Guida the leggend of zelda - phantom hourglass, in inglese per il nitendo ds

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Sarś Sakuranet
icon13  view post Posted on 8/5/2008, 15:12




/\/\I. Introduction
/\/\/\Ia. Version History

/\/\II. Menus

/\/\III. Controls

/\/\IV. Walkthrough
/\/\/\IVa. At Sea
/\/\/\IVb. Mercay Island
/\/\/\/\IVb1. West Island
/\/\/\/\IVb2. Forests and Caves
/\/\/\/\IVb3. East Island
/\/\/\/\IVb4. Temple of the Ocean King
/\/\/\IVc. Cannon Island
/\/\/\IVd. Isle of Ember
/\/\/\/\IVd1. Temple of Fire
/\/\/\IVe. Mercay - Revisited
/\/\/\/\IVe1. Temple of the Ocean King - Revisited
/\/\/\IVf. Cannon Island - Revisted
/\/\/\/\IVfa. West Island
/\/\/\/\IVfb. Bomb Flower Cave
/\/\/\/\IVfc. East Island
/\/\/\IVg. Molida Island
/\/\/\/\IVg1. At Sea
/\/\/\/\IVg2. Molida Island
/\/\/\/\IVg3. At Sea (Again)
/\/\/\IVh. Isle of Gust
/\/\/\/\IVh1. Island Exploration
/\/\/\/\IVh2. Temple of Wind
/\/\/\IVi. Uncharted Isle
/\/\/\IVj. At Sea
/\/\/\IVk. Mercay Isle - Visit 3
/\/\/\/\IVkk. Temple of the Ocean King - Visit 3
/\/\/\IVl. Cannon Island - Visit 3
/\/\/\IVm. Molida Island - Revisited
/\/\/\/\IVm1. Temple of Courage
/\/\/\IVn. Spirit Island
/\/\/\IVo. Bannan Island
/\/\/\IVp. Ghost Ship
/\/\/\IVq. Zauz's Island (Revisited)
/\/\/\IVr. Mercay Island - Visit 4
/\/\/\/\IVr1. Temple of the Ocean King - Visit 4
/\/\/\IVs. Goron Island
/\/\/\/\IVs1. Goron Temple
/\/\/\IVt. Harrow Island
/\/\/\IVu. Isle of Frost
/\/\/\/\IVu1. Temple of Ice
/\/\/\IVv. Grappling New Heights
/\/\/\IVw. Mercay Island - Visit 5
/\/\/\/\IVw1. Temple of the Ocean King - Visit 5
/\/\/\IVx. Isle of the Dead
/\/\/\IVy. Isle of Ruins
/\/\/\/\IXy1. Bremeur's Temple
/\/\/\/\IXy2. Doylan's Temple
/\/\/\/\IXy3. Max's Temple
/\/\/\/\IXy4. Mutoh's Temple
/\/\/\IVz. Final Battles
/\/\/\/\IXz1. Phantom Sword
/\/\/\/\/\IXz1a. Zauz's Island
/\/\/\/\/\IXz1b. Jolene's Ship
/\/\/\/\IVz2. Temple of the Ocean King - Final Visit
/\/\/\/\IVz3. At Sea - Final Visit
/\/\/\/\IXz4. Ghost Ship - Final Visit

/\/\V. Post-Walkthrough
/\/\/\Va. Collection
/\/\/\Vb. Temple of the Ocean King
/\/\/\Vc. Swordman's Scroll Sidequest

/\/\VI. Items
/\/\/\VIa. Items
/\/\/\VIb. Collection
/\/\/\/\VIb1. Weapons
/\/\/\/\VIb2. Accomplishments
/\/\/\/\VIb3. Storage
/\/\/\/\VIb4. Others
/\/\/\VIc. Heart Containers
/\/\/\VId. Trading Goods
/\/\/\VIe. Spirit Gems
/\/\/\/\VIe1. Power Gem
/\/\/\/\VIe2. Wisdom Gems
/\/\/\/\VIe3. Courage Gems
/\/\/\VIf. Potions
/\/\/\VIg. 'Ground' Items

/\/\VII. The Sea
/\/\/\VIIa. Your Ship
/\/\/\/\VIIa1. Cyclone Frogs
/\/\/\/\VIIa2. Salvage Arm
/\/\/\/\/\VIIa2I. Tresure Chart Locations
/\/\/\VIIb. Ship Parts
/\/\/\/\VIIIb1. Ship Sets

/\/\VIII. Multiplayer
/\/\/\VIIIa. Basics and Rules
/\/\/\VIIIb. Playing the Game
/\/\/\/\VIIIb1. Tips & Tricks
/\/\/\/\VIIIb2. Bonuses
/\/\/\/\VIIIb3. Stages and Stage Strategies*
/\/\/\VIIIc. Ranking
/\/\/\VIIId. Big Plays

/\/\IX. Enemies**
/\/\/\IXa. Bosses

/\/\X. Mini-Games
/\/\/\Xa. Fishing
/\/\/\Xb. Cannon Game
/\/\/\Xc. Shooting Gallery
/\/\/\Xd. Biggoron's Quiz
/\/\/\Xe. Maze Island
/\/\/\Xf. Digging Game

/\/\XI. FAQs
/\/\/\XIa. Adventure
/\/\/\XIb. Battle
/\/\/\XIc. Technical

/\/\XII. Credits, Copyright, Contacts
/\/\/\XIIa. Contact
/\/\/\XIIb. Credits
/\/\/\XIIc. Copyright

Note! If you want to skip to a certain section, copy only the Roman Numeral
code (click, drag it until it's blue, right click COPY) Press Control
and F at the same time, Apple and F on some computers. Click in the text
box, and press Control and V at the same time to press paste. Press
enter. (It may take a few enters for it to work)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/ \ / \
/ \ / \
/ \ / \
/ \ / \
/_________\ /_________\
/ \ / \ / \ / \
/ \ / \ / \ / \
/ \ / \ I. / \ / \
/_______\/________\ Introduction /_______\/________\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Welcome to my guide, of Legend of Zelda: Phantom Hourglass. This is a
wonderful game, and I like it a lot, so I decided why not make a guide.

Please note - this is how the guide works. Each Triforce Symbol ============
means a new section. Occasionally you'll come across a text box, | /\ |
like the one here. This represents stores, tips, checklists, stuff| /__\ |
like that. | /_\/_\ |
============
The sections dividers are as follows:

Huge one: New section. (Look at top of FAQ)
Medium one: New sub-section (Look in text box)
Tiny one: New sub-sub section (/_\)
Microscopic: New sub-sub-sub section (/\)


If you see any mistakes, contact me - look at the Contacts section at the
end of my guide.

So, good luck!




/\
/__\ Ia.
/_\/_\ Version History

Version 0.3
o Finished up to the end of the Ember Temple.
o Finished I to III.
o Finished parts of Multiplayer
o Finished Credits, Copyright, Contacts


Version 0.35
o Finished parts of the Sea
o Finished very few things in the collection
o Added new small images for items
o I added an Enemy section, as well as added a few.

Version 0.35b
o Corrected Spelling Error that was all over the guide.
(I had spelled Lineback instead of Linebeck)


Version 0.40
o Did parts of Ship Parts
o Later corrected Linebeck spelling error here too, which I forgot.
o Finished Mercay - Revisited and Cannon - Revisited sections.
o Did parts of 'Playing the Game' under 'Multiplayer'

Version 0.40b
o Divided 'Playing the Game' into three sections.

Version 0.40c
o Fixed a mistake with duplicate checklists
o Added the new enemies to the roster


Version 0.45
o Finished Isle of Gust
o Finished another major spelling error - Mercay/Maycore


Version 0.50
o Finished a lot of stuff, including the Temple of Wind, Uncharted Isle.
o Worked on some minor things
o Added Storage section

Version 0.50b
o Finished a bit more of the Walkthrough
o Added more Ship Parts, enemies, and bosses to match Version 0.50
o Added a new FAQ section.
o Added the Checklists to the new parts of the Walkthrough, Version
0.50 and beyond, I did not have Checklists for.

Version 0.50c
o Finished Cannon Island, as well as the first part of Molida
o Added the new boss, as well as a few enemies I missed

Version 0.50d
o Changed title art
o Corrected a few mistakes

Version 0.50e
o Fixed/tweaked/added minor things


Version 0.55
o Finished Temple of Courage, as well as a bit after.
o Added Mini-Game section.
o Added some Spirit Gems to a new Spirit Gem sub-section.

