor, each with a door and a crest. One by one, when we get the crests, we'll come back here and get to the next floor to see what goodies we can find. If you don't remember how to get there, you go up the north path on the east side of the island and then hook around the top to the left. Upon entering, the Old Man will come and tell you about the Phantom Hourglass. Yay, treasure! Let's go steal it. Head up the left or right stairs and walk up to the Hourglass. In a dramatic cinema, you take the Hourglass and do a little dance. Hop back down and enter the north door. ------------------------------------------------------------------------------- 3.09 - Hourglass Castle Challenge 1 ------------------------------------------------------------------------------- Okay, this place is pretty annoying. But I'll try to keep it as easy as possible. As soon as you enter the door, the Phantom Hourglass will turn, thus giving you a 10 minute time limit. It doesn't always count down though, only when you're in the purple fog. Basically, anytime you're in the fog, you lose time off your timer. Once the timer hits 0, you go back to getting hurt by the fog, in which case you'd die in a few seconds. *gulp* Better do this right then huh. As before, sections with tile flooring are safe spots. So in the first room, run through the fog to the door in the center of the north part of the room and open the door with the crest. Head down the stairs. Basement 1 This is the first floor of puzzles.It's not too bad once you know what to do. The biggest annoyance is the two guards patrolling the area. If they see you, it goes into alert mode, and if they manage to hit you, you lose a big chunk of time off your Hourglass countdown. So avoid getting hit at all costs. When Navi and the red fairy give you their speech about the guards, choose the top option and head on your way. Since the guards appear on the top left and bottom right ends of the area, head down the center aisle to the right and go up. You'll see a switch by a door. Hit the switch. This makes a torch down at the botom of the area light up. Pay close attention to where the southern guard is and where he's headed, and run down to the southern end of the area as quick as possible. The switch is timed, which is why we need to hurry. You should be able to head straight down and to the left, as the guard should be starting to head north. When you get to the lit torch, pull out your boomerang and send it through the lit torch and then through the other torch on the left. This will remove the fire over in the southwest corner. This will likely alert the guard who's over there, so hide until you see him heading back up. Once he's moving north, run behind him and take a breather on the left section of floor tiles. Quickly run up past the guard, (it's ok even if he sees you) and turn right at the top hallway. You'll see a red pot. Smash it qickly and stand on the glowing circle that appears in its place. This is an invisibility spot. The guards can't see you when you're on it. The guard will shrug and head back down. Keep going to the right and step on the switch. This opens the path in the top left corner leading to a key. Go grab it. The guard should still be walking down the hall- way. Follow him as before, and hide in the spots on the sides of the wall. If you press tightly against the side of the tiled area wall, the guard won't even see you on his way back up. Quickly run down one he passes you and head towards the 2 torches. For me, the other guard was on the right side of the hall, heading down. So I went up the middle row and then down the right aisle. Turn up and head back up to the door that has the lock. Use the key. At this point I had about 8:49 left, but if you have less don't worry about it yet. Enter the door and go down the stairs. Basement 2 This room is a bit harder. Still the same basic issues though. Still 2 guards patrolling the area. There's a guard standing in front of a switch, so we'll need toget him to move. Head straight down and smack the glass switch. You won't be able to tell, but this alerted the guard up above. He'll come running down to investigate, so quickly backtrack up the RIGHT aisle (the left one will lead you right face to face with the guard!) and pull the lever at the top. This puts out the fire down below. Continue to the left and stop to hit another switch. This one drops a key. You can't get it yet though. Move south through the area that was previously blocked by the fire. The guards will be hot on your tail now, so quickly turn left and run all the way to the end of the hall. Smash the red pot and stand on the circle to be invisible once more. Once the guards are gone, stand infron of the fire block- ing your path. It looks like you're stuck, but pull out your boomerang and toss it over the fire and to the left to hit a switch. This turns off the fire. There's another guard down here, so watch out. Wait until the guard heads all the way over to the right and then up, then quickly follow him and make your way to the small alcove in the bottom right hand corner. Smash the red pot and stand on the circle. When the guard comes back down and heads to the left, run up north. When you stand on the switch in this section, the spikes will go down, but only as long as you are on it. So use your boomerang to grab the key. Head back down and stand on the invisible circle in the bottom right corner again. Once the guard comes by and heads up, run to the center area and head up over the blue blocks. Hit the switch there to raise the blue blocks and lower the red ones. Then head up and unlock the door with your newfound key. You should have over 6:00 left, but once again, if you don't, don't sweat it. Head down the stairs. Basement 3 The 3rd and final room. This one's a little bit different. You still have the guards patrolling the area, but we're on a little bit of a fetch quest here. A guard is coming your way, so quickly run down and to the right, then up and towards the skeleton. Run all the way down the hall to the left and you'll see a chest. Open it to get a Triforce Shard. We have to carry these damn things like we did with the boss key. The guard should be on the bottom hallway moving to the right, so head down the left path behind him. You should be just behind the two guards as one of them heads up and the other heads right. Go up the small stairs to the triforce room and tap one of the 3 slots to drop your Shard in. Now for the 2nd Shard. Paying attention to where the guards are, head down to the bottom left corner of the map. There's a lever there. Pull it and it will stop some fire over on the right side of the map. Head over there and enter the newly opened area. There's a floor switch. Wait until you see one of the guards coming, and shortly after he passes over the spikes, stand on the switch to open a trapdoor in the floor. The guard will fall and he'll drop a key for you. Go back down into the main area and carefully cross over the spikes when they go down and grab the key. In the southwestern part of the map is where the locked door is. Go and open it to reveal a chest with the 2nd Triforce Shard. Bring it back to the triforce room like you did before. The last Shard is very easy. It's in a chest in the bottom right hand corner of the map. The guard is gone so just run down there and get it, and bring it back to the triforce room. Phew. Glad that's done. Head north down the stairs. There is a crest door here, but as I said before, you can't open it yet. Head left and up the stairs to open a chest containing... Sea Chart 2! Yum. A blue portal will appear over to the right. Go step on it. ------------------------------------------------------------------------------- 3.10 - Let's Hightail It Outta Here ------------------------------------------------------------------------------- We have no more business here, so head back to the docks. Talk to the pirate and he'll see that you have the Sea Chart 2. But it's all dirty. :( Blow on the mic to blow the dust off of the chart. Hey, the next crest. That's where we're headed. Since we're ready to go, select the top option. ------------------------------------------------------------------------------- 3.11 - Getting the Cannon ------------------------------------------------------------------------------- We want to get to that crest, but first we need some weapons. From now on there are going to be enemies in the water. How will we fight them without weapons? Plot a course to the island southwest of the island we just left. This island is very small, but there's still some stuff to do here. Head up the stairs and you'll be greeted by a little winged guy in a toga. It's the mailman! After he flies off, head into the building. Talk to the orange haired man and he'll open the gate for you. Head back outside and through the gate. Follow the path along, killing the chuchus along the way. I hope you've been collecting rupees and not just ingoring them, as you'll need some soon. I had about 140 at this point, but you don't need that many. Once you head up the little stairs, follow the path down and you'll notice some bees buzzing around the trees. They can actually hurt you so head south past the first intersection and you'll eventually reach a cave. In the cave you'll see some bomb plants. Pick one up and toss it at the boilders blocking your path. In the next room, there's a boulder blocking, well, a block. So go back and grab another bomb plant, run back over here and toss it over the fence. Now you can push the block out of the way. Before we leave, head back and grab one more bomb. This time, run all the way to the right, very quickly, and toss it at the crack in the wall. There's a chest with a red tear shaped crest. Go back over to the fence and head up. Push the first block down all the way. When it stops, go around the left side of it and pull to the left. Now go up and pull the 2nd block upward. You can now enter the top area. Oh, but there's a boulder in the way. Go back down and grab the bomb plant. Run back up and toss it at the boulder. Head up the stairs. Once outside, use any of the bomb plants on the boulders. Down the road there'll be two more. Do the same. In this next section, grab a bomb plant, drop down off the ledge to the north and chuck the bomb at the boulders blocking the path. Run back around back up to where you just were by heading right, down, and then left up the stairs. Once you're standing at the top of the ledge again, take the one bomb plant that is kind of by itself, drop down off the ledge to the north again, and this time run to the right through where the boulders had just been. Quickly toss it over the fence and blow up the 3 rocks on the other side. You should barely be able to make it. Now head left, up, and then right to enter the path you just opened. Enter the strange looking building. There's a man in bandages. Select the first option he gives you. Then select the first option again and you get the Cannon! It costs some rupees though, so say bye bye to some of your cash. Exit this building via the left door and you're back in the gatekeepers house. We have a cannon now, so head back to your ship. The mailman stops you on your way. He asks for your signature, so give it to him. The left button is OK, the right button is Start Over. Talk to the pirate and choose the first option to leave. ------------------------------------------------------------------------------- 3.12 - Now We're Sailing With Power! ------------------------------------------------------------------------------- Now we have the cannon. To use it, simply tap the screen where you want to fire. Yay. To get to the top portion of the map, we must first go through the line of rocks on the left. There's a spot on your map where it looks like there is a gap in the rocks. There's actually some boulders there right now, but the map doesn't show that. Head over that way but be sure you don't plot your course to actually go through that area, or you'll hit the boulders and lose some ship heath. Along your way, you'll encounter some enemies now. They usually jump out of the water, and you'll have a moment to tap them to hit them with the cannon. About a third of the way there, the ship will stop and you'll see some little blockades sitting in the water. Start your ship on its path again and press the jump button at the bottom of the screen to leap over these obstructions. When you get near the boulders, tap them to blow them up. Now we can chart a course beyond this area. ------------------------------------------------------------------------------- 3.13 - Getting the Shovel ------------------------------------------------------------------------------- Once you get a little ways in, you'll be stopped. Hey! It's that ghostlike ship we saw earlier. We better follow it! Chart a course to follow the ghost ship and it will begin moving north. Man it's gotten foggy. Try to follow the ship up north and eventually you'll get lost and be kicked back south. Hmm. This sucks. We need to find a way through that fog. Head south for now so we can do some exploring. Plot a course for the only island you see here. This island's pretty small so this should be simple. There's a feather in the 2nd house. The rest of the island is filled with different family members. Talk to each of them. They won't seem to let you in the northern cave. Go around the island talking to all of the family members and eventually they'll let you pass. Follow the paths in the cave, going left, then hopping over all the platforms to the right. Before you reach the top, someone will jump out of the water and attack. Use your boomerang to go behind him and hit his back, then attack him repeatedly. When he dies, the blue door will open. In the next area, follow the path until you reach a bomb plant. Bomb the crack in the wall and enter. Read the book, and open the chest for a shovel! To use the shovel, press the orange menu on the bottom right corner of the screen, and switch it from boomerang to shovel. You can test it out on the little dirt patch in this room. Head outside and to the left for a chest containing a crown item. Now that we have the shovel, wander around the island a bit and any time you see one of those stone tablets in the ground, pull out your map and mark it down. Once you have all of them marked, you'll see it makes an X shape. Go to the center of that X and there'll be a palm tree. Use the shovel to dig below that tree, and you'll discover a hole. Hop down in there. Here, read the book on the table. Open the chest and a red X will get added to your Sea Charts. Most importantly, read the picture on the wall. It shows the top left quadrent of your Sea Chart with some arrows written on it. Pull out that part of your chart and copy it down. We'll need this in a bit. Ok, we got what we came here for. Let's blow this popcicle stand. Follow the path to the right, ignoring the door and hop down into the other part of the cave. Exit and you're