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Zelda: FAQ and Walkthrough

Frequently Asked Questions, codes, maps and alkthroughs of Zelda games


                      The Legend of Zelda: Phantom Hourglass
                                 Side-Quest FAQ
                        (Or, ‘Get Winning or Die Trying’.)
                By Shannon Spencer Fox (phfaq(at)fracturedreality.net)
                                  Version 0.6



  1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . [ph_intro]
  2. Side Quests and Minigames  . . . . . . . . . . . . . . . . . . [ph_quests]
     2a. Fishing  . . . . . . . . . . . . . . . . . . . . . . . . . [ph_fish]
        2aa. *IMPORTANT NOTE ABOUT FISHING* . . . . . . . . . . . . [ph_import]
     2b. Canon Game   . . . . . . . . . . . . . . . . . . . . . . . [ph_cannon]
     2c. Shooting Gallery . . . . . . . . . . . . . . . . . . . . . [ph_shoot]
     2d. Goron Roll-Race  . . . . . . . . . . . . . . . . . . . . . [ph_goron]
     2e. Maze Island  . . . . . . . . . . . . . . . . . . . . . . . [ph_maze]
     2f. Harrow Island Digging  . . . . . . . . . . . . . . . . . . [ph_dig]
     2g. Trading Quest  . . . . . . . . . . . . . . . . . . . . . . [ph_trade]
     2h. Hero's Challenge . . . . . . . . . . . . . . . . . . . . . [ph_hero]
  4. Frequently Asked Questions . . . . . . . . . . . . . . . . . . [ph_faqs]
  5. Closing and Thanks . . . . . . . . . . . . . . . . . . . . . . [ph_close]
  6. Change Log . . . . . . . . . . . . . . . . . . . . . . . . . . [ph_chgs]
  7. Copyright Info . . . . . . . . . . . . . . . . . . . . . . . . [ph_copy]

INTRODUCTION:                                                       [ph_intro]

Greetings, everyone, to my sophomore turn at FAQ-writing, this time for
Nintendo's latest entry in the long-running Legend of Zelda series. My name is
Shannon Spencer Fox, author of the RidePOD FAQ for Sony's Dark Cloud 2 on the
PS2, and longtime Zelda fan, since the original NES game.

The reason for this FAQ is pretty simple: Phantom Hourglass has quite a few
tricky minigames in it, and quite a lot of stuff you can collect beyond the
main part of the game. Some of them, such as the proper way to go fishing, can
be confusing at first glance, and some things are just plain difficult, such
as the shooting gallery (easily the hardest one) or Maze Island's frantic race.
Hopefully my FAQ will help clear that up.

And remember, if you have any questions, comments, suggestions, or anything of
that nature, please feel free to email me at phfaq@fracturedreality.net and
I'll either help out as best I can, or see about adding your change to the

SIDE QUESTS AND MINIGAMES:                                          [ph_quests]

As I mentioned previously, Zelda: Phantom Hourglass, much like its
predecessors, has quite a few minigames and side things you can do to either
build up Link's health, fatten his wallet, and build up Linebeck's ship (for
both posterity and to increase its durability). For reference, the various
sections are broken down as such: 

 * Difficulty:  Obviously how tough the game is. The range is Very Easy, Easy,
                Moderate, Tricky, and Very Hard.

 * Cost:        How much Rupees you have to pay in order to pay, if any, in
                order to play.

 * Available:   When and where this event is available to play, and what item
                or steps you may need to have or do in order to play the event.
                Quite a few games and quests require either a certain item from
                one of the game's six dungeons, have gotten the correct sea-map
                piece to get to the island it's on, or talk to the right person.

 * Prizes:      What you can get, and what you need to do to get it.

 * Description: A general description of the event.

 * How to Play: How actually to play the game.

 * Tips:        A few things to try to help win the game as easily as possible.

That said, let's begin!


