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Retro Game Walkthroughs For
"The Legend of Zelda: Phantom Hourglass"
(Nintendo DS)

Retro Game Walkthroughs for The Legend of Zelda: Phantom Hourglass (Nintendo DS)
Submitted By: Emmie87
The Legend of Zelda – Phantom Hourglass.

This is a great addition to the World of Zelda, and has been one of my favourite in the whole series! I know this is a bold statement but hey I really like everything about this game, I did write a review on this and feel free to go look at it and see what I thought about the game in general.
Good Luck on your quest and hope this walkthrough which I have put together can be of some help to you.

After the opening scene / story from a pirate crew member, watch the short but sweet cut-scene to get the whole game on it’s way. You wake up on a beach and this is the beginning of the game. Go and meet Ciela, run over to the first hut on your right and meet Oshus, who suggests you to talk to Linebeck at the docks. Outside, head east towards the dock and a rumble will be heard. Keep going and you'll see the bridge next to the waterfall had collapsed!

Go west, over to the other hut, and throw the rocks for the man (touch the rock to run and grab, then tap somewhere else to throw it, a nice new addition utilizing the DS). He'll point you to a spot on the top of the mountain. Make a note of it on the map, then attempt to go north. Ciela stops you since you don't have a weapon! Return to Oshus and talk to him. Exit the hut, and then Ciela will indirectly give you a hint. Enter the cave next to Oshus's house.

Inside the cave is a sign. Write the number 7 on the sign (the number of trees on the beach) to open the barrier in front of you and find a chest with Oshus's Sword inside. Exit. Oshus will meet you outside, and then take you back into the hut to learn how to use the sword.

After learning the techniques, go back outside and head to the north, in between the two huts. Run towards the next cave, slashing the Chuchus and trees blocking your way, then enter.

Mountain Passage

Go past the big door, defeat the Chuchus that pop up and get the Small Key from the chest. Open the big door.

Inside the big room are four levers by the door. You can push the blocks on the side rooms to enter them and get some rupees/hearts from the enemies (and read the hints on the stones), but otherwise, pull the levers in order from 1 to 4 -- 2, 1 for the left side; 4, 3 for the right. You'll get another Small Key for the door ahead.

In the next room, you'll have to grab a key from one of the rats. Go to the far end and grab the block on the wall. Pull it out a few spaces so it lines up with the hole nearby. Destroy the rats that don't have the key, then run back to the staircase. When the rat runs out, it should run towards the block, then double back the other way. Immediately run to the rat, lock-on and slash it to recover the key. Then use it on the door ahead and exit the cave.

You'll end up in the market quarter of the island, where you'll find Linebeck. Head into the lower-left hut to find the merchant, who sells a shield for 80 rupees. Buying it would be a good idea; who is Link without a shield to compliment that sword, anyway?

If you go to the dock, you'll meet one of Linebeck's crew, but not Linebeck -- he's not around right now. The guy suggests checking the bar (far left building). Go there and talk to the bartender, who says that Linebeck is going to the temple on top of the mountain. Note it on the map if you wish, then head north up the mountain path.

You'll reach the spot the man at the beginning told you about. Roll into the tree at the far north point to get a Big Green Rupee. Continue west to reach the Temple of the Ocean King.

Temple of the Ocean King

Talk to the skeletons if you want -- otherwise, head straight north into the next room. There you'll find a man trapped in the middle of the maze -- it's Linebeck! He'll teach you about the map, and then you're left to your own devices. The floor is mostly lined with poison gas, so be fast -- luckily there are "rest" points for you to break pots and regain health. Head to the middle-left corner and hit the orb-switch to free Linebeck.

Head back to the entrance to meet with Linebeck. After a bit of a chat, he'll give you a Small Key for the door next to the orb-switch. Go back to the switch and through the door. Two orb-switches will be in the opposite corners. Hit one switch, then run over to the other and hit that one (take the high road to avoid trap doors!). When both are activated, it will open up the gate nearby. Through the gate is a chest with the Sea Chart.

Exit the room, then make your way out of the temple.

Mercay East Side

Linebeck will be outside, and after talking to him again, he'll run off to the docks. Follow him there. At the dock, talk to Linebeck and Oshus. After a bit, you'll be instructed to uncover the next destination on the map. Rub the island in the lower-right corner to uncover the symbol for the Isle of Ember. When that's done, agree to cast off and head toward the island.