back up on the surface. Head back to your boat. ------------------------------------------------------------------------------- 3.14 - Into the Fog ------------------------------------------------------------------------------- Head back up north now that we know the route through the fog. When you reach the foggy area, you can see on your map though that were are a series of rocks you must navigate around. If you try to just rush straight through the center of the fog, you'll get lost and wind up back at the beginning. Now is when you pull out that twisty arrow we just wrote down from the island with the shovel. It's the route to get through the fog. It is as follows: ____ / * \ | __ \ * | / \ \____----> \ | * | \|__/ ___ | * / \ \___/ * | ___/ * / * | | There are alot of enemies along the way, so make sure to pay attention and lay the smack down on them with the cannon. Note that you can't blow up the rocks with your cannon, so don't get too close to them or you'll take damage. Also note that when you get to the very last rock, if you're aimed too far south when you exit, you'll be taken back to the beginning. Once you're clear of the fog, head to the anchor on the island with the blue crest. ------------------------------------------------------------------------------- 3.15 - Island of the Second Temple ------------------------------------------------------------------------------- As soon as you land, you'll see you have some mail in the mailbox up a little ways. Check it and the postman will do his thing. Walk up the stairs and you will notice what's annoying about this town. The wind is very strong and makes it harder for you to walk. Fight or avoid the enemies here and move to the right. You have to hop across a series of gaps, making sure that the wind is not blowing when you jump, or you will be dropped into the water. This area is pretty straightforward, jumping from place to place until you get to the right side of the island and go up to a sign. Down the stairs, fight the enemies here. Then grab a bomb plant and toss it at the crack in the northern wall. Be sure the wind is not blowing as you throw the bomb or it will get swept away. Enter this area and open the chest in the next room to get a green tear shaped crest. Read the book on the table. Then notice a sign on the wall. Read it and it will show you a map. Call up the north western section of your Sea Chart and copy down what's on the map. Go back outside and return up the stairs. Stop at the sign. This time, we want to wait for a strong gust of wind, and then run to the left so that our jump is stronger and we land on the ledge to the right of the door we just came out of. Once you're up there, jump again to the left in another gust of wind and we're now in a new section. Head up to the left and enter the door. In this cave, head to the right and you'll eventually notice some statues on the wall spitting out gusts of air. Wait until they stop and quickly run past them. There'll be two sets of these and then a single one. Down in this area, defeat all the enemies and a chest will appear containing a sea chart with an X on it. The chest below it contains a blue tear shaped crest for you. Exit out the south door. Outside, there's a hole in the ground shooting out air. Ride in upward, and when you reach the top, jump to the left during a strong wind gust to land on the western platoform. Head up one screen and check out the sign on the wall there. Copy the X down onto your map. You'll notice the door to the Wind Temeple is here, but we can't enter it yet due to the gusts of wind. Head back down and ride the little air stream up. The next area has a blue door that's closed, so head down to the left. In this area, there's a bunch of piles of dirt on the ground. You can dig them up with the shovel. The one on the far left takes you to a chest with a red tear shaped crest. The one in the center of the northern part lets you continue on. On the next screen, dig up the left pile and float up. Use the shovel on the next air spout you see to cover it up, allowing you to walk across. Ride the next one up. Now you'll come to 4 air spouts. Ride one up onto the platform and you'll see a sign on a wall. Examine it and it will show you 3 mark on your map. Copy them down. Go back down and cover up the two lower of the four air spouts and remove the boulder. In the next area, there is a giant worm under the dirt, so run as fast as you can. If it eats you, rub the stylus back and forth and it will spit you out. Grab a bomb plant when you come to them and feed it to the worm to kill it. You'll see that there's actually a few of them. Kill them or avoid them. Now do you remember those 3 swirl marks we just jotted down? Those are the location of the propellors we need to turn on. There are a bunch of steps leading to propellors in this sandy area, we need to start the 3 we marked down. Glancing at your map above, run to each of the spots marked by a swirl. When you reach each propellor, blow into the mic for a few seconds to keep it going. After you've started the 3 propellors we marked down, the blue doors will open and the wind blocking the Temple door will shut off. Head back down to where the Temple enterance was and go on in. ------------------------------------------------------------------------------- 3.16 - Wind Temple ------------------------------------------------------------------------------- Head in and you'll see a pit on the left and air blowing on the right. Wait till the air stops and run across. Do this again on the left side. Now you'll stop and see a bomb plant, with a bunch of bomb plants lining some switches. We saw a puzzle almost exactly like this in Ocarina of Time. Pick up the one lone bomb and toss it right in the center of the group of bomb plants. The explosions will make bridges appear. Cross one of them and move on. In the next area, you must push the block to the right and stop it infront of the first airstream. Then hit the switch to stop the 2nd airstream and run across. Open the lower door here and step on the floor switch to creare access to this area again. Climb the stairs to the right and wait for the airstream to pause, then run across. Do the same with the next 2. Hop over the pits and run down the stair- way to enter the north room. The door will close and all you have to fight are a few purple snakes. Keep moving to the left until you reach a block. Push it to the left and enter the sandy room. Ignore the airspouts for now and move on to the left. Grab the air statue and pull it downward and to the left so that it lines up with the ledge in the next room. Run with the wind and leap over the pit. Step on the floor switch to open the light blue door and head down the north stairs. Basement 1 The door will close behind you. Huh? But I don't see any enemies? There are 3 armored chuchus hiding under the boulders. Toss bomb plants at them and then attack with your sword. When you're done, the doors will open. Take the one on the right. In the center of the next sandy area there is a floor switch. Step on it to open a blue door in the southeast. Head over that way. In a chest in the far lower right hand corner is a ring. Back track to the stairs above where the blue door opened and head north. Ride the airspouts to the top for a chest containing a green tear shaped crest. Go back around to the stairs above the blue door again and this time push the box over the 2nd to last airspout. Ride the first few airspouts until you land on the box. Walk off to the right to land in an enclosed area. Follow it around to a staircase and take it down. Basement 2 Use a bomb plant to blow up the crack in the wall. Damn, there's more of those giant worms out there. Head to the stone island in the center of the map. Read the sign on the wall and you'll see four x's. Mark them down as usual. These are the spots you'll have to dig. So, go do so. It's a pain avoiding all the worms, because they come back even if you kill them. The chest over on the left side of the room contains a red tear shaped crest if you want it. Once you have all four spots dug, the four torches will be lit and two blue doors will open. Take the bottom left blue door and follow the path until you come to an air statue. Pull it to the left until it sits on the mark on the floor. It's making the propellor spin. Cool. Head back around and go through the blue door on the north wall this time. Use a bomb plant to destroy the blocks and head north up the stairs. Basement 1 Once again, simply move the air statue to the left so it sits on the marking. Not hard. A key will drop. So should you. Hop down and get it. Go back up the stairs in the bottom right hand corner and float onto the block again. Go right once more and down the stairs again. Basement 2 Run north past the worms and unlock the door in the top right corner. Open the chest to get... your own bombs! Now you don't need those stupid plants. So head back out of here and over to the top left corner of the worm room where you'll see a crack in the wall. Blow it up with your new bombs. In the next room, it's a puzzle we've seen in Twilight Princess. Toss a bomb onto the airspout and it will rise and blow up the block that's in your way. Ride the spout up and head up the stairs. Basement 1 In a combination of the first bomb puzzle we saw earlier and the one we just did now, we now have to toss a bomb on an airspout so it sets off a chain reaction and hits the switch. Head through the now open door. This is a timed switch though so make it fast. In this next area, there are a bunch of armored chuchus hiding. Kill them and then place a bomb on the lone floor tile to find a path into the upper area. Follow the path until you reach a door. Open it and head up the stairs. Floor 1 Once again there are hiding armored chuchus. Take them out. Once again there is also a lone floortile. But this time it's on the other side of the wall. Look for it and place a bomb on the tile below that one on your side of the wall. Head north and then west and you'll come across the same puzzle for the third time. Toss a bomb in the center of the bomb plants blah blah. This time you need to use two bombs. Big whoop. Run down through the door and open the chest for... the boss key! Drop to the area on the left and set the key down somewhere safe. Place a bomb on the aircurrents to have it rise and blow up the blocks. Then grab the key and head on up there. ------------------------------------------------------------------------------- 3.17 - Boss 2: Vicious Vortex ------------------------------------------------------------------------------- This boss looks like a blue Octorock in a whirlwind. Don't waste your own bombs here. Use the bomb plants. Toss one into a vortex as his shadow passes over it and the bomb will be tossed into the air and hit him. If it's a direct hit, he'll drop to the bottom screen where you can whail on him with your sword. You guessed it. Do this four or five times and he's history. A very easy fight. His only real attacks are sending some extra whirlwinds down at you, and some- times coming down himself and trying to plow you over. Both of these are easy to avoid. After you've finished him off, get the heart from the chest as usual and step on the glowing panel. ------------------------------------------------------------------------------- 3.18 - On the Road Again ------------------------------------------------------------------------------- Head back to your ship when you're ready to go and choose the first option to set sail. If you haven't figured it out yet, you need to return to Hourglass Castle after each temple. We don't have to go all the way trough the fog again though, so just head south. Once you dock back on the first island, just head straight to the Hourglass Castle. Nothing new or strange about getting there. You can bomb a few areas on your way there now that you have your own bombs if you want to create some shortcuts or pick up a red tear shaped crest. NOTE: I realized at this point that this Zelda game doesn't start you off with a small sized wallet like most Zelda games do. Already this early in the game I had 1038 rupees. o_O When you get to the Hourglass Castle, enter as usual. When you walk through the next door, the hourglas will flip, only this time you have 12 minutes. ------------------------------------------------------------------------------- 3.19 - Hourglass Castle Challenge 2 ------------------------------------------------------------------------------- To get to the second challenge, you have to go through the first challenge again. I'm not going to bother writing anything about it since it's identical to the first time. There are a few shortcuts here and there thanks to your new shovel and bombs, but otherwise it's the same. Try and go as fast as you can since whatever time you have leftover will be how much time you get to complete the second challenge. I had about 8 and a half minutes when I got there. The second challenge begins when you complete all three floors of the first challenge again and reach the crest door that we couldn't get past last time. Now we can. Enter the crest door and head down the stairs. Basement 4 Oh boy. Those little blue things you see on the map are alarms. So in addition to guards patrolling the area, we have alarms. You can't get past any of the three airstreams blocking your immediate paths, so head to the right and then down. Stop above the bottom airstream and shoot your boomerang below it to hit a switch that turns it off. As soon as you do, hit the blue thing with your boomerang to knock it out cold and then attack it. We don't want any alarms going off, do we? Head down and to the left, then up the aisle and to the left some more. Another blue thing! Daze it, attack it. Continue left and turn down the left most aisle and you'll see the last blue thing. Boomerang it and kill it and a treasure chest will appear on the right side of the map. Continue down to the bottom of the map and you'll see a patch of dirt. Use your shovel on it and ride the aircurrent up to reach the switch. This turns off all the airstreams on the map. Nice. In the center of the left area of the map you'll come across a crack on the wall. Bomb it and enter to find a switch. This switch lowers the spikes on the right side of the map, allowing you to go nab a key. Do so. The locked door is on the bottom of the map dead center. Go there and down the stairs. Basement 5 Run across the spikes on the left when they go down. Head up the next passage and into the room and the door will close behind you. Defeat the four electric chuchus and you'll be rewarded with the doors opening and a gold pot that adds seconds to your time limit. Head over to the right. The door closes behind you once more. Defeat the enemies. The doors open, and you get another gold pot. Head up and toss your boomerang to the right over the pit to hit the switch. A chest will appear containing a red bottle. Head left past where the