+-------+                                                             [ph_fish]
|                                      |                                      |
| Difficulty: Very Easy to Moderate    | Cost: None (except for time and      |
|             (depending on fish)      |       luck...)                       |
|                                      |                                      |
|Available: |                                                                 |
+-----------+ After navigating the fog and getting access to the northwest    |
|             quarter of the sea, set sail for Bannon Island in the northeast |
|and talk to the Old Wayfarer, everybody's favorite deadbeat dad from Molida  |
|Island, in his house on the north side of the island. He'll mention seeing a |
|'mermaid' and his desire to meet them (despite still being married...) He'll |
|also point out that the mermaid won't show up if there are monsters about.   |
|                                                                             |
|Be a gentleman and clear out all the ChuChus and Ropes that are hanging      |
|around the island, and you'll see the 'mermaid' appear a bit off the shore.  |
|Unfortunately, she'll also disappear if you get too close. This time be a    |
|jerk and use your boomerang to get her attention, and she'll reveal she's    |
|just a woman in a costume, but she'll give the 'old man of the sea' a visit. |
|Since apparently sponging off old men and listening to their stories is her  |
|thing.                                                                       |
|                                                                             |
|Go back to the Old Wayfarer and relay the good news, but he won't believe    |
|Link, since no mermaid has shown up yet. She obviously went somewhere,       |
|though, and that would be to the other 'old man of the sea' currently on the |
|island: Captain Linebeck. Check with him at the dock to confirm the mermaid  |
|girl did show up and they talked for a bit, but she quickly left, most likely|
|due to Linebeck not having any stories that don't involve him either running |
|away or cowering in fear.                                                    |
|                                                                             |
|Finally, return to the Old Wayfarer's house, and you will see the prodigal   |
|mermaid-girl floating happily in a wading pool next to the old man. The Way- |
|farer is so happy to get a chance to meet with her he'll give you his Fishing|
|Pole, and instructions to talk to him again about all the wonderful fish Link|
|finds. Unsurprisingly, the mermaid-woman indicates she plans to wait before  |
|revealing the truth.                                                         |
|                                                                             |
|                                                                             |
| Prizes: Big Catch Lure (after catching a Loovar)                            |
|         Random Ship Part (after catching a Rusty Swordfish)                 |
|         Heart Container (after catching Neptoona)                           |
|                                                                             |

+------------+  Ahh, fishing. A mainstay of the Zelda series since Link's
                Awakening on the original Game Boy, and quite a few other
adventure-RPGs as well. Phantom Hourglass continues the tradition with the
Nintendo DS's touch-screen approach, and quite nicely done at that, making
fishing a simple, almost relaxing pastime. If you know how to play properly,
that is, but that's what this guide is for.

There are six different types of fish in the ocean that you can catch, though
not all of them are available at first, and one that shows up on other fish.
They are:

 * Skippyjack: The most common, and the smallest fish in the game, they
               have a grey-tinged underbelly with a sea-blue back, and
               stripes going down the sides. Supposedly are very tasty.

 * Toona:      These are bigger fish, but still pretty common, they have white
               underbellies and a ruddy red upper body.

 * Loovar:     Usually said in conjunction with the phrase 'why the CENSORED
               can I not find a BLEEP Loovar already?!', these fish are even
               bigger than Toonas, and about twenty times more rare. I
               personally have only caught one myself, after fishing up about
               fifteen Skippyjacks and fifteen Toonas. They have a white
               underbelly and a pink-maroon upper body, and resemble something
               like a whale.

After you've caught at least one Skippyjack, Toona, and Loovar, go back to
Bannon Island and talk to the Old Wayfarer, who's impressed with your
'adventuring spirit', and gives you the Big Catch Lure to go out and catch
the really big fish. You can now find out in the sea...

 * Rusty Swordfish: Easily twice as big as the biggest Toona you've caught
                    yet, these monsters are naturally a lot harder to pull
                    in... but there's a certain rush you feel when you watch
                    how they jump out of the water with an almost porpoise-
                    like arch to their bodies. They have a white underbelly
                    and a dark maroon back, and the typical sharp sword-like
                    protrusion on their face.

Return to the Old Wayfarer again and show off your latest catch, and he'll give
you a random ship part for your efforts, and whisper the legendary name of...

 * Neptoona:        A fish that could probably eat Monstro and Moby Dick for
                    lunch and still be hungry, this is the big one. Very rare,
                    obviously, and a struggle to land. White underbelly and
                    a dark blue back, almost like an orca, with a swordfish
                    nose on the front.