Version 0.55b
o Did some major changes to Boss section
o Added new CTRL + F to each sub-section
o Added 'Ground' Items and Potions to item list, as well as added
some information to those.

Version 0.55c
o Swapped order of Mini-Games and FAQs, so FAQs will always be
penultimate.
o Fixed the Roman Numeral of Copyright, Contacts, and Credit of
both the section and subsections, as well as the Table of
Contents. Also fixed the Table of Contents for the Mini-Game
and FAQ after the switch.


Version 0.60
o Finished up to Ghost Ship (almost)
o Added Control F note
- I'm going to divide major sub-sub sections up a bit next update. Most
particularly the dungeons, where I'll divide them up by Floors, when
I have a good twenty paragraphs of page - it's hard to keep track.

Version 0.60b
o Finished Ghost Ship all the way (except after the boss, busy)
o Added new stuff to Boss/Enemies section

Version 0.60c
o More walkthrough


Version 0.625
o Finished Mercay and part of Temple of the Ocean King


Version 0.65
o Finished up to end of Goron Temple
o Added some new stuff that I hadn't done
o Also editted title art some more
o Worked on some new things in basics


Version 0.8
o Finished up to end of Temple of Ice


Version 0.85
o Finished up to the beginning of Mutoh's Temple
o Added a lot more stuff


Version 0.90
o Finished up to about 1/3 of Mutoh's Temple
o Added new enemies finally
o Added two new mini-games

Note! The roman numerals are wrong, it should be IXe., but I did it wrong on
the two actual things, so just CTRL + F them anyways


Version 0.95
o Finished Mutoh's Temple
o Finished Item section completely


Version 1.00
o Finished the walkthrough
o Added Post-Walkthrough section


Version 1.05
o Working on new divider
o Worked on Post-Walkthrough, Temple of the Ocean King.


Version 1.10
o Did some minor things, including minor bits for the Post-game walkththrough,
and other stuff.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/ \ / \
/ \ / \
/ \ / \
/ \ / \
/_________\ /_________\
/ \ / \ / \ / \
/ \ / \ / \ / \
/ \ / \ II. / \ / \
/_______\/________\ Menus /_______\/________\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

___________________
|File Selection |
|1_________________|
_______________________________________
| Robert 3 |
| {1} ooo 2 4 |
|______________________________________|
| New Game! 5 |
| {2} |
|______________________________________|
______________________
|[] Nintendo WFC Setup |
|___________6__________|

1. This is a sign, for the File Selection
2. This is the first save data. To the left, are the amount of hearts you have
3. This is your name chosen.
4. When you first start, you don't have any, but here are where your
5. The second file is identical to the first accomplishments go
6. Here you can set up your online Nintendo WFC connection, or edit it.


After you click your file (assuming you've started the game) you get this:

_______________________________________
| Robert 1 |
| {1} ooo |
|______________________________________|

[<2] [Copy3] [Erase4] [Start5]


1. This is your collection. Touching it is the same as touching 5.
2. An arrow. Takes you back to the Adventure Log screen.
3. If File 2 is empty, you can make an identical adventure on it.
4. This deletes all data. IT CAN NOT BE RECOVERED!
5. Takes you to the next menu.


After you click 1 or 5, this pops up:


_______________________________________
| Robert 1 |
| {1} ooo |
|______________________________________|
[_____Adventure____2_]
[______Battle______3_]

__________
[<4] |Options 5|

1. Your file data.
2. Takes you to your adventure.
3. Takes you to Battle Mode (Explained in another section)
4. Takes you back to the second screen.
5. Gives you more options.


If you click on the Options, you get Message Speed, Sound Settings, and
Left or Right Hand. You can also do a Mic Test to see if you Mic will work
right.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/ \ / \
/ \ / \
/ \ / \
/ \ / \
/_________\ /_________\
/ \ / \ / \ / \
/ \ / \ / \ / \
/ \ / \ III. / \ / \
/_______\/________\ Controls /_______\/________\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Unlike the other Zelda games, even Twilight Princess, this game is completely
touch heavy. You use Touch for all controls, with the exception of shortcuts.


MM MM
M M M M
M M M oving Around

Touch a spot to move in that direction. The farther away, the faster you run.

Draw small circles to roll.

Approach and touch to interact with something or someone.


SSS
SSS
SSS
SSSS wordplay

Touch an enemy close up to attack.

Touch an enemy far away to do a jump slash.

Draw a line between your object and yourself to do a horizontal slash.

Draw a circle around yourself to do a Spin Attack. Widen the range by
enlarging your circle.


SSS
SSS
SSS
SSSS hortcuts


Left - Regular menu
Down - Map (when availible)
Right - Items (after unlocked)

B - Map
Y - Regular menu
A - Items (after unlocked)

L or R - Item out


MM MM
M M M M
M M M enus

All buttons are pressed by touching.

Select an arrow to either cycle between top and bottom screen, or go back.


IIIII
I
I
IIIII tems

Items will be explained in text boxes when they are discovered, as well as the
items section.


GGGGG
GGG
GGG GGG
GGGGGG on - Goron

Tap an area to roll there, equivilant to a sword's strike.

Tap an object to dive, equivilant to a bomb.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/ \ / \
/ \ / \
/ \ / \
/ \ / \
/_________\ /_________\
/ \ / \ / \ / \
/ \ / \ / \ / \
/ \ / \ IV. / \ / \
/_______\/________\ Walkthrough /_______\/________\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is a Walkthrough of Adventure Mode. Note, very important. This
Walkthrough contains probably every spoiler in the game with the exception of
the ending.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/\ /\
/__\ IVa. /__\
/_\/_\ At Sea /_\/_\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/ At Sea Checklist | Item Checklist \
\ o Watch cutscene | [None] /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(This is all cutscenes)
Our story beigns not long ago... There was a young girl, savvy to the seas
and head to a band of pirates. Her name was Tetra. She was pretty, brash and
brave. Tetra and her handsome pirates set out to explore the vast and
unfamiliar seas

One day on a stop at an island, he met a boy in green. After a series of
strange events, the two began traveling together . . .

They found old ruins, and light enveloped Tetra. At once she transformed into
a beautiful princess. She was Princess Zelda, of the Kingdom of Hyrule. Just
then, a huge, ominous king appeared. He carried Princess Zelda away. The evil
king sought the power passed down to Hyrulian Princesses. He schemed to use
it for himself.

The boy chased after him, determined to save the princess The boy crossed
seas and climbed mountains. He slayed evil monsters and used their true power
to become a true hero.

After long and hard adventuring, he had defeated the king. And beautiful
Princess Zelda was rescued at last. Later the two set out with the brave
pirate crew Yes, they sail together! A happy pirate ending!


. . .Niko appaears, explaining that the bad graphics were his paper cut outs.
You (I might in third person cut scenes, refer to yourself as Link, as that's
the general name in Legend of Zelda) are sleeping, and wake up in a daze.

Tetra comes in saying that Link and Niko are on look out for some Ghost Ship.
Of course, the crew isn't too happy about it - many ships have dissapeared
that went in search of the Ghost Ship.

Someone says something about an Ocean King, when the place becomes foggy and
ominous. All of a sudden, a ship appears in the mist. It has a sckull mast,
and torn sails. It seems it's moving by itself.

The ship approaches your ship. It's the Ghost Ship! In search of tresure,
Tetra comes on. A scream of terror, a flash of lightnig - Tetra dissapears.
Link leaps as the ship sails away, barely hanging on. He then slips, and lands
in the chilly waters . . .

Tetra appears in a strange ball of light, surrounded in darkness. 'Link, save
me, help me . . .'

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/\ /\
/__\ IVb. /__\
/_\/_\ Mercay Island /_\/_\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/ Mercay Island Checklisy | Item Checklist \
| o Watch cutscene | o Oshus's Sword |
| o Find a way past the | o Wooden Sheild /
| broken bridge |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| o Find a waspon to | Right now, you're still in Cutscene.
\ defend yourself with /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A fairy calls your name, and you wake up
and you wake up on a beach of an island. She introduces herself as Ciela the
fairy. Link stands up, and explains the story. Ciela seems surprised. She says
her Granpa knows all about it. She flutters a good distance upwards, and
shows you where the house is.

IVb1.
/_\ West Island

(You're in control)

While you should go to 'Grandpa's house' but let's take a little detour. Go
left of the bridge, and move up towards the fence. If you go near the house,
you'll notice two barrels. Pick them up by tapping, and throw them. One or
two green things should come out. They're the currency of Zelda - Rupees.