airstream had just been and head down the stairs. Basement 6 Wait in the doorway and when the blue thing comes around the corner, whack it with your boomerang and kill it. This room contains 6 large stones. You can go up to each one and read what's on them, but since there's purple gas every- where and time is counting down, I'll save you the trouble. Near the bottom of the map a little right of the center is a floor switch. Step on it to stop the air currents and approach the big red door. Tap it to zoom in. It represents the layout of the room. The large stones in the room were laid out like this: 1 2 x x 3 4 So draw an hourglass shape on the door, starting from point one, going to two, and then down to three and across to four, then back up to 1. The door should open. In the next room, approach the large sunlike object. It will zoom in on a map. Open your Sea Chart and select the south west quadrent that resembles this map, only upside down. Close the DS. When you reopen it, the circle on their map will have transferred to yours. Hop on the blue panel that appears and we're outta here. ------------------------------------------------------------------------------- 3.20 - Getting the Crane ------------------------------------------------------------------------------- Okay, so now we know where's something deep in the ocean. But how do we get it? Time to make a little pit stop. Where do we go when we want new stuff? The small island where we got the Cannon of course. Head back to the dock and set sail for that island. Upon arriving, you'll get mail once more. Enter the house and enter the small door into the second room where you met the man in the cast and bandages. Talk to him and select the first option. A few lines of text will go by, and there will be a pause, as if he's done talking. He's not. At this point, blow deeply into the mic. Keep this up until he speaks again. He'll offer you the crane, but if you blew correctly, he'll drop the price down from 1,000 rupees to 200. Quite a deal. Accept. Now you have the crane! We don't need anything else from these guys so head back to your ship and set sail for that green spot on your map. ------------------------------------------------------------------------------- 3.21 - At the Bottom of the Sea ------------------------------------------------------------------------------- Once you're over the green spot, tap the green icon in the bottom left hand corner to bring up the menu, and then press the treasure icon. Use the sliding scale at the bottom of the screen to lower the crane beneath the surface of the water. Watch out for mines and other obsticles. Once you lock on to the box at the ocean floor, you have to bring it back up carefully. Move the slider left and ride to avoid hitting things, and pull it up or down to speed up or slow down the rate of the crane's rise. Once you've pulled it back up to the ship, you'll open it to find... the sun key! Okay, now we have to head back to the island where we got the shovel. Plotting a course there sounds easy enough right? It seems like it until you get near the island. You suddenly get attacked by a giant sea plant. It will spit sets of three green things at you. Hit them with your cannon or move to avoid them. When his yellow eye gets revealed, hit it with the cannon. He'll close it and go back to shooting green things at you. Wait for him to open his eye again and attack it. Repeat this about five times until it dies. NOTE: TX-7410 has pointed out, that if you simply sit and wait, he will not open his eye. You must move your ship or else he'll just continue to spit at you. Phew. Now we can dock at the island. Once there, head to that hole we made last time we were here. Jump down the hole and head toward the door we skipped last time. We can now open the sun door. Up the staircase, you'll end up outside. If you dig on the funnylooking green patch, you can hop down another hole for a blue tear shaped crest. Head back up the stairs and continue to the left. Along the way, you should see a strange stone head sticking out of the ground up on a grassy ledge. Climb up the stairs across from it so you are level with the ledge and toss your bommerang over to hit the head. It will shoot a blue beam out of its mouth. Follow this rather linear path until you reach the temple. We can't get in yet though. Head down to the right and whack the strange head statue. Tap it and turn it to the left a few times so it's aimed at the temple door. Now head down to the left and you'll get ambushed by two large creatures. Use your boomerang to hit them from behind and then whail on them with your sword. Once they are dead, another stone head will rise out of the ground. Whack that one too. Spin it so it also faces the temple door. The temple door will open once all three head's beams are aimed at it. So go back and enter the temple. ------------------------------------------------------------------------------- 3.22 - Sun Temple ------------------------------------------------------------------------------- When you enter the temple, head north along the set path until you see a rolling log with spikes moving back and forth. Follow it and tuck yourself in on the east wall so it will pass you by. The little yellow floortiles are safe spots. Keep moving further down the hallway avoiding the spiked logs. When you get to the last one, go down and you'll see a little yellow thing with blue blades on it. It reacts to movement, so quickly run infront of in and then hop out of the way. It takes a second for it to return to its original spot, so sneak behind it and make your way down. Once you're past it, hit the floor switch to open the blue door. Then head up the staircase to find a treasure chest containing a key. Head back around through the rolling spike logs again, but this time, when you reach the last one, you should notice a small discoloration on the wall behind it. Use a bomb to reveal a new path. Open the chest in this new path to get... coral? Head back down and to the right and use the key on the door. Follow the path until you reach a door that closes behind you. To defeat the catterpillar creatures, attack the red spot on their butt. Go down the staircase beyond the blue door. Basement 1 Ride the moving block over to the left. On the second platform, knock the blue creature into the pit. Take the next moving block further left. Move down onto the passing block which is going right. It will stop and then head further left. On your way to the left, be sure to toss your boomerang at the switch up above. Once the block reachest the furthest platform, move up the stairs. Floor 1 Avoid the electric ball snake here and head north and over the blocks which are now down thanks to that switch. Place a bomb in the center of the northern wall here to reveal a room with some important stuff. A new part for your boat, a red tear shaped crest, and a picture on the wall. Examine the picture. Open up your B1 map and copy down the arrow. Head back into the main room. Toss a bomb at the bricks to the right and kill the green chuchu. In the area to the right, head down the left aisle and climb up the large platform. A giant yellow Pols Voice will drop down. Blow deeply into the mic and the Pols Voice will shrink in fear. Then attack it. It drops a key. Step on the floor switch down here to open up the path for later, then head back up north and use the key on the north door. Head up the staircase. Floor 2 The puzzle solution for this room is something you'd never get, once again because a gossip stone tells you the answer in Japanese. So I'll just tell you now. You must pull the switches in the order: north, south, east, west. Avoid the statues with the laserbeam eyes and the electric ball snakes. Pull the levers in the proper order and a treasure chest will appear in the center of the room. Go open it to find a square shaped crystal. Carry it to the door and back down the stairs. Floor 1 Go to the small platform in the center of the area and place the crystal in the square on the floor. A door opens up north, so head there. Basement 1 This room looks like a giant pit. Glance up at the top screen at your map and you will understand what the arrow you drew is. It's a hidden path. Carefully follow the invisible path along according to how it's written on your map. You may see some enemies floating in the air towards you. Attack them quickly so they don't knock you into oblivion. When you reach the end of the hidden path, you'll come off at a platform with a treasure chest. You got the bow and arrow! Use your new item on the eyeball on the north wall to create a bridge. Follow the bridge down. Hit the weird light blue thing so it's facing to the right. Shoot an arrow at it and it will send the arrow to a switch. Head up the stairs. Floor 1 Defeat the enemies here and then shoot an arrow at the eyeball on the right. This opens the door right above you. So take it up north. Go back to where you placed the crystal in the ground and take it back out. The door will close, but now you will have the crystal again. Bring it back down through the door you just came out of and place the crystal in the second floor slot in the bottom left corner of the map. Head up the newly opened stairs. Floor 2 In this room, use your bow to shoot the far off octorocks. Kill the ones on the center platform with your sword. Once they're all dead, a bridge will appear. Cross it. In the next area, ride the first black down. Get on the second block, but turn and aim north. Pull out your bow and shoot the first eye. Cross to the middle block and then the right block. Turn north and shoot another arrow at this eye. A chest will appear in the center of the north wall. Go back to the center block and ride it forward to get the chest. It's a red tear shaped crest. Now hop back on the center block and then the right one. Take the last block up and step off to the right. Avoid the spikey things and the laser eye in the next room. Head to the bottom left section of this little room and hop over the gap in the floor. Lay a bomb by the brown block to blow it up. Head back up into the room and this time jump over the gap in the south east side. When the spikey enemey is on the right side of the screen, push the block down. Now head back into the room around to the left side again. Push the block to the right. Head up and open the chest for a necklace. Then go down the stairs. Floor 1 Avoid the electric ball snakes and hop over the gap on the left. Step on the floor switch to open the door and head down the stairs. Ride the block across to the right, and then step on the block moving north. Pull out your boomerang and set its path to go through the first torch on the right and then through the remaining unlit torches on both sides. This will lower the spikes up north. Jump onto the northern platform and take out the enemies here. Shoot your boomerang at the light blue thing in the air until it faces west. Then shoot an arrow at it to hit a switch. Now you can head up north. Through the door, you'll see another Pols Voice. Blow into the mic as you did before and kill it. He'll drop a key which you can use right on the door there. Go up the stairs. Floor 2 This room contains a funky little puzzle. The blue block you see is magic. It follows whatever path you draw for it on your map. So pull out your map and draw a large path around the room, to get a feel for it and where the eyes are that you must hit with your arrows. They're on the poles that you can see on your map. Lead the block in a circle around the room passing by each pole and hitting the eye on each one as you go by. The only trick is that you have to hit them in the same order you pulled the levers earlier: north, south, east, west. Once you're finished, lead it back to the starting point to open the chest with the Boss Key in it. Take the key and lead the block to the southwest end of the room. Open the door and head on in. ------------------------------------------------------------------------------- 3.23 - Boss 3: Crusty Crab ------------------------------------------------------------------------------- What do we have this time...? A giant enemy crab. Flip it over and attack its weak point for massive damage! Just kidding. Okay, for the first part of this fight, it goes invisible. The freaky part is that the top screen shows things from the crab's perspective. This helps you out. Pick a spot and hold your ground. Pull out your bow and ready your arrow. When the crab sees you, it'll come rushing towards you. When he does, turn yourself so that you're facing the camera on the top screen. In other words, if on the top screen Link is looking back at you, it means the crab is right infront of Link. Which means we know where he is. Which means we can shoot him. So right before the crab reaches you, let loose an arrow in his face. Now the crab's perspective will no longer be viewable, but you'll see a map like usual. It's too hard to find the front of the crab and shoot it though. So fart around for a while and he'll go invisible again. His perspective returns to the top screen. Attack him the same way you did before. This time his shell will start to crack. Run up to him and hit him with your sword to help it along... Now he'll be naked. He has a blue thing on his tail. Run around back of him and attack the end of his tail. If you're having trouble getting around to the back of him, shoot an arrow at his face and he'll put his claws up for a while. This gives you enough time to sneak around back. Hit his tail a few times and you're done. Grab the heart in the chest as usual and head to the portal. ------------------------------------------------------------------------------- 3.24 - A Minor Setback ------------------------------------------------------------------------------- Now we can head back to the docks. Just as we get there, the postman comes. And this time, we actually care. Because someone sent us a present! A new part for our ship. How thoughtful. I'd like to know how he fit that in his toga. Anyway, just as you get to the ship, you'll see the Old Man from the first island. He talks to Navi, and Link pulls out another Navi. The two Navis combine into a new yellow Navi. Yay! Red and Blue will come out to play too. Now we can board our ship, but we're not going straight home like normally. The Old Man says we need to make a pit stop. As you set sail however, you spot another ship nearby with a woman standing on it. She fires a warning shot at your ship. Fire one back at it and it will pull up beside you. You'll board her ship. Down in her cabin, she'll come downstairs and begin a fight with you. Don't bother trying to use arrows or bombs on her. She's pretty good with that sword. Wait until she uses a thrust move where she dashes forward and yells, then hit her back while she's vulernable. Do this three times to win. The pirate guy from your team pops out of a crate and you get a blue rupee. Now you're back on your ship and free to