Return to the Old wayfarer one last time and show off your fish-pwnage, and
he'll reward you with a Heart Container, which (almost) makes all of this

Of course, there's one last fish that you can catch... or, rather comes with
another fish you catch. That would be...

 * Stowfish: These little guys are like lampreys, and attach themselves to
             larger fish, so occasionally you'll find one hanging off a fish
             you pull up. They're naturally pretty rare, but you can net
             another ship part showing it off to the Old Wayfarer.

|How to Play:|
+------------+  Once you've gotten the Fishing Pole from the Old Wayfarer, you
                will see fishy shadows appearing on the sea map when you're in
control of Linebeck's ship. To start fishing, simply draw a line to one of the
shadows, click on the Menu button in the bottom-left corner, and click on the
Fish icon on the right to start. Note that the icon will be grayed out if there
are no fish close, and fish will move around as you sail, so try to predict
their movements to intercept.

Once you've started fishing, the screen will change to a view of Link standing
on the bow of Linebeck's ship on the bottom, and the open sea on the top, with
a stress meter along the left side. You will quickly see the wake of the fish
traveling along the horizon towards the middle of the screen, followed by the
message 'PULL!' when it bites the line.

**IMPORTANT NOTE ABOUT FISHING**                                    [ph_import]

Now, there has been an issue of confusion and annoyance for a lot of people,
including myself, as to how to fish properly. It doesn't help that the game
rather misleads you as to how the controls work, and so does Prima's official
guide. From how Linebeck explains it, you draw a quick straight line down
the screen to pull on the line and hook the fish, then continue to draw lines
down the screen to pull back and keep it hooked. However, this will usually
lead you to either lose the fish completely when it bites, lose it when it
starts to pull away, or ruin your DS screen completely.

So what should you do? Don't stop pressing on the bottom of the screen. It
sounds silly, but it makes sense if you think of it as actually fishing:
simply draw the line and hold down on the very bottom of the screen when the
fish bites, and hold down the stylus' point on the bottom when you need to
relieve stress on the line and keep the fish in check. You'll catch fish
every time they bite, and keep them held with barely any effort at all.

Now, back to the guide. Once the fish is on the line, you can start reeling it
in by drawing circles along the screen. All fish start at 32 yards away, and
each circular motion draws them in a yard closer. However, the tension on the
line will start to increase as the fish fights to pull away, and if it drops
down to red, it'll break off and escape. Once that happens, stop circling and
hold the pointer at the bottom of the screen to relax the tension. Lather,
rinse, repeat, until the fish is caught.

However, keep in mind that the fish occasionally try to leap out of the water
and jerk the line sharply in order to get away. When that happens, the words
'LET GO!' will flash in yellow along the top screen. If you're currently
pulling back to relieve the stress on the line, pull the stylus away until
the fish submerges and the words disappear, then go back to holding down. If
you're reeling, this isn't as much as a concern, but I always pull the stylus
away anyway.

+-----+  * Don't feel the need to rush at pulling the fish in. Fishing is
           arguably the easiest minigame in Phantom Hourglass, so as long as
           you have a bit of patience, it's almost impossible for a fish to get
           away, even the larger ones like the Loovar and the Rusty Swordfish.

 * Colloquially, the larger the fish, the harder it is to reel it in. If you're
   pulling in a Rusty Swordfish, take it slower than if you're pulling in a
   Skippyjack. This is especially true for Neptoona.

 * While there is no 'right' way to draw circles and reel in the line, smaller
   circles usually pull the fish in faster, because you can draw them faster.
   Be careful, though, as 'haste makes waste' and all that.

 * Pay attention to which way the fish is pulling when you are relieving
   tension on it. If you're holding the pointer on the left side of the screen,
   and it's pulling to the left, the tension drop will slow to a crawl, or even
   start to build again. If you adjust to the opposite side it's pulling
   on, it'll start dropping like a stone again. The larger the fish, however,
   the more they'll pull from left to right very quickly.