Remember - Green, 1. Blue, 5. Red, 20. You'll find more as you go along the
game. There's not much left to go to, so head East, and up the stairs to the
house. Smash the two barrels again, and enter the house. Smash the barrel
and two pots on the left bottom corner, the two pots on the right bottom
corner, and the pots on the top corners. You should find around six rupees
total.

Now - talk to the old man at the top. He introduces himself as Oshus. He
found out about the Ghost Ship. But he says it's too dangerous . . .

Link doesn't want to give up though. He mentions a port on the east side of
the island. A sailor named Linebeck resides there. Ciela decides to go with
you. Before you leave, Oshus tells you to be careful - there's monsters out
there.

Strangely, the pots and barrel have recuperated, so smash them again for some
extra ruppees. Leave, and smash the barrels. Soon after you go down the
stairs, the place rumbles. It's an earthquake..

Go West, back to the farm. There's even more. Talk to the man again. This
time, the earthquake left some rocks on the farm. You'll get some rupees from
them. When you leave the man gives you one more rupee as a reward. It's a bit
cheap, but he'll give you a secret. Up in the mountains, not on the island,
in the top right corner is a tree. Bash it hard to get a reward.

Smash the barrels. Now, go East again smashing the two rocks along the way.
You'll find out that the darned earthquake shattered the bridge. The lady
mentions a detour through a cave of monsters. Why not go there?

Go west again, and go north to find a forest. Ciela sees monsters - you need
a weapon to defend yourself with. Even if you avoid them, there's some trees
that need to be cut. What to do . . .

Now, go back up to Oshus's house again, smashing the barrels and rocks along
the way. But, this time, take a right. You'll notice four barrels, and a cave
entrance. Smash the barrels, and enter the cave.

When you enter, you realize it's not a cave. It's actually a storage room to
Oshus. As usual, smash the barrels and rocks, and then look at the sign. It
says you have to ask first. There's apparently no way to open the door yet,
so leave.

Smash the barrels obviously. Although I may sound like a nuisance, smashing
them will get you rupees. The richer you are, the easier the game will go by.

Now, head back to Oshus's house. He doesn't do anything, he says wait until
the bridge is fixed. Of course, that's impossible - if you play games, most
time goes by event, not time.

So, let's re-enter the storehouse, smashing the barrels outside the entrance,
and inside the storehouse. Ciela mentions a sword, so let's see if Oshus has
one.

Ciela mentions that to open the door blocking the actual stores, that you
must write on that sign the amount of palm trees on the beach. Approach the
sign, and write a 7, nice and clear. The door should open. If not, try neater.

Pretty cool. There's four pots, smash them first. Now, open the chest. You
found Oshus's sword! Look at the controls to see how to do it, or follow the
following tutorial activated when leaving the cave.

Oshus found you, darn. He agrees to let you use it, as long as you follow his
directions. Talk to him. First, just tap the targets set up. This is the
targeted attack. (The jump attack also works)

Now he'll teach you the side slash. Draw a line swiftly between you and your
opponent (or pot, barrel, target etc.) Be careful not to do the Targeted
attack.

Now, finally, the spin attack. Go inbetween two of the targets, and draw a
big circle. Do the same except for the other ones. You should destroy two at
once. If not, it's okay. It's just extra credit.

Now, time to wrap it up. Remember the forest full of monsters? Go to it, and
enter it.

IVb2.
/_\ Mountain Passage

Start off by slashing three red blobs ==================================
(I'll call them Chus, as they look like |Checklist |
that as to the Wind Waker) Now slash the | o Find the Mountain Passage|
trees and grass all around for some | o Advance to the port |
extra cash. ==================================

APproach the stone, and then take a right. Somersault the tree, and it drops
a red rupee. Good to add for your collection.

Now, keep going on, slashing the final two red chus. Slash the grass, then
try and spin attack and get all the trees blocking your path in one hit. It's
just good practice, so don't worry if you didn't do it right.

Now, time to enter the cave. Woot, time for your first dungeon, sub-dunegeon,
I guess, but still. Walk through the narrow passage, and pick up and toss the
three boulders blocking your path.

Continue on. You'll notice a locked door, which you need a key for. If you
continue on, a bunch of red chus drop to the ground. Attack them, and open
the chest. A small key! Go back to the door, and open it.

Advance and defeat the chus that appear. You'll notice four levers. In order
to open the door, you have to pull them in a certain order. Although you're
SUPPOSED to get clues, it's a guide, and here's the order.


2 1 DOOR 4 3

A key will drop if you did it right. Now you could go on, but if you want some
extra rupees, follow the next paragraph.

Go to the left, pushing the block. To do that - tap the block, and touch the
direction you want to go. Do it two or three times, and then attack the bats
for somem money.

Now, go to the right. Push the block the same way as the left entrance. There
is a bunch more bats, so unleash a few spin attacks, and smash the pots. Now,
open the treasure chest for a red rupee! NOW, you can go back and open the
door.

Now, go to the next floor up the stairs, and then slash the three or four
rats. One's roaming around with a key. He's running in and out of rat holes,
so you need to outsmart it. Maneuver the block in front of the rat hole, on
the left side.

Now, stay outside of the wings, and wait for it to go to the next hole that
you just blocked. It will then turn around and dash towards the open one. In
that time, run infront of it's path and slash it. If you missed, repeat. Go
back, and open the door.

Run through the passage - smashing the final boulders and defeating the final
enemies. Now, run down through the exit.

IVb3.
/_\ East Island

Ciela will tell you that you've reached ===================================
the port. You can enter the various | East Island Checklist |
================== houses, but the most | o Obtain the Wooden Shield |
| Est. Isle Shop | important is the teepee | o Go to the port, and find |
| 10 Bombs [50] | which is actually a | o Go to the Ocean King Temple|
| Red Pot. [50] | shop. There's bombs, ===================================
| Shield [80] | which can't be bought without a bomb bag. There's a red
| Power Gem [500]| potion, which isn't that useful. The most important thing is
| Random [80] | the Wooden Shield. It's eighty rupees, but if you can't
================== afford it, there's 100 easy rupees near the end of this
chapter, so go back and get it then. There's a Power Gem, the red thing, but
it's too expensive right now. There's a random thing, such as a Goron's
Amber, or the Ruto Necklace, but you want the Wooden Shield most importantly
right now, so hold off.

With the exception of the Milk Bar, everything else is closed. Go to the port
and talk to the guy. He says it belongs to Linebeck. He says he visited the
Milk Bar, so visit there - the longest, rectangular house.

If you talk to the owner, he'll say he went to the Temple of the Ocean King.
He says there's a curse that sucks the life out of souls that enter it - do
not go there! Of course, when do you ever listen to myths?

He'll mark it as the grey temple at the top of your map. It's near the
mysterious tree we were said to bash at the beginning, so let's go. Head up
to the passage.

Defeat the enimies to the West, and then cut the grass, and collect your spoils.
head up, and then you'll see some trees. head to the most North part, and
you'll see a tree. If you marked it correctly earliar, you're at your 'bash'
mark you were told near the beginning of the game. Somersault it for . . .1
rupee? No! 100 rupees, it happens to be much bigger than normal. Nevertheless,
head west.

Head past the rocks blocking the stairs. If you go North, you'll find a crack
that can be opened by bombs, but you can't do that just yet. head up the
stairs, and you'll find the Ocean King Temple.

IVb4.
/_\ Ocean King's Temple

Enter it - in spite of rumors of so called ================================
'life suckers'. The first thing you'll notice | Ocean King's Temple Checklist|
are skeletons. Walk upwards, and then enter | o Find Linebeck |
the door. You'll then see yourself in a | o Find the Sea Chart |
myseterious aura. This is really weird . . . | o Discover the mystery of|
| the sea chart. |
Someone's calling, and it's Line back, | o Set Sail |
trapped in a middle room surrounded by spikes.================================
He's a bit greedy, but he needs your help. He apparently sprained his ankle,
and normally he could do it, but right now he can't.

He tells you he needs to disarm the spike traps, somewhere around here. Before
you set off - he mentions the the rumor is true - and it is. it sucks the life
out of you.

Every couple of seconds you lose a fraction of a heart. Except, for the
safe zones - rainbow pads, and the entrance. If you're low on hearts, break
open the pots. Make a dash towards the left, and break open a pot for a heart
if you need.