Draw a path to the island on the Sea Chart to make your way there.

Isle of Ember

Enter the fortune teller's hut (uppermost). No one's home? Go downstairs and you'll be ambushed by Octoroks. Get rid of them all and you'll see that Astrid the fortune teller is locked behind the door in the corner. Speak to her by saying "hey!" (or just blowing) into the microphone. Well, you can talk to her, but there's no way to let her out yet.

Head back out and travel to the far east end of the island. You'll meet a ghost, Kayo, who mentions the three torches on the island. Mark down the locations of the torches, then mark them on the map next to the door that traps Astrid.

Torch 1 is behind the ghost, obviously.
Torch 2 is to the immediate right of the small block of land in the north.
Torch 3 is inside the lower hut, so mark it there.

Once they're marked on the map, Astrid will be freed.

After talking to Astrid & Linebeck, the electrified door in the southeast corner of the island will be turned off, letting you pass freely. Dodge the falling volcanic rocks and make your way around to the temple door. Once at the door, stand next to the candles on the sides of the door and blow into the mic to extinguish them.

Temple of Fire

1F
Make the first right turn you see and jump across the small lava stream. On the other side is a placard with a map of the room to the north. Copy the path down on your own map. But since the door is locked, you can't go up there just yet. Instead, head south into the room down there and defeat all the Keeses to reopen the door and extinguish the flames in front of the chest in the corner. The chest has the Small Key for the door.

Head into that northern room and follow the path to avoid falling through the trap doors. At the end are four orb-switches -- do a spinning slash to hit them all at once. Doing so will open the door in the central room.

2F
Enter the newly-opened door and run around the red blocks into the corner, where you'll see a red orb-switch. Hit the switch to turn it blue, which lowers the red blocks.

Continue to the right and down south where you'll enter another "ambush" room. Get rid of the slimes to open the door, through which is a big chest in the corner holding the Boomerang! Use the boomerang to hit the orb-switch on the right-hand wall, which puts out the flames near the chest. Continue through the hall into the next room, where two torches will shoot flames at you. Avoid them, and quickly use the boomerang to hit the two orbs at the end of the room at the same time, which will put out the torches and let you continue downstairs.

1F
Back downstairs is another orb in the corner of the room. Hit it with the boomerang from afar so that you can continue south. Hit another orb in the next room to extinguish the flames to the right, which will let you go back to the entrance if needed. Otherwise, go south into another ambush room. Defeat the flaming skulls here (use the boomerang to knock them down first) to open the door in the corner and go back upstairs.

2F
Weave your way through the flame bars and down to the lever in the south corner. Pull it, then go up and hop across the lava and down to the other lever. This will lower the door in the northwest room, letting you get the key from the rat there.

Run over there and stand just below the doorway, then trace a boomerang path that keeps going back and forth, ideally hitting the rat and grabbing the Small Key in the process. Take the key to the next locked door (in the southeast corner) and go upstairs.

3F
Here, go south immediately and check the placard next to the fire bar. This shows a numbered pattern for the room in the northeast corner. Copy it down, then make your way up there. Blow out two more candles to reach the room, then hit the orbs with the Boomerang in the "1-2-3-4" order you saw on the placard. A Small Key will drop down; grab it with the Boomerang.

Go to the southwest corner and unlock the door. Run past the boss door and into another ambush room. Use the Boomerang to stun the Chuchus and knock out the fire bats. When the doors open, continue to the north.

Use the Boomerang again to help get rid of the flaming skulls. Head north into the next room. Step on the switch and trace the Boomerang from the torch on the left, then clockwise to the others. The rest of the fire traps will be put out, letting you continue. Then go to the southeast corner, where there's a small gap preceding a three-way fire bar. Use the boomerang to hit the orb in the upper corner of the room, which closes the gap. Run past the fire bars to the center room, where the Boss Key is waiting for you in a chest.

Now you'll have to carry the Boss Key back down the Boss Door. Since it's the first dungeon, it's not such a hard walk back. Tap the door when you get there to toss the Key in, and get ready for the fight. In the room before the boss, you can read one of the stones next to the staircase to activate a warp that can send you to the temple entrance and back again.