+-----------+                                                       [ph_cannon]
|Cannon Game|
|                                      |                                      |
| Difficulty: Moderate to Tricky       | Cost: 20 Rupees                      |
|                                      |                                      |
|Available:|                                                                  |
+----------+ After conquering the Temple of Wind on the Isle of Gust, and     |
|            getting Bombs, go back to Bannon Island and head towards the cave|
|near the middle of the island. You'll see a stone tablet that reads 'Only    |
|those with the power to shatter rock will find the path to a new game.' Well,|
|obviously Bombs have the power to do that, so plant one to the left of the   |
|tablet to open a hole, and walk through to the other side, where the 'ever   |
|cheerful' Salvatore waits 'patiently' for customers. (Maybe the guy should   |
|consider a more opportune location... you know, one not behind a solid rock  |
|wall.)                                                                       |
|                                                                             |
|                                                                             |
| Prizes:  Score between 0 and 1,499 points:      Green or blue Rupee         |
|          Score between 1,500 and 1,999 points:  Green, blue, or red Rupee,  |
|                                                 or random treasure          |
|          Score between 2,000 and 2,499 points:  Red or big green Rupee, or  |
|                                                 random ship part            |
|          Score 2,500 points or higher:          Bomb Bag upgrade, then big  |
|                                                 green Rupee or random ship  |
|                                                 part                        |
|                                                                             |

+------------+ The Cannon minigame is one of the two shooting-gallery minigames
               in Phantom Hourglass, and easily the easier of the two, due to
being able to tap on the targets directly as they float by. After paying Sal-
vatore the 20 Rupee fee, you'll be transported back to Linebeck's ship at the
start of the course, with a series of targets to your left. The ship will
travel along a set path, so the good news is you don't have to worry about
drawing a course. The bad news is you have to be quick to nail the targets
before you pull away, not unlike the original Super Mario Brothers.

|How to Play:|
+------------+ If you've gotten this far in the game, you know how to use the
               ship's cannon, so tap on each target as they float on by, and
adjust your view as necessary. There's two types of targets on the course,
starting with red and alternating from there:

 * Red targets:  These are worth only 20 points apiece, but they don't
                 disappear when they're hit, so you can continue shooting at
                 them until you pull too far away.

 * Blue targets: These are worth a nice 100 points, but of course disappear
                 once they're hit. They also are usually set a little further
                 out from the red targets, so your window of opportunity to
                 hit them is smaller.

There are a total of 23 targets on the course, with 12 red targets and 11
blue targets, and hitting both types as much as you can is the key to winning
the Bomb Bag upgrade and getting a high score in general. Also note that the
course will circle around and head back to the island after the 5th or so blue
target, and some of the targets near the end have an annoying tendency to
spin around, or bob up and down slowly, making you have to adjust your timing
some in order to hit them.

+-----+ * As a rule, I've found that you can generally hit each red target
          about five times before you need to worry about hitting the blue
          target that follows. If you stick with that, you'll end up with a
          total of 2300 points, leaving you with only 200 extra needed to win.
          Tricky, but not impossible.

 * Colloquially, it's more important to hit a blue target than keep on firing
   on a red one, especially given the short delay between cannon shots.

 * While this is pretty much personal preference, I find the best angle to
   seat the 'camera' at is approximately 30 degrees from the left side of the
   ship, giving you plenty of room to fire on the red targets before they
   disappear and see the blue targets as you get close enough to fire on them.

+----------------+                                                   [ph_shoot]
|Shooting Gallery|
|                                      |                                      |
| Difficulty: Very Hard                | Cost: 20 Rupees, and perhaps your    |
|             to 'Break Your DS'       |       sanity too.                    |
|                                      |                                      |
|Available:|                                                                  |
+----------+ After finishing the Temple of Courage, getting the Bow and Arrow,|
|            and watching some plot-development, go to Molida Island to visit |
|            Romanos, the Old Wayfarer's previously estranged son, on the east|
|side of the village. Apparently he's decided to take up his father's craft   |
|and become an explorer of the world. Unfortunately, he needs money, and to   |
|get some, he decided to bilk poor adventurers like Link out of their hard-   |
|earned Rupees in one of the most unforgiving minigames ever.                 |
|                                                                             |
|                                                                             |
| Prizes:  Score between 0 and 1,299 points:      Nothing except growing      |
|                                                 annoyance                   |
|          Score between 1,300 and 1,699 points:  Random treasure             |
|          Score between 1,700 and 1,999 points:  Quiver upgrade, then random |
|                                                 ship part                   |
|          Score 2000 points or higher:           Heart container, then random|
|                                                 ship parts, and satisfaction|
|                                                 that you never have to play |
|                                                 this game again             |
|                                                                             |