Now dash north to the safe zone, and hit the what looks like a marble on a
pedastal with your sword. You'll free Linebeck. In spite of the 'sprained
ankle' as he calls it, he makes a dash towards the entrance of this room.

Still going clockwise, dash towards the right to the NEXT safe zone. Pop
open that tresure chest to reveal a totally awsome - nothing? Dash towards
the entrance of the room, and find Linebeck.

Linebeck compliments you, and learns your name. He says he's a man of the
sea (well I guess, he seems kind of reliant on you) You tell him about the
Ghost Ship, and he mentions (you unknowingly) about tresure on it. He says he
was looking for clues to the Ghost Ship too.

He chickenly stays out, and orders you to find the clue about the Ghost Ship.
He then gives you the small key from the opened tresure chest. Dash toward
the upper left corner.

Open the door with your new key. Now, there's a door in the middle containing
a peculiar chest. Getting there's going to be tricky.

On both sides, it's symetrical. You need to hit one switch, and hit the other
before time runs out. There's a trap door on the bottom side, and spikes
constantly going up and down on the other side.

To get there, dash toward one switch. Now, wait until the spikes are lowered,
then dash past them. Make sure you DON'T go down on the other side, or you'll
fall into a trap door. Go up, wait until the spikes fall, then dash and hit
the other switch with your sword. If you need, smash the pot for a heart.
Go to the center, and open the chest.

It's a mysterious sea chart! It shows you your current location now, and the
world isn't limited to this island.

Go down the passageway, thru the middle path for the safest route, and then
head down toward the room's entrance. Linebeck dissapeared! Head toward the
entrance, and exit the temple. He's outside the temple, the little rat.

On top of that, he snatches the Sea Chart from you. He says it's a 'tresure
map. Head down the mountain and to the harbor to meet Oshus and Linebeck.

Oshus scolds Linebeck, and he shows Oshus the map. It goes down to the
touch screen, and you have to figure it out. Touch the south most island, and
scratch it to reveal a symbol.

Oshus says it's the Isle of Ember. A fortune teller named Astrid lives there,
so why not go there? Ciela is invited to go too. Before you go, check the
shop one mroe time and buy the Wooden Shield and anything else you think you
might need, and set sail.


/\
/__\ IVc.
/_\/_\ Cannon Island

Navigating the seas is simple. You drag the =================================
Feather Pen on the touch screen, and that | Cannon Island Checklist |
path drawn is where the ship will go. The | o Meet Beedle |
ship will stop at another ship, or at a | o Meet the postman |
harbor, marked by an anchor, it will land | o Visit the shipyard |
there. To stop and change, click the engine | o Approach the Isle of |
at the side. If there's a trap, click the | Ember. |
bottom arrow to jump over it. =================================

First thing to visit is Beedle's Ship. It is marked as a guy with a scraggly
face on the map. Touch to visit him. You can buy a lot of stuff, though it's
random - as are the prices. It usually contains - a Feather, a 'Good Thing',
a Ship Part, and two other things.

After you finish buying (Assuming you bought at least one thing) Beedle will
give you a membership card. The more you buy, the better things you get, for
lower prices, as well as prizes. So buy often from here.

When you're done, set off to the small middle island. This is Cannon Isle. The
first thing you'll notice is a midget with wings standing on top of the Mail
Box. He tells you he's the Postman, and he delivers letters that you get
throughout the game. He also mentions not to shoot him with a slingshot. I
guess it's been done before . . .

Anyways, enter the building. He says that this place belongs to Master Eddo.
He's working on a cannon, so come back later. The door is locked, so don't
bother.

Finally, set sail to the medium sized island. This is the Isle of Ember, your
destination.


/\
/__\ IVd.
/_\/_\ Isle of Ember
==================================
The first hose you'll enter is empty, so | Isle of Ember Checklist |
go to the second house on the left. Read the| o Find the 3 torches |
book, and he says that he passed away, and | o Rescue Astrid |
that someone needs to carry on his duties. | o Enter the Fire Temple. |
==================================
Although it seems to be for no reason, circle this house on your map. You'll
need it later. Exit, and continue East. Defeat the Red Chus and go to the next
area. The Summit Path is closed unless you have approval. The door is locked
tight with an electric shock, so it's best to avoid it. Defeat the Blue
spider looking things, and instead of going up the stairs, keep going until
you're at the very East side of the Island.

A skeleton . . .All of a sudden, a ghost appears. 'Brute force . . .will get
you nowhere . . .'

He claims himself as a nice ghost. He says he's Kayo, and he used to work for
Astrid. Apparently something's happened to Astrid. He marks her house on the
West side house on the SECOND LEDGE. Mark it. He wants you to open her locked
door. But it's more complicated than that. There's three torches on the Isle.
You have to mark them.

There's the torch in the second house, that I told you to mark, and there's
a torch right here. The next torch is going counter-clockwise, so go North.

Defeat the Bird, and the Yellow Chu (which electrifies itself at times, be
careful) and then go West. Knock a Red Rupee out of the first tree you see,
and then mark the torch on the map. Now go back, and head Clockwise, up the
stairs, and then Counter Clockwise up the mountain. Defeat the enemies along
the way. Inbewteen the North and East sides is a tre. Somersault it for a
red rupee, and then continue on. Keep going and enter the house.

Smash the pots, and head downstairs. A bunch of two hit eneimies appear. Make
good use of your Spin Attack, and slay them all. Then, approach the map. Then
you'll find someone behind the door. Speak into your mic whatever gibberish
you want, and Astrid will reveal herself.

Remember when everyone told you to mark the torch locations on your map.
This is why, Mark the locations - right of the top island, the right island,
and the south most house. The door will then open.

After a lot of talking, she agrees to tell your fortune. She does a lot of
weird arm movements.

". . .Open my eyes . . .to the future . . .A sinister darkness . . .the
mighty sea . . .and the voice of sacred light. . .I see it! I shall speak!
Listen with your hearts! If you really want to find the Ghost Ship, you must
be ready to clash with the very darkness itself!"

Yes . . .that was weird. Anyways, let's go visit the temple. Remember the
electric door? It'll open now, so head toward it, and tap it. Go clockwise.
Defeat the Electric Chu, and then keep going. Then defeat the Red Tektites,
and head up the stairs. A cutscene will happen - where the active volcano
spews rocks all over the mountain. You need to avoid the falling rocks.

You'll find the temple door if you keep going clockwise. You can go in right
now, but keep going clockwise, then up the steps. Pop open the tresure chest
for a red rupee. Go back, and then approach the temple door. Blow into your
mic, to blow out the candles, and the door will open.

IVd1.
/_\ Fire Temple

Although this is common sense, ===============================================
do not play with fire. | Temple of Fire Checklist |
Seriously, it does a good | o Get to the second floor |
amount of damage (you barely | o Obtain the Big Key |
have a great amount of damage | o Defeat the Boss |
in the first place) | o Claim your tresure, and head back to |
| Astrid. |
Walk slowly and avoid the ===============================================
flames. There is a slow moving fire, going clockwise
so follow it's pattern - smashing the two pots if you need hearts. Then go to
the entrance on the right. Jump over the gap after defeating the Red Chu, and
you'll meet a locked door.

Jump again, and then go down. Read the map, and you'll find a map. If you go
up, after the locked door, you'll notice spikes. Well, there's trap doors
there. Mark it on your map the safe path, and then leave. Head down and
defeat the Red Chu.

Go down, and the door closes. Four bats swoop in - defeat them fast and
carefully. After that, the fire blockking a tresure chest dies out - open it
to reveal a Small Key.

Now, here's the tricky part that you mapped out earliar. Move up toward the
box. then right and hug the wall. Head up, pop open the tresure chest to
reveal a red rupee. Keep going left until you meet the box, then go down as
much as possible. Then, go left, up around the trap door, and then you're
in the switch room. To open the first door, you must hit all four switches
at once. Go in the center, and spin attack.

O O
Spin
O O

After that, head back the way you came through the trap doors - it should be
easier now that they're open. Now, jump over the lava, follow the pattern of
the spinning fire, and head up the stairs.

The second floor is a lot of puzzle - so listen carefully. Go right, and
defeat the Red Chu. Defeat the Electric Chu that's up, and if you'll look,
you'll notice that red blocks are blocking your path. Go over the gray blocks,
and hit the switch so that the gray blocks go up, and all the red ones go
down - including the one blocking your path. Then go counter-clockwise back
to the previous red blockage, and pass.