sail. UPDATE: This above event has actually happened to me more than once, so I am assuming it is not part of the mandatory storyline, but rather something you can come across while at sea. Instead of heading home, we need to hunt down that ghost ship from earlier. If you remember, when we were going throug those winding rocks, the ghost ship was heading north. You don't have to go through the fog again to get there. You can just go north from wherever you are on the lower map, and then on the top map head northwest until you're above the rocks. You'll enter your ship. Talk to the pirate and he'll send you outside to steer. Your Navis will come outside and join you. They will beep when you are getting closer to the ghost ship. If Navi starts to beep quicker, you're really close. If the beeping slows down, turn the steering wheel until you're close again. Once you find the ship, you'll get on board. ------------------------------------------------------------------------------- 3.25 - Ghost Ship Temple ------------------------------------------------------------------------------- Head left into the next room. Head left again and the door will close behind you. Defeat the three ghosts. When you do, the doors will open. Continue left and talk to the lady. Choose the first option. Head up north and you'll be blocked by some spikes. Toss your boomerang up and to the left to hit the swtich. Watch out for annoying Skultulas that try and knock you into the pit. Hit the seconds switch on your way past and continue down the path. When you reach the fire blocking your path, hop over the pit to the platform down south. Run over the two sets of spikes over on the right as the go down. Open the chest to get a triangle piece. Walk the piece back over the spikes and into the area you came from. Carefully toss the piece over the pit and onto the northern section of land. Hop over and pick up the piece, and set it in the triangle base. This puts out the blue flames. Go back to where you got the triangle piece, and this time hit the switch. Head up north and talk to the lady. She'll join you. Lead her out into the open area and down the newly opened stairs. Basement 2 If you get attacked, the stupid girl screams and alerts the spectral guard. So try to kill enemies before they hit you. If she screams, you have to tap her to talk to her before she'll continue following you. There's one spectral guard patrolling the north area. Just lead the girl around the retractible spikes and head towards the top left corner of the map. Also note, if you run too far ahead, the girl also gets scared and stops following you. When you reach the top left corner, hit the switch and open the chests for a yellow bottle and a silver rupee which brings another guard. Carefully avoid the guards and lead her to the center of the room where you see a treasure chest. Open it to find a square crystal. We need to bring this back upstairs, so head back up the staircase in the center of the southern wall. Basement 1 Once upstairs, place the crystal in the slot. The blue fire will go out. Follow the linear path and lead the blue cloaked girl to the red cloaked girl. Looks like we need more. Head back to where you put the square crystal in the slot and head back down the stairs. Basement 2 If you'll notice, there is now a yellow cloaked girl icon in the top left corner of the map. Head up there (which should be easy without a girl following you) by avoiding the guard and talk to her. Leading her up to the other girls is basically exactly what you just did with the last one, so it shouldn't be anything new. Just retrace the same path you just used. It's pretty simple. Looks like we're still not done yet though. Head back downstairs. Basement 2 This time we wanna head to the bottom left hand corner of the map. There's a staircase there. Once again this should be easy without a girl following you around. Make your way down the stairs. Basement 3 Down here, run all the way to the right and enter the far room. The door will close. Kill the 5 Skultulas and the door will open and the fire will go out. Go up a little and to the left to find a switch. Hit it. This lowers some spikes but also calls a guard. Avoid the guard and head further to the right to see a stone in an alcove. Read it and it will say 2 4 5 1 3. Ok. Now head back to where you saw the spikes open. Unfortunately there's a trapdoor right beyond where the spikes were, so we can't just walk across. Luckily we have the puzzle solution. The numbers here don't refer to the switch numbers to hit, though. Instead they refer to which switch you should hit first second third and so on. For example, 2 4 5 1 3 doesn't mean pull the 2nd switch then the 4th switch and so on. Don't read it from left to right. Instead, see how the 4th number is a 1? That means hit the 4th switch first. Get it? So if you assign the switch numbers to the puzzle solution, it'd look like this: switch: 1 2 3 4 5 puzzle: 2 4 5 1 3 So hit the 4th switch, then the 1st, then the 5th, then the 2nd, then the 3rd. Once you do this, some spikes will go down. Run up and around to the left to reach that area. In the room you can now access, you'll see tons of barrels. Remove the ones on the west wall and you'll see a floor switch. Step on it to put out the last blue fire. Head up and around to where the blue fire was, and you'll come to a dead end. One of the barrels is shaking however. Pick it up to reveal a green cloaked girl under it. Time to lead her back. Making it through this first room isn't too hard. Just be careful that all the Skultulas that drop down don't scare her. Make your way to the staircase. Basement 2 From here it's just more of the same. Lead her around by following behind the path of the Spectral Guard. There's 1 or 2 Skultulas along the way. Make your way to the central stairs and head up. Basement 1 Nothing new here. Just lead her to the left and bring her to the others. Yay! We finally got them all. But what's this? They turn into ghosts. They attack you and a fight begins. ------------------------------------------------------------------------------- 3.26 - Boss 4: Phantom Four ------------------------------------------------------------------------------- They will immediately begin floating around and shooting lasers down at you. These lasers are pretty much constant so you have to move around alot to avoid them. When they start shooting balls of light down at you, hit the balls with your sword to knock them back up. (Phantom Gannon fight from Ocarina of Time, anyone?) Do this twice and the red one will be defeated. The blue one will try shooting the balls of light now. When you knock them back now, they won't just hit the ghosts and hurt them. They will get knocked back to you, and you will have to hit them back a 2nd time. Sometimes it will bounce back and forth between them also. That gives you a breather for a moment, then when it comes back down just hit it again. One by one the ghosts will die if you keep doing this pattern. When there's one ghost left, it will shoot 3 energy balls out, but only one of them is solid. The other two are swirly. The swirly ones can not be knocked back, and they will hurt you. They also split apart into 4 small energy balls if you don't hit them when they hit the edge of the ship, so be careful. Once you defeat the last ghost, you will receive the Phantom Key! A chest will also appear with a heart container. When you're done, step on the blue light. Before we leave, we have to go use this key. Do you remember a little skull icon on your map that we haven't done anything with? That's where you go. So head down to B2 and in the upper right corner you'll see the door. Use the key. There'll be a cutscene where you see that Tetra has been turned to stone. The Old Man appears and gives you a big long story. When it's finished, talk to the pirate and you'll be on your way. ------------------------------------------------------------------------------- 3.27 - Almost There ------------------------------------------------------------------------------- Ok. Now take a look at your Sea Chart. A while back we saw a map that had some X's on it, so we copied them down. Well, let's go see what all that fuss is about. Sail a little east of where the pirate ship just was until you reach the X you drew on your map a while back. You'll come to a small round shaped island. When you arrive, you'll immediately see that you have mail. Yay, a new boat part. Head over to the only house on the entire island. From the look of it, it's a blacksmith. Talk to him. Then check out the picture on the back wall to see that we need to draw a triforce symbol on the door in the Hourglass Castle. Now we can proceed. First, let's make a stop though since it's on the way. We may as well check out the other X we marked down on our maps before. So get back on your ship and head to the X we drew under the rocks south east of here. You'll spot another island and dock there. When you land, you'll notice this place has no map. How annoying. Anyway, there's a bunch of gossip stones on this island. We need to hit them in a certain order. Since this island is shaped like a whale, we'll call the locations: Center, Tail, Spray, Fin, Eye. It sounds weird but the locations will be totally obvious to you as you look around. Once you've hit them in the right order, a bridge will apear leading to a cave. Head in there. Go down into the next door and a Giant Gold Frog will give you a chalkboard. This will eventually let us warp places on the sea, so yay for us. Now we can finally get back on track. Head to your ship and set sail for the island with the Hourglass Castle. ------------------------------------------------------------------------------- 3.28 - Hourglass Castle Challenge 3 ------------------------------------------------------------------------------- Once you're back at the Castle, there will be a loud rumbling and the ground will shake. Enter the Castle and take a moment to smash the pots in the entry room to stock up on arrows and bombs. We don't want to have to leave the challenge because we're out. When you're ready, walk through the door. You'll notice we get 14 minutes this time, but since we're going further down this time we'll need them. Run through the first area and down the stairs. Basement 1 Uh oh. Looks like we won't be rushing through this again after all. The guards are now glowing red. That's not a good sign. Never the less, carry on as you normally would and try to get the key to the door as quickly as possible. We have done this several times now so it should be pretty easy. Try to use less than a minute. Basement 2 Same thing for the next room. You know what to do, so do it as quickly as possible. I'd say under a minute again. So by now you should still have 12 minutes left. Basement 3 This one takes a little bit longer than a minute. I had around 10:50 left. Basement 4 Yadda yadda keep going. There's a pot here with +30 seconds in it if you want it. Basement 5 Almost there. Basement 6 Finally. Get to one of the floor switches to stop the air currents. Head to the red door. This time, we're going to draw a triforce, remember? It must be drawn like this: 1 / 5 / / / / / / /______ / / \ / / / \ / / /_____\/ 2 / 6 / / / / / / /______ / / \ / / / \ / /_____ /_____\/_____ 3 / 7 /\ / / \ / / \ / /______\ / \ / \ / \ / \ / \ / \ /_____\ /_____\/_____\ 4 / / / /______ / \ / \ /_____\ In the next room, there's a few nifty things. Talk to the skeleton on the left and he'll open up a yellow portal. The yellow portal lets you warap to this floor of the Castle. That's right. We NEVER need to do these first 6 floors again. Whew. There's also some pots to break, and a crest door. We want to move on through the door. Basement 7 You'll notice there's no ground. Lovely. Wait for a platform to slide in front of the door and step forward onto it. Ride it to the left and then shift to the next platform. Some arrows will shoot out of the left wall, so avoid them. Take the last platform up and step off to the west. The skeleton will talk to you. You'll notice that whenever you step through the water, it makes a noise. Annoying. Run down to the bottom of the map and when the guard isn't looking, head down the stairs. Basement 8 When you get here, if you wait and watch your map, you'll notice a guard walking over what appears to be the pit on your map. How can this be? Wait till he's out of the way and then head over to where you saw him walking. Step onto the air and you'll see there's an invisible bridge. Take it across to the right side of the room and head up the stairs. Basement 7 The switch we need to hit in this room is in the bottom right hand corner, but there's a guard watching over it. Head around the door you came out of clock- wise and smash the red pot. Stand in it and wait for the coast to be clear. Move down the hall south a bit and dip into the space in the wall. Pull out the boomerang and draw its path down and behind the guard to hit the switch. Once the switch is activated, quickly run to the fire that was just put out and hop on the platform. Ride the platform up north. Switch to the second platform and avoid the arrows. Get off on the left when you reach the end. In the chest is a circle crystal. Step across the platform to the area on the right. Head south to the lower part of the room now that the fire is gone. Step on the invisible spot if you need to hide from the guard. Go to the very bottom and head in the door. Basement 8 Carry the circle crystal across the invisible bridge and make your way carefully up to the hall in the top left corner of the map. Avoiding the guards there, place the crystal in the circle crystal slot in the floor. The spikes right above you will drop down, so head into that room. Step on the floor switch which activates an air stream. Head north into the door. Basement 9 Open the chest for the triangle crystal. There's fire in the way here, so head back up the stairs. Basement 8 The triangle crystal needs to go in the area thats in the yellow squares on the map. It's in the top right section of the room. Carefully walk the crystal down to the southern part of this floor. Walk across the invisible bridge once again and make your way back to that red pot. Set your crystal down to re-smash the pot and then grab your crystal and stand in the invisible spot. When the guard passes by heading south, run to the west and set the crystal down. Quickly bomb the block infront of the yellow squares, and set the crystal in its place. The spikes to the south will lower, so head over there. Hit the switch in there to open the door to the north. Then head to that door. Basement 9 The last crystal we need is being held by one of the guards. Watch out for the ghsot enemies that randomly come out of the walls. If they hit you you'll lose time off your clock, but if you hit them you'll gain time. Make your way down the right side of the map and then turn left near the bottom. You'll see one of those light blue arrow