+------------+ Arrow-shooting games have been a staple of Zelda even more so
               than fishing, so naturally Phantom Hourglass has one for those
interested in boosting their arrow-carrying capacity. Unfortunately, fate and
the designers decided to make it as nightmarish as possible, due to a require-
ment on almost total accuracy, numerous red-herring targets to get in the
way, and a scoring system that makes it almost a sure bet Romanos is going
to be on the next episode of 'Pimp My Ship' once he gets ready to leave home,
and leave behind a solid gold hut for his mother.

Otherwise, it's a standard shooting gallery: your 20 Rupees buys you unlimited
shots for 70 seconds, and Ghost targets rotate onto a series of tracks on the
upper screen. It starts with a single Ghost that stops for a few seconds after
flipping around, ramps up to two Ghosts out at once, and finally several Ghosts
coming out with no stopping, along with Girl targets that will cost you points
if you hit them by accident. Simple, right? ... Nope.

|How to Play:|
+------------+ Unfortunately, the shooting gallery eschews Phantom Hourglass's
               nifty 'point-and-shoot' system, presumably because that would
have been too easy. As mentioned, the targets appear on the top screen, so you
have to line up the shot on the bottom where the target is at, or will be if
it's moving. It's therefore pretty easy to misjudge its location and miss
completely. It's also not helped by the scoring system, which is as follows:

 * Ghosts: Ghosts start out being worth 10 points, then go up by 10 for each
           one you hit in a row after, up to 50 points. So it goes 10, 20, 30,
           40, 50, 50, and so on. However, if you miss, the bonus disappears,
           and the next ghost is worth only 10 points again.

 * Girls:  Hitting a Girl target will cost you 50 points from your score, and
           also break any bonus streak you have with the Ghosts, so they're
           like missing a shot and then some. Thankfully, only one appears on
           the course at one time, and they only show up in the last half of
           the game. Unfortunately, that's also the time when the Ghosts show
           up in force, and you need to shoot like a madman.

So, doing some basic math, you have to hit at least 42 Ghost targets without
missing a single shot, and not hitting any Girl targets, within 70 seconds
in order to score 2,000 points and earn the Heart Container prize. It can be
done, but it takes quite a lot of practice and more than a hint of luck.

+-----+ * Above all else, keep your cool, patience, and wits about you. As
          mentioned, this game is easy to lose with just one misplaced shot,
          but even hitting a Girl can be made up if you get back into the
          groove of hitting the Ghosts as they pop out. It sounds hokey and
          simple, but it works.

 * Since Girl targets only show up one at a time on the course, you can be sure
   any new targets that appear when one is out will be Ghosts, giving you time
   to mentally line them up before they flip around. Since this game is about
   speed as well as neigh-100% accuracy, every second counts.

 * Some people on the GameFAQs board report that drawing a line and holding it
   before releasing makes it easier to line up the shot before pulling back
   the stylus and letting the arrow fly. You can also try pressing and holding
   down the stylus along the top of the screen to better verify where it should
   fly on the top screen as well. Personally, I use quick little taps, but go
   with whatever strategy you feel comfortable with.

+---------------+                                                    [ph_goron]
|Goron Roll Race|
|                                      |                                      |
| Difficulty: Moderate to Tricky       | Cost: 50 Rupees                      |
|                                      |                                      |
|Available:|                                                                  |
+----------+ On the very aptly-named Dee-Ess Island (which you can find near  |
|            the very bottom of the southeast quadrant of the sea, almost     |
|directly below the middle section of rocky outcroppings), you can find an    |
|enterprising Goron with the start of a business... but he'll only be ready   |
|to open once you've finished the Temple of Ice on the Isle of Frost.         |
|                                                                             |
|                                                                             |
| Prizes:  Finish in over 45 seconds:    Blue or red Rupee                    |
|          Finish in 45 to 36 seconds:   Blue, red, or big green Rupee        |
|          Finish in 35 seconds:         Bombchu Bag Upgrade, then random ship|
|                                        part, random treasure, or big red    |
|                                        Rupee                                |
|          Finish in under 35 seconds:   Bombchu Bag Upgrade, then random ship|
|                                        part                                 |
|                                                                             |