Defeat the Red and Electric Chus, and go down. Then, Green Stickies attack
you. After one attack, they split into two - and they attack by latching on
to you, and then you rub to get them off - the longer, the more hearts you
lose. A cool, shiny tresure chest then appears upward. Pop it open to reveal
============================ a Boomerang. Toss the boomerang at the switch,
| __ BOOMERANG | and then the pot. The switch will open the West
| / / - Draw lines to | flames, and the pot will bring you a heart.
| / / control its path. |
| \ \ - Draw 'shuffle', or | Exit via West exit, and head up the stairs.
| \/ rapid loops for | You'll see two Evil Torches. Hit both switches
| good accuracy. | with the Boomerang to douse them. When they are
| - Draw a straight | both douses, the flames hiding the stairs will
| line to throw quickly. | go out.
============================
Throw the pot at the Electric Chu, or with the Boomerang. These methods are
safer. Now go up, and defeat the next Electric Chu. There's the Gray blocks
blocking your path. But this time, there's no escape route, so you have to
attack it while outside the Red Blocks. To do this, stand on the Red Blocks,
and toss your Boomerang at the switch. You'll rise up, so jump off the right
side and go down.

Go down, and defeat the chu again. Go down into the familiar pit, and two
Flare Skulls appear. Knock the flames out with your Boomerang, and then slash
the bouncing skulls. Then head up the newly open stairs.

Head down avoiding the bats and spinning flames, and then go right and pull
the lever. Now, go back and jump over the lava at the top. Avoid the flames
and jump over the ledge. If you're having trouble, defeat the bats with your
Boomerang. Go down, and pull the next lever. Avoid the path, and go back
where the door opened.

This is complicated. I reccocmend drawing shuffle right in the middle. Shuffle
is drawing rapid lines back in forth, so it stays in one place. Make that
place smack right in its path. Grab the key, and then go back to the path I
said not to go just yet.

Hit the blue switch with your Boomerang, and avoiding the boulders, hit the
Red Octotrok with your Boomerang. Then come in for the final blow. From
inside the Red and Gray blocks, hit the switch once again. Go past the fallen
Gray blocks, and open the locked door with your key. Head up. Attack the Green
Stickies, and then blow out the Candle with your mic. Defeat the Green
Stickies on the other side, and blow out the Candle. Head up towards the
bridge. Now you need to hit all four switches with one move in a certain order
and it's like this:

3 Key 2

You

1 4

After that, a key will appear on a platform in front of you - grab it with
your Boomerang. Head back down open the door. You'll notice an 'ominous'
block, with a huge key hole. You're almost done.

Defeat the two bats with your Boomerang, and the two Electric Chus, you
cannot defeat the Evil Torch. After that, get the two Flame Skulls with your
Boomerang in the corridor, and then slash. It will open the flames.

Now, you must light all three torches. To do so - throw the Boomerang at the
lit one, then at the two others. This will carry the flame to the other two.
After that, far away flames perish. Go back down to the corridor, and then
hit the switch past the trap door with your Boomerang. It will close - so
avoid the spinning flames and head North. There - is the Boss Key!

You have to carefully carry it back to the 'ominous box' and throw it in. Just
be careful. Follow the flames direction clockwise and leave the trapdoor. Then
all you have to do is walk. Then, toss it in - it'll float into the Key Hole.

If you don't think you'll make it - talk to the left gravestone, and step into
the blue light. If not - walk up the stairs.

==============================================================================
BOSS! Blaaz Master of Fire
**

This is pretty simple, first, when it divides, hit them all with the Boomerang
at once to group them all together. It's not that simple though. You must
hit them all in a certain order. The order is by their horns - you must hit
the one horn first, then the two horned, and then the three horned.

Then, stun it with your Boomerang again, and deliver a few blows. Repeat two
or three times and he should then dissapear. Again, simple.

He attacks mainly by touching you, but if you take to long the clones will
start to attack with flames. Also - you need to act quickly on both steps.
If you take too long to stun him, he'll just divide again. If you don't
attack him - he then regains conciousness and then divides again.

+++++++++++++++++

Blaaz fades into nothing, and some strange power floats to the sky. A strange
tablt appears in the middle, and a red fairy appears, as well as a Tresure
Chest.

The fairy introduces itself as the Fairy of Power. She was locked with the
Ocean King, but it dissapeared. She agrees to join your party. Grab the
Tresure Chest, then leave via blue light.

+++

You will appear at Astrid's house. After a lot ==============================
of commotion - Linebeck tells you that we need | /| New Item! Power Gem |
to collect another Sea Chart. They found the | |\ o Collect ten of these |
first one in the Temple of the Ocean King, why | | | to unlcok a new |
not some more, especially with Leaf on | \_/ special skill! |
your side? Head out to Linebeck's boat. ==============================

/\
/__\ IVe.
/_\/_\ Mercay - Revisited

Touch Beedle's Shop to see if there's anything ===============================
new. After that, touch Mercay Island to head | Mercay Revisited Checklist |
to it. I was able to afford a Ship Part. | o Reach Mercay Island. |
| o Enter the Temple of |
With that said and done, you'll notice that the ==============================
Shipyard is now open! If you have a Ship Part from either multiplayer or
Beedle, you can put it on! If you look, you'll notice a free tresure chest
containing a random part. Attatch your parts, and leave.

Go back up the mountain and all that junk, until you're back at the familiar
eerie Ocean King's Temple. Enter . . .

IVe1.
/_\ Temple of the Ocean King

Again, Linebeck is under the impression that you =============================
want to go alone, so your basically screwed up | King's Temple Checklist |
again. But you're saved by Oshus - who shows you | o Find the Phantom |
the Phantom Hourglass, which will save you | Hourglass. |
from suffering. | o Find the NW Sea |
| Chart. |
========================= You take the Hourglass =============================
| _________ | which is only restored by sunlight - AKA, leaving
| \ / Phantom | the temple. So, you're on a quick run. When you
| \ / Hourglass | enter, you are Set with 10 minutes.
| \ / - Protects |
| X you from | For the quickest possible path, dash toward the
| / \ life | center Safe Zone where Linebeck was first found.
| / \ draining | The door in front can now be opened with Leaf's
| /_______\ areas for| power, so tap it. Head down the stairs.
| a limited time. |
========================= This time, two enemies appear. Although later times
you will wish you could pummel them - Leaf warns you not to. If you're hit,
you lose 30 seconds from your precious time, as well as you going to the
beginning of the floor. If you're found, dash towards the nearest Safe Zone,
and hide until they walk away. They cannot enter, nor see you in the Safe
Zones.

It's complicated and swift to do this. Wait until the Ohantom is turned upward
and then go to the top right corner. Hit the switch, and dash downwards to the
center hall, then quickly throw your Boomerang from the lit torch, to the
unlit torch - taking the flames and lighting both. You doused the flames.

Dash up towards the newly opened Safe Zone, and wait until the Phantom has
passed you. Then run up, then right and hit the switch. You opened the door
containing the Small Key. If you're in trouble, throw the Red Pots somewhere.
They will create a small safe zone where they are broken at.

Retrace your steps, and run up towards where you hit the switch. Open the
door and head up the steps.

When you get to the floor - you'll notice a phantom guarding a lever, looking
around. You need to pull that lever. What you do is when he's facing left,
stand right in front of the Safe Zone. When he turns your way, he'll give
chase. Use this to circle the wall and then pull the now unguarded lever.
You might get hit, but it's the best way.

Now, you need to find the key - it ain't on the map. Start by throwing a
boomerang at the small groove in the right wall block. Then hurry, and hit
the other switch that's on the other side of the Phantom. A key will drop in
a guarded spot.

Run out of that area, and go to the left, until you come upon a red pot.
Smash it near the fire, and step on it. Throw your Boomerang past the fire,
and you'll notice a switch. Hit it with the Boomerang, to douse the fire.

Go right, and you'll notice a red pot at the end. Make sure to avoid the
patrolling phantom. When he's going up, go a distance behind him with your
pot. Smash it when he stops, and is about to go down. Wait for him to pass,
and then go up towards the next Safe Zone. Now, wait until the phantom is a
good distance away, and step on the switch. You have to continue stepping on
it for it to work, so toss the Boomerang at the key and grab it. Dash towards
the red pot Safe Zone, and then wait until he passes you. Dash down, then
left all the way to the next Safe Zone. Wait for him to pass again, and go up
towards the locked door, open it, and go up.