devices. Use your boomerang to flip it so it's facing left and then shoot an arrow in it. The arrow will kill one of the ghosts, giving you some time. Flip the device again so it's facing north, and then time an arrow so it hits the eye to the north when it's open. This will lower the spikes to a small area on the left. Head over there and you'll see a floor switch. Press it once to see what trapdoor it activates. When the guard with the crystal walks over that area, step on the switch. Now go grab the crystal. This last crystal just goes in the top left hand corner of this room, so walk it there and set it in place. The fire will go out and you can leave via the door. Basement 8 What we need to do now is get all three crystals and place them by the big door on B9. Great. The first one's easy. Walk a little south and turn right and you can take the crystal. The spikes go back up, so head to the left and then down. There's a little airstream on the right, so ride it up to the wall and walk around until you're near the top. Then hop down by the door. Go down the stairs to B9. Basement 9 Put the crystal in its slot in front of the huge door at the center of the north wall. Then hightail it back upstairs, this time via the door on the right side of the room. Basement 8 Wait till the guard is out of the way, then grab the crystal and bring it back downstairs. Basement 9 Do I really need to say anything at this point? Once you get the crystal in, you can grab the last crystal which is right here in the top left corner. Get it and put it in its place. The door will open and you can head in. Open the chest to get... the Sea Chart 3! This place was really long and annoying, so let's get outta here. Take the blue portal. ------------------------------------------------------------------------------- 3.29 - A Whole New World ------------------------------------------------------------------------------- Now that we have the East map, we should head over to that quadrent. As you will probably notice, we'll be passing right over a red X on our map. So take a moment to drop the crane down there if you want a boat part. Otherwise move on toward the east. When you appear on the next sea map, head toward the low island closest to you. I got attacked by pirates at this point, but again, I think this is random. As you get near the island, a vortex will spin you around and the sky will grow dark. Remember that one eyed plant we fought outside of the island with the shovel? This is like that. Except it's an ugly black flying whale thing. Yea. He has three glowing eyes on each side of his body. You want to aim for these with your cannon. I'm pretty sure you're a sitting duck during this fight, meaning you can't move. Just hit three of the eyes on one side and he'll twirll over. Hit the other three while avoiding the enemies and electricity balls he shoots at you. You can knock the electricity balls away with your cannonballs. Once he's dead, dock at the island. ------------------------------------------------------------------------------- 3.30 - Goron Island ------------------------------------------------------------------------------- There's a bunch of Gorons outside here. Talk to each of them along the way, including the ones inside the caves. (Which are actually their houses...) There's a shop in the bottom left hand corner of the island if you need it. Make your way over to the left, then up, then right. You'll reach a sign, and the screen will pan down to reveal that there's a little Goron a little south of you standing by a switch. We want to get him to hit the switch for us. So position yourself at the edge of the landmass facing towards him and yell into the mic. He steps on the switch and a bridge appears for you. Before crossing, head north to talk to a Goron in a cave and a Goron to the left. The one on the left will complain about the electric chuchus in the area. Go back down and cross the bridge. Talk to the Goron who stepped on the switch, along with the one in the far east cave, and the one blocking the path to the north. There's also one between the bridge and the cave. He will point out a spot on your map. So head up north and enter the door. Talk to the Goron chief and his son. When you're done, head back to the Goron who was complaining about the chuchus. Use the shovel to dig up the dirtpatch and ride the airstream to the high platform. Use your bow to shoot the chuchus from across the gap. The little Goron will give you a map, marking a red X on your 3rd sea chart. No good deed goes unrewarded. Now head back to the chief. (You'll know you've talked to every Goron when Navi pulls you aside) First he'll charge you 20 rupees. Accept by choosing the top choice. He will then ask you 6 questions. The questions are always the same, but the order is random. So I'll list them by the choices he gives you: If the choices are: Then the answer is: 4, 5, 6 6 12, 13, 14 14 12, 14 14 3, 4, 5 4 5, 6, 7 6 7, 6, 5 7 6, 7 6 36, 46, 56 46 Different Japanese symbols Top option 3, 4, Japanese symbol 3 (Thanks to Heeroryu for figuring out the solution to that last question.) As you can see, there are more than 6 questions he might as, but he'll only choose 6 of them. There may even be more than the ones I have listed here. If anyone comes across any others, please e-mail me and let me know. When you're finished, he'll scare you by getting a mean look on his face like you failed, but then he'll smile and throw confetti. Yay. Talk to the son and he'll go run off. Go talk to the Goron who stepped on the switch for you. He'll highlight a spot on your map to the left. Go to that spot. You'll see him but he'll disappear again. Talk to the switch boy again to find his new location. It's by the blocked path on the east. Head to that place next. The gatekeeper will let you through. Head north. Ooooo... a maze. It's not really much of a maze. Just blow up all the cracks in the walls. You'll find a floor switch in the center which lowers the spikes so you can reach a chest in a bit. The only "hard" part about the maze is that you'll be stuck in there forever if cracks are the only thing you're looking for. You'll notice that whenever there's a crack, the floor on the otherside of the wall will have a swirly marking on the floor. There's one spot near the left side of the maze where the floor up to the north has the swirly marking, but there's no crack on the wall. Bomb the wall anyway and it'll create an opening just like the cracked areas do. Proceed. Head down and to the right once you're out of the maze if you want the chest with a red tear shaped crest. Kill the creature in the sand with some bombs and the spikes will go down. Step on the floor switch to connect this area back to the front of the island so we can get back easier. Then enter the building. ------------------------------------------------------------------------------- 3.31 - Goron Temple ------------------------------------------------------------------------------- Okay. When you enter, there will be a few things to note around you. There's some pots of hearts up north. There's some quicksand to the northeast. Touching it at all will make you sink. You can't wade in and out of it like in Twilight Princess. Head over to the southeast, avoiding the statue with the laser eye. Go up and around to the left avoiding another laser eye and step on the floor switch. This lowers the spikes up north. Unfortunately, they go back up as soon as you step off. So head up a little ways and tap the statue to begin dragging it down. Pull it along the path on the floor and rest it on the switch. Now you can pass. Moving up you'll see a big gate. Continue past that for now until you reach a statue that will begin hopping towards you when you get near it. Pull out a bomb and toss it at the statue to make it stop. Drag it up the path and rest it on the switch to get that gate door we saw to open. Head back to the right and up through where the gate was. This room has another one of the statue guys in it, so bomb him and drag him to the left to open a bridge up north. Pull out your shovel and dig up the dirt patch at the top of this room. Ride the current up. As you probably noticed earlier, there was a switch underneath where the bridge just appeared. So take the bomb plant in this area and toss it down under the bridge. Then make sure you're over by the little square on the east part of the floor to open the chest that will appear for two or three seconds before it disappears. It contains a map with a red x on it. Run along to the left and pass over the bridge. Hop down into the room on the left and toss a bomb between the two statues that leap at you. The south gate will open. Move down into the next room and step on the floor switch to lower the spikes. Now stand over on the east edge of this area and shoot an arrow to the right at the eye in the distance. It will make a chest appear with a red rupee. Head over to the left. You'll see a crack in the wall. Bomb it and enter the hole to see that you're blocked in by quicksand. You can tell from in here though that there is another door immediately to the east. So leave the room and this time bomb two wall sections to the right of where the crack was. Enter the hole. Go down the stairs at the north end. Basement 1 The door will close behind you and you'll have to fight two flaming skulls. Don't run recklessly into the room though since there are some laser eyes here. Once the skulls are defeated, the door will reopen and some spikes to the south west will lower. Head down there. Work your way along the path until you get to an item plant. Link will notice the little Goron trapped over on the right. Select "OK" when you're given a choice. A blue creature with one eye will appear right next to you. Use your arrows to hit his eye, then attack with your sword when he's dazed. After you defeat him, the little Goron will speak again. Choos the first option. Press the new icon at the top of your screen to switch to the little Goron. Take a second to get use to controlling the little Goron. Tap him and move around and he will roll. You can break rocks and kill enemies this way. Have him roll over all the armored chuchus that are hiding in the area and the spikes by Link will lower. Switch back to Link and head south. There are some sand LikeLikes here, so feed them bombs. Stepping on the floorswitch here doesn't look like it does much, but step on it anyway and then switch back to little Goron. The spikes in his area are now lowered. Roll him fast and he'll leap over the pit to the left. Stand him on the switch and swap back to Link. Have Link open the new treasure chest for... Bombchus! Sweet. The spikes below little Goron will go down, so switch back to him. Have him roll over all the enemies in this area to open the gate. Switch back to Link and have him back- track to the left and down the now-open gate. Defeat the enemies here for a chest. You got a yellow... thing!... with a ... bug in.. it? Ok. The spikes to the east will lower. Take out your newly aquired bombchus and send one in the little hole. You do this by drawing a line of where you want it to go on the map. Have it go through the hole and around the corner down to the switch. This will lower the spikes on the left. Little Goron heads into the hole over on his side, so don't worry about him. Head through the left hall. Head down the north stairs above. Floor 1 Send a bombchu through the hole to hit the switch on the left. This makes a bridge leading back to the exit. Now go back down the stairs. Basement 1 This time head down the lower staircase. Basement 2 Kill the Like Like and head up to the top. Kill the armored chuchu hiding in this area and the position yourself near the switch. Pull out a bombchu and plot its course to go down, up through the hole in the wall, up through the next hole and to the switch. When the bombchu reaches the switch, have Link attack the switch he's standing next to. If you hit them both at the same time, the spikes to the left will go down. Head down the new stairs. Basement 3 Defeat all the enemies here for a chest with a red rupee. Hit the red switch to turn it blue which lowers the red blocks up above. Send a bombchu through the hole, and as it passes over the red blocks, have Link hit the switch again so the bombchu can pass over the blue blocks. It should hit the switch to lower the spikes to the north east of you. In that area, toss bombs at the hopping statues and drag them onto each of the floor switches. After you get all 4, the spikes to the south east will go down. Follow the pathway and you'll see there's a boss door here. Go up the stairs for now. Basement 2 Step on the floor switch to the left to make a bridge appear, making a shortcut here for later. Head through the door and it will close behind you. Defeat the two cyclops creatures the way you did before. Exit to the upper left when you're finished. Along this path you'll see a switch. Don't bother hitting it now. Kill the enemies in this area and head up to the spikes in the upper left region. Send a bombchu down to hit the timed switch. Run over the spikes when they go down. In the next room, wait for the snakes to come attack you and kill them. Some of them probably won't notice you, so use bombchus to kill the ones that are far off in the quicksand. Killing them all earns you a chest with another yellow bug-filled thing. Yay. Send two bombchus to the far corners of the quicksand to hit the switches, making a big chest appear. Head back to where the spikes are blocking you and send a bombchu down to the left to hit the switch. Run across and go claim your chest. As expected, it's the boss key. Take the key back down to B3. Unlock the boss door. Head through the cave and stock up on hearts. Go down the stairs. Basement 4 Stock up on Bombchus and then head through the door. ------------------------------------------------------------------------------- 3.32 - Boss 5: Dodongo ------------------------------------------------------------------------------- At the start of the battle, little Goron will come out of a hole at the north end of the stadium. You'll be given control of him. To switch back to Link, use the botton at the top of the screen as before. For the most part we want to use little Goron for now. Roll repeatedly into the Dodongo's side, and he will eventually fall over and be "knocked out." If you just try to control little Goron by dragging the stylus, you will just keep getting repelled off Dodongo because of the armor plating. You have to repeatedly double-tap the Dodongo for little Goron to do a powerful roll which will be strong enough to start tipping him. So it's tap tap, quick pause, tap tap, quick pause. Once he's knocked out, quickly switch to Link and send a bombchu over to Dodongo's mouth. Also pay attention during this entire ordeal to each character's icon at the top of the screen. If it says Danger! switch to that character and get rid of the snakes that are usually the cause. After