+------------+ Remember having to play as the plucky and stubborn Gongoron in
               the Goron Temple, and his ability to roll? I hope you enjoyed
it, because this little minigame is all about getting Gongoron to the finish
line as quickly as possible, while picking up 30 gems scattered around the
course. Thankfully, the gems' locations are shown on the upper screen's map,
and there are chevron-stripes scattered around the course to give you a quick
burst of speed... but don't run into the walls, since that'll stop you in your
tracks and you'll waste a valuable second while Gongoron tries to get his

|How to Play:|
+------------+ The course itself takes place on the upper part of the island,
               and proceeds roughly counterclockwise until you end up in the
middle, with the 30 gems scattered around the outside of the course. You need
to pick up all the gems before a door is opened and you can proceed towards the
finish line, with lines of Rupees to pick up along the way.

While there's no exact 'right path' to take, try following the suggestions
below to get to the finish-line with time to spare:

  1. Start by rolling Gongoron forward and down the middle of the track,
     picking up the crystal in the middle of the path, then hit the chevron to
     speed along and pick up the next to. Be careful not to smack into the
     wall, and make a quick turn down.

  2. Roll downward and hit the next set of chevrons, staying to the middle to
     catch the next three crystals. Again, steer to the right to miss colliding
     with the wall.

  3. Now comes a bit of a S-curve. Hang along the left-hand wall as you hit the
     chevrons going up, pick up two more crystals, then turn around and go back
     down and stick to the right to pick up the two crystals there.

  4. Make a quick right twist to tuck down the stairs, then back to the left.
     Pick up your eleventh crystal, along with the blue Rupee if you can.

  5. Curve rather broadly around the top of the 'D-Pad' section of rocks and
     clip the crystal on your way. Roll down to the bottom of the upper section
     and pick up the crystal right by the chevron, then speed down the center
     of it. You'll pick up another pair of crystals, hit another chevron, and
     then another pair of crystals. Be careful when you first start out here,
     since it's really easy to completely overshoot the first crystal.

  6. Now here's where it gets a little tricky. You'll be at the button-square
     outcropping of rocks, with a trio of crystals: one at the southeast
     corner of the cross-shaped rocks, another at the northwest corner, and
     where the Y button would be. There's also a chevron at the southwest
     corner, and the stairs leading up in the very upper-left corner.

     From personal experience, the best strategy to use is this: you'll most
     likely be to the right of the bottom-most part of the rock-formation, so
     move over and snag the southeast crystal, then roll back and hit the
     chevron to dart up and snag the two crystals there. Be careful to not hit
     the wall on your way to the stairs.

  7. Now, roll up the stairs and to the right, snag the crystal, and quickly
     dart over the chevron to the right, then the one going up. Now here's
     it gets fun: there's a half-dozen crystals to your right, but they're
     mobile, so it's hard to snag them all quickly. Your best bet is to make
     a quick counterclockwise spin and snag as many as you can, then bob around
     and get the straglers.

  8. When you're done, roll to the right and roll over the upward chevron on
     the left-hand side to snag the second-to-last crystal, then up and to the
     left to snag the last. A short cutscene will play showing the door to the
     inner part of the race rolling down.

  9. You can worry about picking up the lines of green Rupees along the way,
     but at this point you're probably pressed for time, so just make another
     quick series of turns leading in counterclockwise, and roll over the
     finish line.

+-----+ * Practice, practice, practice. While this game can get pretty costly,
          it shouldn't take you too many runs through to get to the finish line
          with time to spare and get that Bombchu Bag upgrade.

 * Speed is important, but accuracy somewhat more so, since running into a wall
   will cost you valuable time. Therefore, focus on it more and work on memor-
   izing where the crystals are.