This is the last floor, as well as the hardest. Go right, and then go up
into the mass pedastal/Safe Zone. Read the gravestone - offer up the Force
Shards, located everywhere, and put them on all three slots. One of them
is guarded by a key, which the phantom on the bottom has. Let's get rid of
him. If at any instance, the Phantom sees you, the pedastal fires go up,
so you're forced to go to a smaller Safe Zone.

Now, go past the rising up and down spikes, toward the Safe Zone. There's
a tresure chest, but DON"T open it just yet. Just stay there until the
phantom passes. Go all the way left, and pull the lever. The flames with
the stairs open. Go there.

There's a red pot, as well as two mysterious switches. Press one of them to
open up a respective trap door. Wait until the Phantom will come on to it
(you cannot leave it open and wait for him to fall though) and press it. He
will fall through, and the key will spew out. Now that one phantom is gone,
the other tresure chest I said to avoid for now will be easier.

Go to that tresure chest, and open it to reveal a Force Shard. Carry it all
the way back to the pedastal, avoiding the one phantom, and throw it near
one of the pedastals. It will float, and go in, lighting up a piece of the
triforce,and leaving two grooves left.

The next one is also easy. Remember the key you got from the phantom? Go to
the door at the bottom left, and open up to reveal another tresure chest -
a Force Shard again. Carefully bring it back to the pedastals, and throw it
in - leaving one Force Shard left. This isn't easy like the other ones
either.

This time, go the left by the ledge, by the Safe Zone. Wait until the phantom
turns around to go south, drop off and run left. Smash the golden pot with
your sword, for an extra 30 seconds. You'll probably need it if you're low
on time. I had 2 seconds when I was done. =/

Anyways, I digress. Head left towards the Safe Zone. Open the Tresure Chest
to reveal . . .a happy pony! No, a Force Shard, you're a genius if you
figured it out! Wait until the Phantom is turning East before you go to the
pedastal. Toss it in, and the door will open. Enter, and you're safe.

When you enter the Sea Chart room - look up at the top screen. Your timer's
red and not moving - you're Safe here. Now look at the door. It's a different
symbol than when Leaf opened it - you need another fairy's help. Go left,
and smash the golden pot for good measure - grabbing the 30 seconds. Go up,
and pop open the shiny chest for a Sea Chart! This time, it's for the
Northwestern area. It's covered in a sandy, dusty covering, we'll clean it
later.

In the right room, a blue light reveals itself. Step in it to return to the
temple's entrance. Head all the way out, all the way down the mountain back
to town. Meet Linebeck at the harbor. He notices the Sea Chart, takes it
greedily, and is displeased by the lack of freshness. Get rid of the dust
by blowing a few times. (Don't exaggerate, I'm serious, you'll get a bit
dizzy.)

A strange blue symbol appears. Get ready to set sail. No, you're not going
to the next island just yet. You need a cannon, so head to Cannon (no duh)
Island.


/\
/__\ IVf
/_\/_\ Cannon - Revisited

IVf1.
/_\ West Island

Now, you need a Cannon. Before you go to the =================================
Isle, check Beedle's Shop to see if there's | Cannon - Revisited Checklist |
anything you might want to get. Probably not,| o Meet Eddo |
because you're probably low on rupees, and | o Obtain the Cannon |
you bought most of everything, if you =================================
followed this guide.

Nevertheless, head to Cannon Island. Go back to Eddo's Garage, and talk to
Fuzo again. Straight up - you'll tell him you want a cannon, but he says
there isn't one ready yet. He says Eddo's working on it - he's in the locked
workroom. If you can make it there using the long way, you can talk to him.
He opens the stairs.

Go West, and then through the gate. Follow the path, and defeat the two Red
Chus. Head up the stairs. Avoid the beehives and turn right. Open the chest
to reveal a Tresure Map! It reveals tresure at the bottom of the sea, in the
bottom left corner.

Keep wrapping around, and then enter the cave.

IVf2.
/_\ Bomb Flower Cave

As soon as you enter the next room, there's some purple Rats. Defeat them.
Pick up a Bomb Flower, and quickly throw it at the two rocks blocking your
path, before it explodes in your hand. They blow up, and you can pass.

Now, pick up another Bomb Flower, and run towards the West. Throw it at the
crack. Enter the crack, open the chest, and reveal a Power Gem! Wicked.

Go BACK to the Bomb Flower, and this time, look for the blowable rock past
the fence. Toss it over the fence to it, and it'll blow up. Now, you can
push the metal block so you can get in.

After you get in, push it back out for extra room. Ignore the Bomb Flower,
and follow this puzzle. Move the first metal block all the way down, to the
wooden crate. Then, go back and pull the second crate out one. Go above it,
and then pull up. Now, you have opened the path.

Go to the next room, and defeat the two purple rats. You'll meet another
bomb rock. Pick up the Bomb Flower, run towards it, and toss it. You may have
to move the metal crates to make room. After that, go up the stairs and exit
this cave.

IVf3.
/_\ East Island

Start by slashing the rats, collecting the goods, and pick up a Bomb Flower.
Go South, and throw it at the two blocks. Explode them, and then go down,
and left, careful not to go off the cliff. Pop open the chest to reveal a
Red Rupee.

Although you don't need to, in case you fall down, you can blow up the
two blocks up.

Now, go right and slay the rat. Pick up a Bomb Flower there, and blow up two
more blocks. Go up, and slash ANOTHER rat. Destroy the boulders. Now, go
down into the forest area, and destroy the boulders blocking your path. Slay
the Red Chus.

Now, safe here. You're going to attempt to nab 200 rupees. Go back to the
stairs, and then look at the tree on the coast. Bash the tree in front. A
red rupee should fall out. IF it falls into the water, restart, as it's not
a red rupee, it's a BIG red rupee, worth 200.

Anyways, grab a bomb, and head towards the fence. Throw the bomb over, and hit
the rocks. This is a bit tough, it may take a few tries. The best way, is to
grab the top one, jump off the ledge, and then go right and throw the bomb.

Congrats! This one actually took me a good hour before I remembered the fence.
=p. Wrap around the fence. You'll eventualy reach the other side. Darn, is all
I can say. If you cut the fence, it would've taken you 2 seconds. Too bad
you can't.

Enter! Meet Eddo the midget. After a lot of talking, he eventually decides
to mockingly put up the cannon for fifty rupees. If you did the Red Rupee
trick, you shold have plenty. You can't haggle or beg or anything, so cough
it up.

He mentions the Salvage Arm, which pulls stuff off the Sea Floor. Sounds
useful, especially after you got the Tresure Chart. Exit through the newly
opened back door. Wait, you could've gone through there the whole time! Just
kidding, it just opened.

After you leave, the mail box is wiggling. The postman perches upon it, and
then delivers a letter. He says to be nice to the Postman. You can now
scribble your signiture on the letter, and he leaves. Now you'll receive
letters! Talk to Linebeck, and end this trip.


/\
/__\ IVg.
/_\/_\ Molida Island

IVg1.
/_\ At Sea

Now, you have to cannon, so it's a whole =====================================
lot easier to navigate. First off - with | Molida Island Checklist |
the new Big Red Rupee, you're richer, so | o Find the Ghost Ship |
try Beedle's. | o Retreat to the nearest |
| harbor, Molida Island. |
After that, you'll notice a trail of =====================================
rocks, as well as an opening. Head there. Along the way, you'll probably
notice your first at sea enemy. To rid of it - and get a good deal of money
or a green heart (usually in red rupees, and green hearts will be valuble) by
touching it.

You can also try blasting many rocks. Speaking of rocks, halt before you go
past the entrance. There's some HUGE rocks blocking it. Blast them with your
cannon to continue on.

A short deal after, you'll spot the Ghost Ship! Obviously, you'll want to
give chase. If you're low on stamina, make a hasty retreat toward the south
island harbor. Linebeck will then want you to give chase again - but you're
healed.

You'll also meet some an Oktotrok along the way, the Ocean kind. They're
swifter, more annoying, as well as powerful. Rid them quickly. Follow the
Ghost Ship, and the fog will eventually get real deep, where you can only see
what's right beside you, and your ship. The Ship won't stop - so continue
into the Northwest Sea.

Continue on, and it'll start to get perilous. Be careful, but after a while
the enemies stop. You'll chase the ship almost to the top of the map when
the fog gets ridiculas - so ridiculas to the point where you can't even see
your ship.