Dodongo eats three bombs, he will collapse and the door will open. Little Goron will leave and a bridge will appear. But wait, there's more! The bridge diappears and Dodongo wakes up. Now Link must fight this battle alone. You'll notice he now has a big blue thing on his back. Interesting. Avoid the large spray of flames that he'll start off with. Then avoid the fireballs he spits. When he begins sucking in, you'll see a little whirwind infront of him. Toss one of the bombplants into the vortex and he'll accidentally eat it. When he collapses, hit the blue ball on his back with your sword as many times as you can. Repeat this entire process three or four times. In between each time you're waiting for him to inhale, watch out for his attacks, especially his flamethrower attack since it has the longest range. Once you've hit him enough times, he'll die, this time for real. Open the chest to claim your heart. This time there's no portal, so head north through the door. Head up to the stairs and take the red crystals. Little Goron will leave and now you're portal will appear. This time, we don't head right off to our boat. Instead, report back to the chief Goron. He'll applaud you for saving his son. You'll get some rupees as a reward. Now you can leave. Head to the boat and we're on our way. ------------------------------------------------------------------------------- 3.33 - Moving Along ------------------------------------------------------------------------------- Once at sea, plot a course for the other major island in this quadrent, in the top right corner. You should be able to get there without any problems. Once you arrive, some flying enemies will appear. They respawn, so take them out if they're in your way, otherwise ignore them. You'll notice we can't actually dock here since the island is covered in ice. So plot a course in a circle around the island and shoot at the sections of ice with your cannon. Make sure to hit each section, and eventually the island underneath will be revealed. Dock at the southwestern corner and head onto the island. This island is home to some strange penguin like creatures with antlers. Head to the third house and speak to the one with the beard. Choose the first option he gives you three times. Now head out and go up to the top of the island where there are 6 houses. Enter each house and speak to its inhabitant. After you've visited all 6, head back into the one in the middle of the top row. Speak to the penguin creature again and choose the first option twice. He'll reveal that he's not really one of them, he is a yeti. Go back to the chief's house and report to him what you've discovered. Now head to the east side of the island where a penguin creature is blocking your path to the cave entrance. Choose the first option, and he'll let you pass. Head through the cave and out the other end. In this inclosed area, there are several yetis. Kill them by tossing a bomb at them when they are sucking in air, and then whailing on them when they're dizzy from eating the bomb. There are bomb plants, but I prefer using my own bombs so that I don't have to worry about them blowing up early. After you defeat the entire group, the ice spikes to the north east will melt. Head up there now. The spikes will rise up behind you and the yeti from the village will attack. Kill him the same way you fought the others. He doesn't even take any more hits than they did. Head up to enter the ice temple. ------------------------------------------------------------------------------- 3.34 - Ice Temple ------------------------------------------------------------------------------- Walk into the temple and head north. This first section is nothing you haven't done before. Hit the switch to lower the blocks. Step over the first set and then boomerang the switch to lower the second set of blocks. Walk over the ice bridge avoiding the spikey enemies. Head to the left and step on the floor switch to open the door. Head back up the ice bridge. Standing at the top, send a bombchu down over the bridge (carefully) and into the main room to hit the switch. Take the staircase. Floor 2 Take the staircase. Floor 3 Some more simple puzzles. Head to the bottom of the room and cross the ice bridge. Hop up onto the post and toss your boomerang north to hit the switch. Head over to where the spikes melted and cross the ice bridge. There are hints to the order you must pull the levers in this room, but they're in Japanese, so I'll provide the answers. Pull the levers in this order: 1, 4, 3, 2. This will open the staircase just south of you. Head over there and climb the stairs so you're on the higher level of this room. Take the ice bridge up north. Kill the skulls up here and take the ice bridge left. Kill more skulls here and take the ice bridge south. Toss a bomb over the edge of the wall to the west and have it hit the switch down below. This will switch the red blocks to the up position but lower the blue blocks. Head back around to where you first climbed up on to the higher level of this floor and walk left across the newly-opened ice bridge. From this little island you are capable of hitting all 4 switches on the higher floor in one boomerang path. So draw a line with your boomerang hitting the switches in this order: 2 1 3 4 A key will drop. Use the boomerang to snatch it. Head back to the right and then up to unlock the door. Take the stairs down. Floor 2 The door will close behind you and you will have to face two yetis. They're just as easy to take out as before. Open the chest that appears to get... the hookshot! You're able to use this on all those polls you've hopped on to in the past. So take out your new toy and hookshot over to the pole in the upper left corner. Climb down the south stairs. Floor 1 Kill the enemies here. Now stand a little ways infront of the center statue on the north wall, and use your hookshot. The statue will now match the other two and the ice spikes will melt. Hookshot over to the post in the southeast side of the pit. Step on the floor switch to open the door. We're back in the main hall! Now that we have the hookshot we can lower both statues. Do so. The ice spikes in the left room will melt, so head down the stairs. Basement 1 Bomb the crack in the wall. Step on the floor switch to make a chest appear. Go back down and hookshot across the pit by locking onto the chest. Open it for a red rupee, then step on the floor switch to create a bridge. Bomb the wall north of the chest and head up. Use your boomerang to hit all 4 switches in a circle, which will melt the spikes. Draw a hookshot line from one of the posts to the one across the pit. It will form a tightrope. Walk to the center of the tightrope and shoot an arrow north at the eye. This will melt the spikes back in the far left room. Continue to the right and move along the path until you see another statue in the top right corner. Pull out your hookshot and keep as far away from the statue as possible, then lock it on. You'll pull the tongue out real far This will melt the spikes in the bottom area temporarily. Run as fast as you can to the area the spikes were in and cross over them to get a key from the chest. Push the block up north out of your way. Step on the floor switch to make a bridge and head back to the left. Go back up to where the statue was and unlock the door. Stand outside the doorway and shoot your boomerang in to hit the switch. With the red blocks down, you can now hookshot your way to a post in the west side of the room. No point in doing that yet since the door is locked. So tightrope your way back to the west side, and head back to the area next to the staircase. Wind your hookshot for a few seconds once again as farth south as you can go, and hookshot the statue. You now have a few seconds to get all the way to the north door. Hoo boy. This should be fun. Quickly run over the bridge and head north. Hookshot the post on the ice island in the nortwest. Walk to the north edge of the island and hookshot the post on the island north of here. Run to the east edge of this island and hookshot to the post to the east. Keep doing this until you reach the door. When you make it, ignore the boss door and head to the right. Go down the stairs. Basement 2 In this room, head to the upper left hand corner. Hookshot to the torch across the pit. Move along to the right and the door will close behind you. You'll have to fight another yeti. The ice spikes melt, revealing a post. Use your hookshot to make a tightrope. Cross it carefully. Kill the skull to the north first and then make another tightrope. Once you've crossed that, make a new tightrope on the two posts. Don't jump on it though, instead move around to the left side of it and walk to the right. You'll lean back on it like a slingshot and shoot yourself over to the west island. Head up the stairs and hit the switches with a spin attack. Hookshot back over to the post on the right. Work your way back to the southern room. You'll see a new chest has appeared but there's spikes in the way. So move along to the right where a new door has opened. Create a tightrope on the two torches and shoot yourself onto the ice above. Then hookshor yourself left and then up, until you see an eye. Fire an arrow at it. Hope down and enter the door. Hop to the line in the center of the room and stand at the north end. Create a tightrope across the two posts. Then, facing south, shoot an arrow down at the rope. It should bounce back and hit the eye. Do this for both eyes. Open the chest that appears for a key. Head south and then east and step on the floor switch to create a bridge. Unlock the door in the east. Head into the next room and the door closes. Kill the yeti and the skulls. Leave this room and enter the now open door on the right. Hookshot to the south end of the room and then hop on the post. Hookshot to the post slightly north. Hop onto that post and hookshot to the highest one. Step on the floor switch to melt some spikes a little to the west. Hop down and enter the new area. Carefully follow this thin ice path until you reach a floor switch. This melts the ice spikes blocking the treasure chest. Finally. By now you should be praying that the treasure is the boss key. Luckily it is. Take it up the stairs and unlock the boss door. ------------------------------------------------------------------------------- 3.35 - Boss 6: Sea Dragons ------------------------------------------------------------------------------- I originally said here that this boss was hard to get back to if you died, but as Peter Butler has pointed out, if you tap the gravestone looking thing on the right just before the boss then it opens a warp to allow a teleport from the start of the dungeon to the boss. So there ya go. Okay, this is pretty easy. There's two dragon heads on the top screen. On the lower screen Link is standing on a platform with 4 posts. As usual, we have to use our new toy. Basically what we do is create a tightrope that causes the enemie's projectiles to bounce back and hit his partner. So if these are the posts: 1 2 3 4 then I can use numbers to describe how to make each tightrope. If the left head shoots a fireball at you, create a tightrope from 1 to 4. If the right head shoots a fireball at you, create a tightrope from 3 to 2. After their fireball bounces back and hits the other dragon, one of them will lunge forward and bite your tightrope to destroy it. They come down pretty far so stand as far back as you can. They may also lunge foward a second time to try and bite you. Avoid this as well. After hitting them 2 or 3 times, they'll sink into the water. As soon as they do, hop up onto one of the four posts. A tidal wave will wash over the screen, but Link will be protected. Some chunks of ice will then fall and float down towards you. Hop down and avoid them. The dragons will come back and you'll have to repeat the first process. This time, their masks should come off. Hop on a post again as the next tidal wave comes. After avoiding the ice chunks again, the dragons will rise once more. This time they will keep lunging forward and trying to bite you. With their masks off, you can now see that their tongues have a hook on the end. After they come in to try and bite you, they'll move back and stick their tongues out. Attach your hookshot to one of the 2 remaining posts, and then lock the other end onto one of the dragon's tongues. There'll be a little glowing mark when you're success- ful. The dragon will collapse on the platform and you're free to whail away at him with your sword. Do this 2 or 3 times and they'll dive under water again. Time for another tidal wave and more ice chunks. This part is pretty easy, because if you stand far enough back on the platform the dragons actually can't reach you. So keep doing this until you've killed both heads. When you're done, get the heart from the chest and move forward since there's no portal. Go up the stairs and take the blue crystals. Your portal will appear, so you may now go step on it. We now have everything we need to visit the Hourglass Castle again.... oh joy. Luckily we have that yellow warp that will let us skip the first 6 floors. The routine is the same, so I'll assume you can make your way back to the castle from here. If you take the southern route back, you'll probably come across a golden frog. It's just a little south of the center of this quadrent. Hit him and he'll show you the Omega symbol. ____ / \ | | | | __\ /__ Now we have this as a warp point. Continue on to the Hourglass Castle. ------------------------------------------------------------------------------- 3.36 - Hourglass Castle Challenge 4 ------------------------------------------------------------------------------- When you enter, step on the yellow panel to warp to the 6th floor. (Or go redo floors 1-6 again, if you want to.) You'll lose whatever time it took you to get there last time off of your counter. The hourglass gives you 18 minutes total this time, so it'll subtract it from that. Head down the stairs to B7. We have to do floors B7-9 again, with a slightly different twist at the end. So if you need your memory refreshed, go back up to the Hourglass Castle Challenge 3 part of this guide. Follow it until you get to the large door in B9. This time, when putting the crystals in the slots, do it in this order: square, circle, triangle. Head through the door. The screen will shake. Collect the items from the pots and then head back out of the room. You should have about 9 and a half minutes left at this point. (including the +30 you get from the pot in this room) You are now magically on the 10th basement floor. Basement 10 The guards on this floor can teleport. Great. From the doorway, use your bombchus to take out 2 of the blue alarm things through the hole. Then use a bombchu to hit the switch where the blue alarm thing on the right was. This will lower the spikes on the left hallway. Head over to the top left corner of the room and you'll see a