BOSS: Blaaz

Continuously trace the boomerang around the three smaller versions of Blaaz to hit them. If you look at the upper screen, you will see that each small versions of Blaaz is different. One is with one "horn", one is with two "horns" and the other one is with three "horns". Just hit the mini versions of Blaaz in ascending order according to the number of horns. *Note: You can't see the horns in the lower screen, only in the upper screen that you can see the difference. Blaaz will reform once you hit the mini versions in the correct order. Immediately hit him with the Boomerang again to stun him, then hit him with spin attacks. Repeat this pattern to win the fight.



Isle of Ember - Mercay Island

Return to Astrid's house. Linebeck will be there, and Astrid will give you a Power Gem. After that, return to the boat to leave the island. Return to Mercay Island. Once back on Mercay, make your way back to the Temple of the Ocean King.
When you enter, Linebeck and Oshus will join you, pointing you towards the Phantom Hourglass. Run up the steps in the main room and check out the Hourglass. Following another cut-scene, jump back downstairs and go through to the next room.

B1
Remember when you saved Linebeck, there was that big door in the center that you couldn't open? Now you can!

But you'll have only 10 minutes to get through the next maze. Two Phantoms will appear in the corners, and you'll have to do your best to avoid them, or else they'll come after you and get in your way. But you can hide in the purple "safe spots" to save yourself from being attacked, as well as stop the timer as long as you're in there -- red pots contain mini safe spots too, so toss them where you think you'll need them. If you are hit, you lose more than a few seconds of time and restart in the room.

Start by running to the northeast corner and hitting the orb there. That will activate a torch to the south of the entrance. Run down to the torch and throw the boomerang from the torch to the unlit one next to it.

This will -- as you can guess from the last temple -- extinguish the flames in the southwest corner. Get over there and run through to the northwest corner, then hang right and step on the small floor switch near the three-block barrier. This lowers the blue door in the corner, so go back over there and grab the Small Key. With the key, run over to the northeast corner and use it on the locked door, then go downstairs.

B2
A Phantom guards a lever nearby. Slashing at the orb you can see if you walk straight forward from the door will draw its attention. While it's distracted, run to the lever and pull it to clear the fire blocking the path. Hit the two switches in the upper and lower corners around this area to reveal the key, then run to the west.

To get past the second fire bar, throw the boomerang over it to the adjacent orb. Make your way towards the key and, of course, be careful of the Phantoms. A floor switch is in front of the key. Step on it, then toss the boomerang at the key to grab it. Continue to the center to enter the locked door.

B3
On the third floor, head to the southwest corner. Take the red pot down there, then toss it when you reach the lever.

Pull the lever to open up the platform in the southeast corner. The floor switches on the platform will tell you where two trapdoors are nearby. If possible, when a Phantom steps over the spot, you can step on the switch and send them falling.

When both are gone, a secret chest appears by the locked door. And regardless, it makes your job much easier.

Other than that, though, run to the northwest corner to find a gold pot (extra Hourglass time) and beyond that a chest with a Force Gem. You'll then have to take the Force gem to the large purple area to the northeast, then place it on one of the Triforce shapes there. From there, go right and down to the end of the ledge, then toss the boomerang at the orb off to the side. This will permanently shut off the spike traps below.

The second Force Gem is in the far southeast corner. Grab it, and if the Phantom with the Small Key on its person is nearby, toss the Gem at it to knock the key free, then run back to the safe spot, going back for the Gem when the coast is clear.

The third Gem is, naturally, behind the locked door to the south. So get it and run back to the northeast. When all three Gems are placed, the big door ahead will open. In the next room, there's a large chest in the northwest corner with a new part of the Sea Chart. You're basically done -- continue to the blue warp spot ahead to get back to the temple entrance.

Go back to the dock and see Linebeck. You'll show him the map, and then you'll have to get rid of the dust on it -- just blow into the mic until the chime sounds, revealing the next two islands. But if you try to head north now, you'll be "kicked out" by a typhoon. Instead, head to the small island west of the Isle of Ember: Cannon Island.