You teleport to the bottom of the Northwestern Sea. Maybe someone on a nearby
island knows? Head down to the Southwest sea, and then South more all the way
to Molida Island.

IVg2.
/_\ Molida Island

As usual, start by smashing pots, ========================================
barrels, and slashing grass. If you | Molida Island Checklist |
enter the first house, you'll notice | o Defeat Fishman |
some pots. Go up the path, and you'll | o Find and mark the four tablets |
see the postbox wiggling. The postman | o Find the first hideaway |
will arrive with a letter from Astrid.| o Find the true hideaway and |
| Northwest passage |
Now, enter the second house down. ========================================
Inside's a tresure chest. Pop it up to reveal a random item - such as a
Zora's Scale, Goron's Amber, etc. Smash the pot there too.

The third house contains a shop - Arrows, Bombs, a Power Gem, and two Potions.
Unless you can afford the Power Gem, not much of use.

Now, enter the final house - real important this time. If you talk to the
kid there, he'll ask you about the Isle of Gust, where you need to go next.
If you say 'Own Way?' he'll tell you about a path in the fog. There's his
cave in the back, which may contain secrets about it. If you say the other
option, he'll yell at you, and before you leave, he'll say 'WAIT! COME BACK!'
and say the exact same thing.

The cave is simple. Go in and defeat the Red Chus. Go up the stairs, and avoid
the Keese as you hop around the pillars. Eventually go down, and as you step,
a Mini-Boss appears.

==============================================================================
BOSS! Fish Man

This is a pretty tough boss. He'll walk around, and eventually slash you.
Avoid the waters, because you take extra damage if you fall in the waters, so
move around.

He has a shield, so wait until he slashes, and misses, and run behind him
and slash him while he's vulnerable. Occasionally he spits Fire Balls at you.

Another method, rather than dodging sword attacks, is using the Boomerang to
stun. You have to be real quick about it - and the Fishman might dodge it
easier.

It should take about two stuns, or one good one. He only has about 4 HP.

+++++

After that, you'll return later. Go across the bridge. In the next passageway,
defeat the numerous Red Octotroks. After, smash the pots and leave.

Defeat the Keese, and then go to the left. Blow up the rocks with a Bomb
Flower. Wait a minute, we're back in the first area! You've just cleared out
a path though, making it easier the next time you go.

Nevertheless, go back, and blow up the crack. Inside, is the hideaway. Smash
the barrels, and read the Journal Entry. He says there's another hideaway
under the spot where 'the lines drawn between my stone tablets intersect.'

Open the chest, and get yourself a Shovel! Now, look for a smal crack in the
ground. Dig it up to reveal a Big Green Rupee! Dig around some more for some
small green rupees. Keep the shovel out. ====================================
| _____ |
Exit, and leave the cave via stairway. | / \ Shovel |
Go to the left and pop open the chest to | \_ _/ |
reveal an item. Now, go up towards the | | | o Click a suspicious spot|
stone, and mark a dot on your forehead on | | | to dig up a goodie or a|
to mark where it is. Go West then South | | | secret entrance. |
and find the other stone. Mark it too. | /___\ |
===================================
Now, go back down on the ground and find the other two grave stones. Mark
those two on the map too. Now, go to your map, and connect Number 1 to Number
4, and Number 2, to Number 3 . Dig in the center, it should be in front of a
Palm Tree.

Enter, and get information. First read the touching journal. Then, more
importantly, read the map on the wall. Mark the route on your Sea Chart, and
then continue on.

It links to the first cave after a few Electric Chus, so leave and head to
Linebeck. Leave, and go to Sea.

IVg3.
/_\ At Sea (Again)

Now, before you go through the fog, =========================================
go South to the Traveler's Ship. | At Sea (Again) Checklist |
Inside are some Goblins. Slay them | o Visit the Traveler's Ship |
all. Afterwards, talk to the guy | o Venture the fog |
three or four times, and he'll | o Discover the Tresure Chart and |
eventually give you a gift. | Zauz's Isle |
=========================================
NOW, go up to the Northwest sea. Follow the exact path on the map (don't
forget the loop-de-loop) and after the arrow, you're free to go. Go near the
North Island before the Isle of Gust though.

You should find a tall isle. Go near it, and Linebeck will mark it on your
map. A hidden Island. Once you're on it, again, slash the grass for rupees.
GO to the house, and you'll meet a man named Zauz.

Anyways, go around to the back. Read the stone tablet - to reveal tresure
by marking the extensions of the lines. It should be like this:


o o
\ /
\ /
o /
\o
/ \

And so on. Draw three around it. If not, re-do the map and try again. After
a few tries, you should be successful, and you're awarded with a Tresure
Chart.

NOW, it's time for the Isle of Gust.

/\
/__\ IVh.
/_\/_\ Isle of Gust

Start off by going up, and defeating =====================================
the Goblins. Be careful on this Island, | Island of Gust Checklist |
and avoid Jump Slashes and Rolls. They | o Collect all the booty |
move you severely to the left when | o Blow the sacred windmills |
the wind blows - and could be fatal. | to open the temple. |
=====================================
Next, go down, and defeat the Red Chus. Jump along the series of islands at
the bottom. Be careful, and don't jump when the wind is blowing. If you do,
the wind will push you into the ocean.

Now, when you're on solid ground, jump down and defeat the Goblins. Then,
with a Bomb Flower, blow up the crack. Enter, and smash the pots and barrels.
Now, pop open the chest to reveal . . .a Courage Gem! Wow, are you lucky!

Now, head back up the stairs, and then wait until the wind is blowing hard.
Then, jump on to the far platform. Dash and get to the next platform in
either the same, or the next wind.

Defeat the Goblins, and then check the area. Dig up the suspsicous mounds
of dirt with your shovel. They'll reveal some red rupees! Now go inside the
cave.

Defeat the Goblins, and head right. Then, jump off the ledge avoifing the
ledge. Defeat ALL of the goblins, to reveal a second tresure chest inside.
Inside, is a Tresure Chart and a Wisdom Gem!

Exit the second entrance to pop up on the other side. Go up on the vertical
wind draft, and then carefully, avoiding the wind, make your way across. You
should notice a small mound of dirt - dig it up with your shovel to reveal
. . .a hidden Big Green Rupee! Nab the cash, and go to the side next to the
wind vertical draft. Wait 'til the wind is with you, then jump. You'll land
and then defeat the Goblins.

Before you head up towards the temple, search for another vertical wind
draft. Catch it, and go up. You'll meet a locked door, but it's unavailible
right now.

Loop, and go back. You'll notice some patched up vertical winds. Did you know
you could uncover/cover them by digging? Anyways, go to the far left, dig it
up, and then ride it up towards a tresure chest. Pop it to reveal another
Power Gem! Lucky you!

Now ride the geyser near the North up to the Chus. Defeat them, and go on.
Continue north until you reach a path blocked by a geyser. Dig it up, and
continue. After that, ride the draft up and then go down the ledge to dig
up a dig spot. It reveals another Big Green Rupee, you're rich!

Go right, and ride the draft up to a map. There's three windy marks. Mark
them on your map. According to the Tombstone, you must blow those windmills
to open the path forward.

Bury the drafts, and smash the boulders. You'll notice something in the
sand. Those are Sand Monsters, avoid them. For now, a good way to avoid them
is to simply run to the path. Then, throw two Bomb Flowers so they eat them
and perish.

Now, head to all three parts of the map where you marked, and blow. Be
careful of the Sand Monsters. Note, you must blow only the 'sacred' windmills,
should be marked on map, and taller, and gray stone pedastals instead of
light, pale pedastals.

After that, two paths to the temple open. Head down there - and that's the
Wind Temple.

IVh1.
/_\ Temple of Wind

As soon as you walk in, Ciela warns ==========================================
you about Wind Walls, spewing | Temple of Wind Checklist |
(somewhat) creatures that are | o Find the Bombs |
stationary, and blow air. These guys| o Find the Boss Key |
are familiar, but they're a LOT more| o Defeat Cyclok |
fatal, as they blow you off the | o Claim Neri, Spirit of Wisdom |
cliff. ==========================================

Time your running, and go across as soon as it dies out. Repeate for the
second one, and remember - DON'T ROLL! You'll then notice two switches,
followed by a whole bunch of bomb flowers. You must hit them both at the
EXACT same time. How do solve this? Throw the Bomb Flower on your side in the
middle of the bombs, and it'll explode both sides in a chain.