boulder. Stand north of it and push it downward. It will roll and kill the guard holding a key in that aisle. Head down a steal the key he drops. Run back up the aisle and head to the right side of the map when the guard on that side is heading south. Step on the post you see at the north wall and hookshot to the next post. Stand on that post and hookshot to the last post. Push the rock up here south to kill the 2nd guard. This makes a chest appear back on the left side, but inside the walls where we can't reach. Head down south to the bottom of the map and you'll see a section of the wall that you can bomb. Move along inside these walls and you eventually come around to the chest. It contains a large rupee. Use your shovel to dig up the dirt patch to create an airstream. Hit the switch below you to lower the spikes on the right side of this inner area. Head around to that side and enter the next layer. Kill the last blue alarm thing and a chest will appear. Head around to the left and you'll see a floor switch down south. Step on it to lower the left set of spikes. If you want the chest, you'll have to exit out to the outter- most area and stand on the post at the south end of the map. Then you have to hookshot to the treasure chest. I wouldn't bother since it's just another large green rupee. Unlock the door in the center of the maze. Basement 11 Hoo. There's a lot of stuff going on in this room. Try to kill as many of the blue alarm things as you can from the doorway with your boomerang. Carefully head up and around to the northeastern corner of the map. Pull the level to make a bridge extend. Killing the blue alarms along the way and avoiding the guards, make your way to the top left corner and pull the lever there too. Now head just south of where you pulled the right lever and you'll see a dirt patch on the floor. Dig it up and ride the aircurrent onto the higher platform. Step on the floor switch on the right, and then head down the bridges to step on the floor switch on the left. Hop back down and head to the very south wall, coming at it from the left. There will be another dirt patch. Dig it up and ride the aircurrent up. Step on the floor switch here. Now for the hardest part. We need to hit the switch in the very bottom right hand corner of the map to make the last bridge appear, but this one's on a short timer. So position youself in the very center of the aisle that has the three doors and send a bombchu over to hit the switch. As soon as it's on its way, run to the left and down and ride the aircurrent up to the next level. Just as you get up there the bombchu should be hitting the switch, so the bridge will appear. Quickly run to the left and cross the bridge, and step on the floor switch. This is the last one so the blue door on the left will open. Drop down and enter it. Basement 12 Pull the lever here to lower the spikes. Head around the corner up north, kill- ing the blue alarm thing. Run to the very top left corner of the map and smash the red pot to make an invisible spot. Open the chest at the top of this room for a Triforce Shard. Doing this will make a new guard appear. Use the invisible spot as needed and carefully walk the Shard to the room in the center of the north area. The floor to the south is all covered in water, so walk slowly. Avoid the guard down here and head to the south east. Kill the blue alarm thing. Head north to the top area and break the red pot. Same deal here. Triforce Shard in the chest. Guard appears. Yadda yadda. Walk this shard all the way around avoiding the guard in the center of the room and place it in its slot. The last shard is held by the guard. Use your hookshot to snatch it, and put it in the last slot. The door will open, so head down the stairs. Basement 13 Open the chest to receieve... Sea Chart 4! A blue portal will appear in the top left corner, so let's mosey on out of here. ------------------------------------------------------------------------------- 3.37 - The Four Corners of the Earth ------------------------------------------------------------------------------- Head to your boat and set sail as usual. Move to south east quadrent of the map, and then plot a course for the new north east quadrent. When you get there you'll notice two major islands. One blocked off by a rocks and a whirwind and the other surrounded by just rocks. Head to the second one. Watch out for sharks in this area. If you take the southern route here, which I don't see why you wouldn't, you'll probably come across another golden frog. It's by the three rocks in the south east. He'll show you this symbol: _____ /| / | / | /___| We now have this as a warp point. Continuing on, there seems to be an abundance of pirates and sharks in this area. So be really careful. When you make it to the island, dock and enter. ------------------------------------------------------------------------------- 3.38 - Oasis Island ------------------------------------------------------------------------------- Enter the cave and read the book on the center table. Then read each of the books on the tables along the north wall. Now head to the exit to the left. Outside, kill the two rupee LikeLikes with bombs. Watch out for the skeletons along the path, as these ones aren't the friendly spirits you've seen around. Attack them once and their heads fall to the ground. Then attack their head to kill them. Head to the tree in the very bottom right hand corner of the island. Standing on the last little tile on the ground, move thirteen floortiles to the left and then seven floortiles up. Dig on the grass to find a hole. Jump down in it. Bomb the crack and head in the opening. Get the rupees and the chest here and head back out. Follow the path along avoiding the boulders and keese and head up the stairs. Ontop this high platform, shoot your boomerang at the switch to the left to open the graveyard door. You can also get a treasure map in a chest up here to the right. Hop down and enter the graveyard. Make your way to the north east corner and enter the pyramid. Kill the skeletons here and read the gravestones. They give you the order for the pyramid puzzle. So head out of here and make your way to the north east corner of the island and enter the pyramid. This place is like the Lost Woods. Go the wrong way and it just keeps repeating. The correct path is north, east, south, east, east, north, north. You'll end up in a room with 4 pillars. Head up and talk to the spirit. Choose the top option and he'll open the door. Head on in. Open the chest up here for a pendant. The spirit will come out here and yack some more. Choose the top option. Now we can leave. Hop down and head to your boat. This pendant will help us get through the whirlwind blocking the other island in this quadrent. So head there now. Once again, be careful of sharks and pirates. If you want to speed things alot, we can practice warping right now. Tap the green icon on your map and then tap the chalkboard. Draw the symbol we learned recently on the chalkboard. You'll be teleported to where the frog was on this quadrent. Nice. So head a little further to the left and try to enter the island. The whirlwind will shrink and you are free to dock. ------------------------------------------------------------------------------- 3.39 - Pyramid Island ------------------------------------------------------------------------------- Upon landing, head north into the cave. Go around the path and the door will close behind you. An enemy will leap out of the water and you'll have to fight him. When you defeat him, a bridge appears, so cross it. Leave the cave. Out- side, you'll begin a "maze." It's actually pretty easy, so I won't bother to write out directions. Just watch out for the LikeLikes hidden all over the paths. When you finish, head up the stairs and hop off the platform to the right. Kill the skeletons and follow the tiles on the floor around. Avoid the boulders and keep climbing the stairs and following the grass until you reach the pyramid in the top left corner of the map. Exmaine the large object with the keyhole on it and then move to the back of the pyramid and talk to the spirit. Pick the top option both times. Now head back out. As you leave, a bridge will extend. Take this new bridge and once again follow the tiles on the floor. Ignore everything along the way and head to the right and then up to the pyramid in the north east corner. Avoid the boulders and arrows, and watch out for the trapdoor before the stairs. Continue till the end and speak with the spirit here. He'll give you a gold key. Exit the room. You can just hop off here to get to the exit door. Now that we have the key, head back to the north west pyarmid again and use the key on the lock. This will cause the water level to drop. Go outside and move to the east side of the island. Only this time, head south once you're there. Roll the boulder on the right out of your way so you can pass. Climb up the stairs and roll the other boulder to the left so it smashes another boulder to the left. Hop down and enter the new area. Defeat the skeletons here and then stand south of the boulder. Push it up once, and then roll it to the right. It should roll across the bridge and smash another boulder. Head up and open the chest for a blue tear shaped crest. This time, push the first boulder to the right once, and then push it down. It will smash a boulder to the south letting you continue. Climb the stairs to the left and step on the floor switch to connect the islands. Then head around the back (north) end of the pyramid and hook around to the front. Enter. Speak to the spirit here and he'll open the blue door outside. Leave the pyramid and head through where the blue door was. The tablets on this island tell you what to draw on the red door at the end. I'll provide it here: start ----> o-----o | o | | / \ | |/ \| o o The door should open. Head up and kill the skeletons. When you get to a bridge, 2 large enemies will jump out. Hit them from behind and kill them. The blue door to the north opens. You may now enter the temple. ------------------------------------------------------------------------------- 3.40 - Sand Temple ------------------------------------------------------------------------------- This temple is full of boobytraps, so be careful. When you enter, you'll see two switches to the north. Head up to the left and step onto the moving blocks. While standing on the left block, pull out your boomerang and have it go around the corner to hit the left switch. Immediately run to the left (against the north wall so you don't fall in the trapdoor) and pray that the moving block is close enough to you that you can hop on it and ride it to the right. If not then just repeat the process. Once you get on the platform to the right, run up the bridge before it disappears. Then up and enter the room up north and the door will close behind you. Kill the two skeletons and a bridge will be made. Take it up and step on the floor switch to light the torch. Leave this area by going back down and this time walk all the way around the hall to the left and step on the floor switch to open the door and connect the areas. Follow it back to the starting area. This time, head to the north east and set a bomb on the discolored floor tile to create a hole. Go back down and stand between the hole and the switch on the right. Send your boomerang down to hit the switch, and then run up through the door but watch out for the trapdoor. Cross the bridge and head down to the right. Step on the floor switch to make a shortcut, then head back up and go through the door. It will close behind you. Once again defeat the skeletons. Take the new bridge up and step on the floor switch to light the other torch. The spikes will drop and you can proceed down the stairs. Basement 1 Kill or ignore the skeletons and head south. Cross the bone bridge and head up the stairs. Floor 1 You can't do anything here yet so avoid the shells and head up the stairs. Floor 2 Open the door and follow the path through the maze. There are lots of Rupee LikeLikes hiding here so be careful. There's a chest with some coral(?) on the left. Take the east side down to find the stairs to exit. There's yet another switch you can't seem to hit yet so head up the stairs. Floor 3 The door will close behind you and you'll be faced with some skeletons and a Rupee LikeLike hiding on the right side. Defeat them and a chest will appear. Open it to receive... the hammer! I bet I know what we can do now. Head back down the stairs. Floor 2 Whip out your new massive hammer and hit the floor switch to open the blue door to the north. It's funny how you use it. Your fairy actually holds it for you so Link doesn't even need to be near the object you want to smash. Heh. Anyway, in the next room, use it on the button on the floor, but hold the stylus on the hammer for a second before you smash it down and it will get larger, making the attack stronger. You'll flip over into the next room. Keep using it on the buttons you see until you're up on a platform with more shells. You can use the hammer on them to flip them and then kill them. Hope down to the right and go back down the stairs. Floor 1 Kill the shells here and pound the switch to open the door. Head down the stairs. Basement 1 Head up the stairs on the very left and push the boulder to the right. It will smash the other boulder, so cross the bone bridge, then over the left one. Pass through the door and it will close. Kill the two skeletons. Head down the stairs. Basement 2 Pound both switches to get the spiked log moving. Head down to the pit. Wait for the moving block and then step on it. Have your hammer out and pound on all the switches off to the left and right, along with the skeletons. Switch to the second moving platform when it reaches you. When you hit the last switch, the spike log at the bottom of the area should move out of your way. There's a green tear shaped crest down in the bottom left corner if you want it. Head up the little stairs here and open the chest for a key. Take the stairs up. Basement 1 Step on the floor switch to open the door to the north. Cross the bone bridge up above and unlock the door with your new key. Hit the pyramid in this room to flip it and lower the water level. Hop down onto the brown tiles and head to the left. Head west until you see a bunch of red and blue tiles with X's and O'son them. The tablet here says we need to get them to all be O's. When you hit one tile, it inverts that tile and the ones around it. So hit the tile in the center will your hammer and all 9 will flip to O's. That was easy. Head south and up the stairs. Hit the button with your hammer to flip yourself onto the higher platform. Shoot the pyramid across the gap with an arrow to raise the water level. Take the bone bridge down to another tile puzzle. This one's a bit harder. I don't have an exact solution down. Just use your head and keep hitting them logically until you get a grouping that you can