Cannon Island

Enter the house to the right and talk to Fuzo, who'll open up the gate to the east for you. Close by is a chest with a Treasure Map pointing to a spot in the southwest. Continue down until you enter the tiny Bomb Garden cave.

Inside the cave, use the bomb flowers to bust down the crumbly blocks in your way. Take one over to the far east corner and blow the wall away to access a chest with another Power Gem. Toss another one over the fence to blow away another block that blocks another... block. Then start navigating the block puzzle: pull down the upper one, then pull out the one next to it, then pull it up to clear a path that leads outside.

In the northeast corner of the ridge are a few bomb flowers up against the edge. Take the single one to the right, then jump off the ridge and run to the right. Just before the bomb blows, toss it over the fence at the three crumbly blocks in the path. Now you can get through the path and enter Eddo's house. Talk to him, then pay 50 rupees and he'll give you a Cannon for the boat! Get back on the boat and return to the Sea Chart.

Sea Chart

Once you're out at sea, draw a path leading right up to the gap in the rock wall dividing this quarter of the map. Don't draw through it, though, since you'll need to stop just in front. Once you get there, tap at the big brown rocks to fire the cannon at them and bust them down. Now you can finally continue north to the next section.


Ah, except once you get there, it gets all foggy, and you can't follow the Ghost Ship very far without being kicked back to the start (which you'll have to have happen for the story to continue)! So, let's go back, to the only island we can access but haven't been to yet: the tiny one to the southwest, Molida.

Molida Island

There's a cave nearby, but you'll be stopped if you try to go in. To remedy this, talk to Romanos in the northeastern hut. He'll get peeved, then ask you to come back after you try to exit. Talk to him again to gain access to the cave.

The cave is rather straightforward. Run through (via the square-shaped platforms along the water) until you're stopped by a big, green, lizard-y bad guy. Get far away from it, then toss the boomerang around so it hits the monster in the back. When it's dazed, run up to its back and slash at it a few times to destroy it. Continue north into the next hall.

Get through that and you'll enter another larger room. Take a bomb flower and toss it at the nearby cracked wall. Head in through the uncovered passage and you'll find a chest that has the Shovel! Bomb the next set of blocks to make your way out of the cave to the north.

Now run over to the palm tree situated just above the second hut from the left (with the yellow-clothed woman). Dig in front of the tree to find a hole!

Jump down to find another hidden room. Inspect the picture on the wall to find a map of the northern quarter of the world map. A blue path will be drawn through the stones in the reef. This is how you get through the fog! Copy down the path on your map, then get the item in the nearby chest -- another Treasure Map.
Back on the water, return to the northern quarter. Instead of sailing aimlessly through the fog, go by the path on the map that weaves through the stones in the reef. Then, of course, keep going until you reach Isle of Gust.

Isle of Gust

The island obviously lives up to its name: periodic winds push you in one direction. Run against it to fight the push while fighting your way through. Run along the bottom and skip along the small gaps when the wind isn't blowing. When the gaps end, you'll see a crumbly wall near a group of goblins. Defeat them first, then toss a bomb flower over to the wall to blow it open. Inside is a chest with a Courage Gem, and a picture on the wall with another map of the area, with a big arrow pointing towards the northern island. Copy it down, then head out of the cave.

Go back up the steps and use the wind to jump over the larger gaps leading to the left. You'll end up at another square "lot" with a few goblins. (Use the shovel on the "X" marks on the ground to dig up rupees or hearts.) Then, enter the cave in the northwest corner. Inside the cave, hop down to the lower level and open the chest in the middle to find a Wisdom Gem. Defeat all the goblins around to reveal another chest that has a Treasure Map.

Exit the cave through the hole in the lower corner. Outside, take the thermal vents up the ledge and then use the wind again to leap to the left. You'll end up at an L-shaped path that leads to the temple entrance, but you can't quite get in yet. Instead, use the thermals to continue to the far left section where there's a few more goblins to beat. Dig up the patch of dirt in the northwest corner to reveal a thermal. Take the thermal up over the ledge and open the chest in the corner, which has another Power Gem.

Keep going north and using the thermals. One will be in between a fence and a ledge, blocking your way and preventing you from going north any further. Use the shovel to fill the hole, then run through and continue. Use the next set of thermals to float up to a small ledge at the top with a stone tablet and another part of the map that marks down the windmills with "breeze" symbols. Copy them down, then dig up the other thermals and continue east.