After, stairs will reveal. Defeat the Red Chus in the next room, and go on.
Block the Wind Wall with your block by pushing it, and then slash the switch
to turn off the other. Go up the stairs, smash the pots, and walk the bridge.

Go down, and then tap the bottom door. Jump on the switch to open the door,
so you don't have to walk the first part again, when you venture here. Go up
the stairs, and venture the narrow walk way, being careful of the Keese.
When you're on the other side, venture upwards and defeat the snakes. In the
next room, is a bunch of rupees and pots.

In the next room, defeat the Snakes. If you look, you'll notice some vertical
wind drafts, but they're blocked by a bombable rock. Since there's no Bomb
Flowers nearby, ignore it.

Go into the next room, and there's a non-dangerous Wind Wall, or in this case,
Wind Floor. Since it's not on the wall, you can push it! Push it along the
path, on to the Wind symbols. Now you van jump over the gap. Get into the
wind and jump. Press the switch to reveal a door on the other side, and then
head upstairs.

In the next room, a door will close behind you. There's some skulls on the
map, but no eneimies to defeat. Crush the rocks to reveal some Rock Chus.
Toss a Bomb at them to blow the rock off them, and then reveal a finishing
blow. Rinse, lather, repeat. Crush the boulders for some extra hearts, and
rupees, and head into the next room.

Go up the stairs, and then smash all the Red Chus with one Spin Attack. You'll
then find yourself in a complicated room. Defeat the Goblins, and then press
the switch by the grave. Go South, to the newly opened door, and before you
fix this puzzle, go right, smash the pots, and pop open the chest for a
goodie.

Now, continue, and then ride the vertical wind drafts down the lane until you
go to the platform. Open the chest for a Courage Gem! Find your way back, and
this time, go down, and push the block over the middle VWD. Ride the drafts,
and then you're on the block. Go right, down the steps.


Immediately, throw a Bomb Flower at the crack. Meanwhile, if you want, hit the
Grave to reveal two tresure chests for 20 rupees. Then, follow my
instructions, bring a Bomb Flower with you in the sandy area. You'll hear the
sand monsters coming, so drop the Bomb and run to explode it. Repeat for the
other one.

Now, go to the middle, either quitely to avoid them, or run them off. Then,
go on top of the pillar, and read the map. Mark the Xs on your map. You need
to dig out these spots, so take out your shovel. When you're near the left,
open the chest for a Power Gem.

After that, two doors will open. Assuming you take the south one first, cross
the bridge, don't fall. Move the Wind Wall to face the Windmill, and it'll
start moving.

Now on the North one, blow up the Bombable rocks and go up the stairs. Now,
again cross the bridge, and push the Wind Wall towards the Windmill. Both will
now be running, and a key will fall. Jump down, collect it, and then go back
to that floor. Open the new door, and then collect the Tresure Chest for . . .
=========================== ======================== your first Bomb Bag!
| / Bombs | | ___ Bomb Bag 1 | This carries ten bombs,
| __| | | / \ - This can | so it's god to start out
| / \ - Take one | | | | carry 10 | with.
| | | out, and | | \___/ bombs. |
| \__/ place it to | ======================== First thing to do is to
| damage enemies and blow | go to the left side of the room. There's a crack,
| up cracks. | blow it up with your Bombs. Enter the dwelling.
=========================== Destroy the pots to reveal six Bombs total, and then
place a Bomb on the Wind Draft. It will go up, and hover, and then explode the
Bombable Rocks. Now, you ride it, smash the pots, and go on.

If you blow up the Bombs in the next room, you'll activate a switch, that
opens a door. Unfortunatley, it runs out before you can even roll and dash
there. So, place a Bomb on the Wind Draft, and hurry towards the door.

The next room contains alot of Rock Chus, so be careful. Destroy them, and
then place a bomb on the floor next to the wall. It blows up! Go into the
next room, and defeat more of the Rock Chus. Now, look at the other side of
the wall, and look for the marking on the floor. Blow up that wall.

O
1 2 3 4 5 6 7 8


Smash the pots for the bombs, and then another puzzle. Place two bombs on the
platforms, and then watch them explode the switches. (Don't worry about
timing, the first bomb that blows up, will blow up the other one. A micro
second's difference, doesn't matter)

Then, go down to reveal the Boss Key! Remember near the beginning, where there
was the Bombable Rock, vertical draft, and the boss door? Jump off, and for
now, drop the Boss Key. Place a bomb on either draft, and one rock will
explode. Carry the Boss Key up with you, then toss it in the reveal the next
room.

If you feel you need to restock or anything, talk to the Grave Stone, and
step into the blue light. But you're not here to run away, so smash for hearts
and bombs. Enter the steps . . .



==============================================================================
Boss! Cyclok, Stirrer of Winds


This is a tough battle, as well as complicated. Cyclok is a giant Oktotrok
like monster that floats in the sky due to his Cyclone creation powers. He
also summons cyclones down to the ground.

First things first, memorize the field. There's three spots, all connect to
make a traingle. There's almost always one cyclone going on on one of the
three blue spots. Cyclok also travels along this triangle, and to your
advantage, stops at the cyclones. There's also Bomb Flowers, as well as pots
containing hearts and 3 Bombs.

To hurt him, you must send a Bomb at him. To do so, take a Bomb Flower or one
of your own, and toss it into a cyclone. The cyclone whirls upwards, and then
attacks Cyclok if he's hit by it. He'll come down to the ground, ready to be
pummeled. It takes about 5 send downs, or about 35-40 hits.

He has three attacks, as well as you getting hurt with playing with the Bombs.
If you carry it while you're attacked, you get extra damage from the Bomb AND
the attack. His main attack are the Cyclones, that stay idle on the hot spots.
His second is also a Cyclone, but it's not on the hot spot, and moves around.
The third, is where he comes down to Earth, and swoops down attacking you. He
is huge up close and person (or up close and animal would be better) so you
must be quick and dodge, using the momentary charge it takes for him to swoop
at you.

+++++

After the tough battle, you're rewarded with more sand for the Phantom
Hourglass. And you'll unfortunatley be needing it too. Along with that, a
familiar symbol appears, and a fairy comes from it, revealing itself as Neri,
Spirit of Wisdom. She also agrees to join your adventure! After that, a chest
appears. Get it to obtain a Heart Container! Step into the light to return
back to the Isle.

/\
/__\ IVi.
/_\/_\ Uncharted Isle

While you SHOULD sail to the Temple =======================================
of the Ocean King, but for now, sail to| Uncharted Isle Checklist |
the middle joint of the rocks. Stare at| o Solve the riddle |
a strange colored rock until you'll | o Find the Golden Frog |
notice it as a new isle. Set course for=======================================
it!

The first thing you'll notice is that it's uncharted (no duh, if you looked
at the name) This makes it a bit harder to navigate. Along with that, there's
a lot of enemies.

First thing to do, is to approach the first stone, and dig. You'll get a
Tresure Chart. If you hit it, he'll say '...' You'll fix that. Now, go right
until you'll meet a river like thing. Attack that stone, and he'll say that
he's guarding the entrnace. If you can solve the riddle, he'll let you
through. You must hit 4 stones along the shores, that give info too, and
the bridge will open.

The stones are placed like this . . .



1 4




2




3


You must hit them in THIS order though.

2 1




4




3


If you listen to the riddle (First makes rudder) and trace the map, you'll
notice that Number 1 is like a rudder. (Then makes spray) Water spout
(Then it paddles) is the bottom flippers, and (sees a way) is supposed to be
like an eye. So, it almost looks like a whale.

Nevertheless, enter the cave. There's tresure, but it's unavailible right now,
so continue on. Inside, is water, and torches. A monster emerges, who is
actually nice. Talk to him to reveal Cyclos the frog! Familiar from Wind
Waker though, except a bit skinnier, and less froggy, I guess.

After a lot of talking, he gives you a slate, which you can mark down the
Golden Frogs with, which will allow you to teleport. Very useful!


/\
/__\ IVj.
/_\/_\ At Sea

To Mercay, or not yet. Instead, head ========================================
down to the Traveler's Ship if you | At Sea Checklist |
haven't already. After some dialogue, | o Spar with the Traveler |
and you forcefully getting an | o Find Beedle again |
autograph, to find he's out of paper! | o Get a Golden Ship Part |
To make it up for you, he'll let you | o Find your first Golden Frog |
be his apprentice. Of course, talk to ========================================
him again,
 
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