+-----------+                                                         [ph_maze]
|Maze Island|


+---------------------+                                                [ph_dig]
|Harrow Island Digging|


+-------------+                                                      [ph_trade]
|Trading Quest|
|                                      |                                      |
| Difficulty: Easy to Moderate         | Cost: None                           |
|                                      |                                      |
|Available:|                                                                  |
+----------+ Once you've retrieved the fourth and final sea-chart map from the|
|            Temple of the Sea King, set sail to the new quadrant and you'll  |
|notice yet another 'Traveller's Ship' floating around. Climb aboard to beat  |
|up on some monsters, and meet the enigmatic 'Man of Smiles'... who is he? Why|
|are there monsters on his ship all the time? Why is he smiling all the time? |
|And why hasn't someone locked him up in the nuthouse yet?                    |
|                                                                             |
|                                                                             |
| Prizes:  Start the trading sequence:   Treasure Map                         |
|          Finish the trading sequence:  Swordsman's Scroll                   |
|          Talk to the Man of Smiles                                          |
|          after you finish:             Prize Postcard                       |
|                                                                             |

+------------+ Another side-quest with origins in Link's Awakening on the Game
               Boy, and appearing in a number of RPGs since then (with perhaps
the pinnacle of the concept being the 'Durgan's Lucky Charm' quest in THQ's
'Summoner'), this has you trading certain items to some of the people you've
met before in the game, culminating in a fairly nice prize. Thankfully, since
most of the designer's side-quest spite was spent on the archery game, this one
is fairly short, with only four items to trade... compared to LA's 14, or
Summoner's epic 'finish at the end of the game' challenge.

|How to Play:|
+------------+ The first thing to do is sail to the Man of Smiles' ship and
               board it, followed by deducing the reason he's out at sea is to
avoid extradition for criminal charges Michael Jackson usually gets hit with.
Seriously, the guy has some really freaky choices in decor. Of course, don't
be too distracted by the bizarre jungle-like motif, as apparently a bunch of
monsters have decided to show up. Do the usual hero thing and beat the stuffing
out of them, which shouldn't prove hard at this point.

Once you're done, go to leave the ship, and the Man of Smiles will show up.
He'll thank you in an (unsurprising) strange way, and offer you either a
'mysterious' prize or a 'normal' prize. It doesn't matter which one you pick,
but go with the 'mysterious' prize if you want to play safe. You'll get the
HERO'S NEW CLOTHES, the first trading-quest item, and a treasure map.

Take the new clothes, such as they are, to the northwest quadrant, and sail to
the Traveller's Ship there, and the older brother of the two self-styled
'heros' of the sea. He'll quickly notice the new 'clothes' and marvel at how
only the pure of heart can see them, obviously, and take them off your
hands... giving you the TELESCOPE in return. (Unfortunately, since this is the
open sea, there won't be any small children around to point out his folly,
like in the original Emporer's New Clothes... but such is life.)

Now, you've more than likely met a group of people who love to use telescopes
all the time, and you may have noticed one person who didn't have one: the
Ho-Ho Tribe. Sail to the southeast quadrant and board the Ho-Hos' ship, then
talk to the one telescope-less Ho-Ho in the bottom-left corner. Despite the
fact the telescope is actually a kalidoscope, he'll gratefully take it off
your hands and give you the HERO'S NOTEBOOK.

Now, sail back to the southwest quadrant and to the left-hand side of the sea,
past the line of rocks, and sail down to the younger heroic brother's ship.
He'll be happy to see his notebook has been found, and trade you a WOOD HEART
in exchange from one of his previous rations.

Now, this is perhaps the one tricky part... you may think you need to give the
heart to the Goron who mentioned how tasty they were, but no. Go back to the
northeast quadrant of the sea, and you'll find *two* traveller's boats. One
will be the crazy Man of Smiles, and the other is... the Old Wayfarer! Yup,
turns out that the mermaid ate (and floated) him out of house and home, so now
he's sailing around to get some space. Once again he has some creepy ideas
involving love, so show him the WOOD HEART to show Link's found true love.
The Old Wayfarer doesn't believe Link (again), and chews him out.

Turn to leave, though... and the Wayfarer will call you back, saying he left
a prize back at Bannan Island. Leave the ship and sail back to the northwest
quadrant of the sea, and head to Bannan Island, making your way to the Old
Wayfarer's house... to find him back there again, but with the nice addition
of a big chest in the back. Open the chest to get the Swordman's Scroll, an
item that gives you access to the Great Spin Attack: spin-attack three times to
turn Link into a Cuisiart of death! Note that you can move around while you're
spinning, but you'll end up dizzy for a second or two when you come out of it,
though running into something will both stop the spinning effect, and negate
the dizziness.