You'll reach a sandy area with what looks to be creatures burrowing under the sand -- these are giant sand worms, and you'll have to avoid them by walking slowly in order to be quiet. If you are caught by one, just scratch the screen back and forth with the stylus until you're freed. However, there are a bunch of bomb flowers around, and you can toss those towards the worms to blow them up.

At any rate, run around this plot of land and go up to each of the three windmills you marked on the map. Blow into the mic to start turning them. When one is activated, move to next. When all three are turned on, the jets guarding the temple will shut off and the doors leading there will open. Before you go, there's a Treasure Map in the lower right corner, just below the far-right windmill. Now, onto the temple!

Temple of Wind

1F
Go straight ahead and dodge the wind jets carefully. Grab the bomb flower in front of the gap and toss it to the floor pad directly ahead to blow up the other bombs and activate the orb switches. Continue by pushing the block in the corner over the next jets, hitting another orb, then going around the corner and down a catwalk to another room.

Take the lower door and step on the foot switch nearby to open the larger door just below that acts a shortcut back to the entrance. Continue to the east along the narrow bridge, avoiding more jets. When you get to the other end and enter the next room to the north, the doors will close and snakes will ambush you. Get rid of them to reopen the doors and continue west. Pull the block in the next room to enter the hall that leads to the boss door.

Obviously there's no way to get in now, so enter the room in the northwest corner. Grab the jet blaster in here and push 'n pull it down the path it's on to position it just in front of the gap. Then run into the jet and over the gap to reach the steps to the next floor (and push the foot switch to open another shortcut door).

B1
As soon as you enter the next room, the door will shut to signal an ambush. Walk up to the rocks in the corner and they'll start to move, revealing Chuchus wearing stone helmets. The quickest way to get rid of them is to lure them towards the center, then perform a spin attack on the bomb flowers to blow them all up at once -- but it hurts you, too, so don't do it if you'd rather conserve health (though, granted, you'll soon come upon some pots with more hearts).

Continue into the large central room. Towards the middle of room is a foot switch; step on it to open the door in the lower corner. Go down there and head up the steps to the raised section of the room.

The thermals will take you over to the chest at the edge containing a Courage Gem. Hop off the side and go back down and up to the path. Grab the block off the middle thermal and push it up and over the thermal above. Then go back and ride the thermals until you land on the block. Hop off the right of the block to reach the steps that lead to B2.

B2
Bomb the weak wall to enter the larger room. Take another bomb before you go out, because you'll have to deal with more sand worms here. Make it up to the center pedestal and check out the map there.

Copy the Xs down -- they represent the thermal holes that you have to dig up in order to light the torches in the corners (who said it had to make sense?). A chest near the lower-left thermal has a Power Gem, too.

When all four torches are lit, the doors on the north wall and southwest corner will open. We'll take the door in the southwest first, which will take you back to B1.

Once there, head east across the small bridge and pull the jet towards the floor panel on the left. This will position the jet towards the windmill just ahead. You're done here, so go back to the sand worm pit.

Enter the door in the north and make it through the following passage to return to B1, but this time only on the north side. Whaddya know! Run down the bridge and do the same thing as last time, pushing the jet over to the windmill. With both windmills activated, a Small Key will drop down by the foot switch from before. Luckily you can hop right down and grab it! But now you'll have to head back down to the sand pit again.

Once there, use the key on the locked door in the northeast corner. Through the door is a big chest with the Bombs! Now you don't have to rely on those stupid flowers! Now, run over to the northwest corner and blow up the weak wall to continue. In the next room, throw a bomb onto the thermal to let it float, and blow up the blocks in your way. Then take the thermal up and go up the stairs back to B1.

B1
You'll be in the northern strip of B1 now. Again, take a bomb and toss it on the nearest thermal. It will cause another chain-reaction that hits an orb switch, opening the door at the end of the passage (but only for a short time!). Further down is a wall with a floor panel next to one of the sections. Place a bomb there to reveal a not-so-obvious hole that you can run through. Head into the next passage to go up to 1F.

1F
Blow up another hidden weak spot -- check for a panel on the other side of the wall this time.