easily flip to make all O's. Like two rows of X's and a row of O's: x x x x x x o o o Now if you hit the middle x in the top row, they'll all become O's. Anyway, once you do that, shoot an arrow at the pyramid to drain the water again. Head to the right and hop down. Go down the stairs. Basement 2 Yay, another tile puzzle. One thing I realized which makes these puzzles easier is that you can actually hit the grey tiles outside of the puzzle area, and it will flip just the puzzle tiles touching the gray tile. In other words, if you get it so that it looks like this: o o o o o o o o o o o x You can actually hit the gray floor tile to the south east of the x and it will flip just the x, as opposed to hitting the x itself and ending up flipping the three o's around to it. This should make things a little easier. Solve the puzzle and a bridge appears to the right. Take note of the boss door up north. Head up the stairs. Basement 1 In this room, head up the stairs and catapult yourself up twice, until you're standing on a gray tile. Turn to the right shoot your boomerang at the light blue device to turn it downward. Now fire an arrow at it so it hits the pyramid to the south. Cross the bone bridge and we're off to solve another tile puzzle. This time it's a bit different. The goal isn't to get them all to be O's. The tablet says we need to "copy an earlier pattern." This refers to the pattern on the puzzle just south of this platform. Lower the water level again if you need to be refreshed on what it looked like. This one is pretty easy if you use the trick I mentioned. Get it right and the blue door opens. Make sure the water's drained and head over to the left into the new area. Head up. Push the boulder onto the catapult and hit the button. Climb the stairs and push the boulder to the right. Grab the key in the chest below and then catapult yourself up to the next platform. Ignore the stairs up here and walk around the north east hall until you come down south to a locked door. Unlock it and you'll see a boulder on a catapult. Hit the button to shoot the boulder up. Now shoot yourself up. Launch the boulder again. Climb the stairs and launch the boulder once more. Climb these stairs and do it one last time. Catapult up and push the boulder to the left. Go climb the stairs and open the chest for the boss key. Drop down and walk the key around to the staircast in the south west. Basement 2 Set down the key here and ride the platform along first, killing the skeletons with your hammer. Then ride it back and grab the key. Step off at the end and unlock the boss door. Use the catapults to reach the north door and enter it. ------------------------------------------------------------------------------- 3.41 - Boss 7: Stone Golem ------------------------------------------------------------------------------- Read the tablet before you head through the final door. This creates a portal so you don't have to redo half the dungeon if you die. The first part of this boss is very simple. Head to the nearest catapult while dodging the golem's arrows and fists. Position yourself on th catapult and have your fairy hammer it to send you into the air. For the few seconds you're in flight, repeatedly tap any of the red circles you see on the golem's body. These will break away the outer parts of his rock body. Doing his chest and leg buttons is pretty easy. Getting his upper arms and back is a little more challenging, but not by much. To reach them, you'll have to move in a little bit closer to the center of the circle platform. This is a little bit dangerous, but as long as you keep moving you should be fine. Run around the back of the golem and he will slowly try to spin around too. We're alot faster than he is though so eventually you should be facing his back. Spring up off a catapult and attack the circles on his arms and back. The one on his head should take the most tries, because it's so high up that it only ends up on the bottom DS screen for a split second. You'll have to hit it once and then spring up again and hit it a second time, etc etc. Finally once you've broken off all his outer rock parts, he'll reveal some more red buttons on his mechanical body. Time to hit those. He's moving alot faster now though. Catapult into the air and hit all the red buttons. (He has less now so you can actually hit them all in one shot through the air.) He'll collapse and only his head will remain. We can't simply catapult into the air now and attack him at any time. His head has to be close enough to a catapult that you can land on it and attack the gem on his head. Run around avoiding the arrows he shoots and wait for him to get near a catapult. When he does, spring into the air and aim for his head. You'll land on it, where you can whail away at the gem. Do this whole process twice and he should be destroyed. Claim your usual heart and head down the staircase with the railing. Speak to the pharaoh and then go take the green crystals. Then head south to the blue portal. That's one more dungeon under our belt. ------------------------------------------------------------------------------- 3.42 - Getting the Hourglass Sword ------------------------------------------------------------------------------- Much like collecting the elements to fuse our sword with power in Zelda the Minish Cap, we need to get a more powerful sword with all these colored crystals we've been collecting. And who makes swords? The blacksmith. So head back to the blacksmith's. If you don't recall how to get there, it's in the north west quadrent of your sea charts. We can't simply go left from here, since there'll be a path of rocks blocking us on the next section, so instead pull out your chalkboard and draw the omega symbol to warp to the south east sea chart quadrent. The head to the left to the next quadrent, and then move up to reach the top left quadrent. It's the island directly in the center of the north area. Once you arrive, dock and head into the blacksmith's house. Speak to him and you'll hand over the crystals. He'll begin working on your new sword. Head out and walk towards your ship. As you pass the mailbox, you'll get a letter. It's from the female pirate you've probably run into at least once. Board your boat and head out to sea. Look for the icon of the girl on your map and head to it. When you get close to her ship, you'll enter it and you must fight with her (as usual.) Wait until she yells something that sounds like "ahh hight" and then slash her back. Do this a few times and you'll knock her sword out of her hand. She grabs her sword and gives it one last go. Just hit her once more. Speak to your pirate friend who is hiding in the box. You'll have a long chat. Then head back up to the blacksmith's island to see if your sword is done. Dock and enter his house. Sure enough, he's putting the finishing touches on the blade. He gives it to you, but you don't have a handle. Hop back on your ship and head south to the island with the Hourglass Castle in the south west quadrent. Dock at the island and head left over the bridge. Enter the Old Man's house and speak to him. In a funny scene, Link will go to dramatically take out the Hourglass (like when he normally takes an item out of a chest) but the Old Man grabs it from him and the music cuts off. The hourglass fuses with the blade and you now have received the Hourglass Sword. This means we can enter the Hourglass Castle for the last time. So head there. ------------------------------------------------------------------------------- 3.43 - Hourglass Castle Challenge 5 ------------------------------------------------------------------------------- On your way to the castle, you'll see the pirate. Talk to him and then continue on. When you enter the castle, step on the portal to skip the first few floors. Now we have to get back to basement 10 like last time by putting the shape crystals in their slots in the order square, circle, triangle. The best part about this is that your new Hourglass Sword can finally kill the guards. You just have to hit the eye on their backs. Don't alert them with noise or walk in front of them. Attack them from behind and they'll be gone. This should save you loaaaaads of time because you won't have to constantly be waiting for them to pass. Once you've made it back down to the large door, insert the crystals and head into the room. You'll hear a rumbling again and when you exit you'll be on basement 10 once again. Continue redoing this area until you've made it back to basement 13. If you don't recall how, see the earlier part of this guide. Okay, once you've made it to basement 13 (which should be simple now that you can dispose of all the guards) three guards will appear in the center of the room. Go to the north east corner of the room and pick up the red pot. Carry it down to the lower level of the room in the center section. Smash the pot somewhere in this area. Stand on the spot you made with the pot to hide, and use your hammer to make noise so the guards come to investigate. When they get close, slash their back to kill them. After killing all three, three red guards will appear. Do the same to them. Three yellow guards will appear. Repeat the process one last time. Once all three sets of guards are gone, a door will open directly north. Enter it. The bridge will drop behind you. Choose the top option the faries give you and a portal will appear. Head up the long staircase to the north. ------------------------------------------------------------------------------- 3.44 - Boss 8: Eye Plant ------------------------------------------------------------------------------- This fight takes place on three floors. For the first part of the battle, the plant will float in the little pool in the center of the first floor. Use your hookshot to pull off the little purple clouds of dust protecting the plant. He will spit out purple gooey enemies, get used to this. Attack them when they get too close to you, otherwise keep pulling off the purple clouds. When you've removed them all, use the hookshot to pull the plant to you and then whail away on him. He'll eventually get pushed away, so just hookshot him again and attack some more. After about two or three times of doing this, he'll climb up to the next level. Take the stairs up to the second floor. Here the plant will expose his armlike vines with eyes on the ends. Pull out your bow and arrow and shoot each of the eyes. The plant will ocassionally try to smack you with its vines, and more of the purple enemies will drip from the ceiling. Kill them if they get close and finish shooting all the eyes. Once you do, the plant will drop back down to the first floor. Head back down and repeat the first process. Once you've cleared the purple clouds and hookshotted him, attack him and he'll head back up to the second floor. Follo him up the stairs and repeat the arrow shooting process. Only this time he will close his eyes and only open them briefly every now and then. Try to kill off the gooey enemies quickly and then aim at an eye even if it's closed. As soon as it opens, shoot it. If at any point you run out of arrows, kill some of the gooey enemies and you should eventually get some. Once you've shot all of the eyes, a cutscene will take place. For this last part, you will be given the power of the Hourglass. Run all the way back down to the lowest floor again and the stairs will break away. The plant will begin circling the room. Tap the hourglass icon on the bottom of the screen to create a yellow viewfinder on your screen. Use the stylus to draw an hourglass in this viewfinder, like this: start------> ________ \ / \ / \ / \ / \/ /\ / \ / \ / \ /________\ Once you do, time will freeze. Run to the front of the plant and attack the eye on his head repeatedly. After a few moments, time will unfreeze and you'll lose the hourglass ability for a brief moment. Wait until it returns and then repeat this process. Two or three times through and the plant will die. After this there will be a cutscene and Tetra will be revived.... then taken. This isn't over yet. You'll sail your ship alongside the demon ship, which is now covered in purple eyes. Pretty much its only attack is the ocassional orbs of energy it shoots at you. Destroy those with a cannonball before they hit you and keep attacking the eyes on the ship. You'll circle it a few times, just continue shooting at it and once all the eyes are gone, you'll get another cutscene. ------------------------------------------------------------------------------- 3.45 - Boss 9: Possessed Pirate ------------------------------------------------------------------------------- Now we're given the Hourglass power again. Tap it to bring up the viewfinder, then draw the hourglass. Time freezes, but unfortunately there's nowhere to hit on the enemy. Once time returns to normal, he'll grab your fairy. Now our hourglass is out of power, but we don't have a fairy to refill it. So lure the enemy into a corner if you can and attack with your sword several times. The reason he needs to be in a corner is that if you try to duke it out in the center of the platform, he will leap to your side and attack you. So try to lure him into a corner. His side attack can technically be avoided if you quickly tap him when he jumps beside you, but why risk it? Once he's in a corner, attack him with your sword a few times and you'll get the little "rub your stylus back and forth" bubble you get when you're swalled by a LikeLike or swordfighting a pirate, so do as your told and rub the stylus back and forth. You'll catch the enemy offguard, and now you can get a quick hit in. When you get your free hit, your fairy will refill your hourglass power. The only trick now is not wasting it. The top screen shows the back view of the enemy. Tap the hourglass icon to bring up the viewfinder, but don't draw the hourglass symbol unless the eye on his back is open on the top screen. When it is, draw the hourglass to freeze time, then whail on the eye on his back. When time returns to normal, you'll have to go back to cornering him and repeating the earlier process to refill your hourglass magic. Continue filling your hourglass, freezing time, and attacking the eye on his back. After a few sessions of this, he'll go down. If at any point you die and have to redo this fight, you can press start and tap the arrow to skip the cutscenes and get right to the battle. Anyway, once you're done, you've successfully finished the Japanese version of Zelda Phantom Hourglass. ------------------------------------------------------------------------------- 4. Special Thanks ------------------------------------------------------------------------------- Special thanks to: DarthLoaded - For giving me the space to host the guide (Geocities sucks.) t3h butt3rs - For random help here and there. Nintendo - For making the game. Keitaro Urashima - For pointing out a Goron question I missed | Zelda walkthrough search:
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