Finally, return to the Man of Smiles one last time, and fight off another wave
of monsters that wish to take over the ship, and the Man will give you a PRIZE
POSTCARD, which you can put into a mailbox on any island and get a reply back
a day or so later with various prizes. (Supposedly you'll continue to get
prizes later, but I've yet to see that happen.)

+----------------+                                                    [ph_hero]
|Hero's Challenge|


FREQUENTLY ASKED QUESTIONS:                                           [ph_faqs]

   COMING SOON (... when I get, of course, some questions... hopefully, heheh)

CLOSING AND THANKS:                                                  [ph_close]

And here we are to the end of the guide. I hope you enjoyed reading this as
much as I enjoyed writing it, and that it helped you at least a little, there-
fore making all of this worthwhile. Again, if you have any questions, comments
suggestions, or whatnot, please feel free to contact me at
phfaq(at)fracturedreality.net, and I'll be happy to help, take your suggestion
or idea into consideration, or whatever.

And now, the obligatory thanks... first to some various companies:

 * Nintendo, for producing yet another game in one of my favorite series of
   all time, and taking the time to really take advantage of the DS's features
   to make this outing really unique.

 * Prima, for their official strategy guide, and giving me a lot of helpful
   information for this guide, and cut down the amount of time spent digging
   through the game itself to find certain things out, such as the scoring

 * GameFAQs, the members of the PH message-board, and specifically whichever
   person mentioned the nocturnal habit of Beedle's 'assistant', which was
   driving me nuts. And shame on Prima in turn for either not noticing, or not
   mentioning that.

And now some specific people:

 * Matthew "aqua_scummm" Pace, who suggested I include the Hero's Challenge in
   this guide. A pretty simple side-quest, but still pretty tricky, and the
   reward you get (another Heart Container) makes it worthy to include.

 * To Jonathan Nethery, A. Campbell, and Matt Gourneau, for writing to me
   mentioning that the *first* Zelda to include a fishing minigame was in fact
   Link's Awakening on the GB, and not Ocarina of Time (It's been over ten
   years since I played it! The devil made me do it! A dog was looking at me!).
   So... yeah. "I'm embaressed by my lack of preparation. I'm a fool." :p

 * To jack christopher and pimpshi, who both pointed out to me that you just
   need to catch a Loovar to get the Big Catch Lure. All I can say is, guys,
   you sure as **** had better luck than I did there. :p

 * To Nate, mojojojo, aghastings, Greg Clark, and Dark_Link_13, for all writing
   in about the 'secret' Stowfish you can catch.

 * Finally, to Cody 'Neko Kite' Solis, for his offer of assistance and
   hopefully a nice graphical map to the Golem rolling race.

CHANGE LOG:                                                           [ph_chgs]

10/23/07 - 0.6: Information on the Goron rolling game and trading sequence
                added, added in the Hero's Challenge section, and several
                errors were corrected:

                * Changed the first Zelda with a fishing minigame, from Zelda
                  64 to Link's Awakening.

                * Changed the Big Catch Lure requirements in the fishing

                * Added in information regarding the Stowfish.

                * Corrected the original version number. (Proofreading FTW!)

10/17/07 - 0.5: First version of the FAQ, and the information on fishing,
                the cannon game, and the archery range included.

COPYRIGHT INFO:                                                       [ph_copy]

(This is perhaps an empty statement, but for the record...)

‘The Legend of Zelda: Phantom Hourglass Side-Quest FAQ’ is copyright 2007
Shannon Spencer Fox, Fractured Reality, Incorporated. All rights reserved.
Reproduction in any format without the author’s express permission is strictly
prohibited. (Really, just ask. I'll probably be flattered!)

Currently the only website permitted to host this guide is GameFAQs.com, which
you should be reading this on now. If it's on someplace else, please email me
and let me know.

'The Legend of Zelda', Link, and anything else related is the copyrighted
property of Nintendo, Limited.

Thanks again, everyone! Hope you enjoyed this!

                                                      Shannon Spencer Fox

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