Continue to the left until you reach a small room with more bomb flowers around. Throw two bombs onto the panels next to the flowers to create another chain-reaction that hits the orbs. From there is the chest with the Boss Key!

Toss the key down into the room below and then throw two more bombs onto the thermals ahead to bust those blocks in front of the boss lock. Then grab the key and take it up there.




BOSS: Cyclok

Twisters will pop up from one of the three big blue circles around the room. Stand near one and, when Cyclok floats near one, throw the bomb to send it up, exploding in Cyclok's face. Cyclok will then fall to the ground dazed, which is your time to strike.

Occasionally Cyclok will swoop down towards you, but it's easily dodged. Your reward is the Phantom Hourglass filling up by two minutes and the rescue of the spirit Neri.


Now to get off the island! You'll have to backtrack through the small cave in order to get closer to the boat. From there, return to Mercay. But wait -- now that you have your own bombs, visit Beedle the merchant on the seas first and buy a Bomb Bag for 1000 rupees. You can carry 20 bombs with it, so it's a good investment.

Waste some time: Bannan Island (the island north of Gust) is home of the Wayfarer looking for the mystical mermaid, as well as serving as the headquarters of the targeting game. Mercay Island - Temple of the Ocean King

On your way to the Temple of the Ocean King, bomb the weak wall just before getting there to enter a cave that holds a chest with a Power Gem.

Go back through the temple, but with two extra minutes plus bombs, you can now speed on through. On the first floor, simply bomb the blocks to the left of you, then step on the floor switch to open the door in the corner, grab the key, then open the locked door in the opposite corner. The next floor is just as quick: activate the orb switches to drop the key, then run to the wall just above the key chamber and bomb the weak spot to easily access the chamber where the key is held.

The third floor's strategy is largely unchanged, though, because you'll still have to get rid of the Phantom carrying the key. Recover the key and place the three Force Gems. When you exit there, you can now open the large marked door in the corner and continue to the fourth floor.

B4
B4 is new, obviously, so now you'll have to start conserving time (you should have a little over eight minutes by now, at worst). Multiple air jets keep you from taking any shortcuts, so you'll have to shut them off. To make things worse, floating blue "Phantom Eyes" can find you from a distance and alert the guards at any time. Start by running down to the northeast corner and hitting the orb with your boomerang. If a Phantom Eye is nearby, hit it with the boomerang as well to stun it, then destroy it.

Dispatching: If you defeat all of the Phantom Eyes, a chest appears on the east wall containing a Power Gem.

Cautiously weave your way over to the southwest corner, where you'll spot a patch of dirt covering up a thermal. Use the shovel to dig it open, the take the thermal up to the next level. Hit the orb switch and all the air jets will shut off. From there, take the next corner north and bomb the weak patch of wall surrounding another orb switch. That switch will drop in the spikes in the room directly across from there -- the room that has the key, of course. Run over, grab it, and exit through the lower south door.

B5
On B5, things are a little easier. All you'll have to do is run into the larger rooms, defeat the groups of enemies (electric Chuchus and regular goblins), then hit the orb switch in the northeast corner with the boomerang to get the key and access the exit.

B6
A Phantom Eye will be right nearby, so either wait to get past it or hit it with the boomerang and defeat it first. Six slabs of rock are dotted along the room, each with a hint on how to exit through the big red door in the middle.

But why bother with that when you have this guide! First off, step on the floor switch towards the center of the room to shut off the air vents, then head to the exit door. Touch it to look at it close-up, then draw an hourglass shape (like a figure-8 with a flat top and bottom) that starts from the top left corner (1), across (2), diagonally down to the left (3), across the bottom (4) and back up to connect with the starting point (1). If done correctly, the hourglass shape on the door will glow and let you through. In the next room, run up to the large sun shape on the wall. Examine it and it will show a map. Open up the Sea Chart and select the lower-left quadrant. Then, close your DS, open it back up and the mysterious whirlpool symbol on the wall map will be transferred to your own!
Chalk up another hourglass challenge. Exit through the blue warp.

Cannon Island

Make your way back to Eddo's house. He'll sell you the Salvage Arm, but you have to work for it by using your vocal chords. When you talk to him, there will be a slight pause. Here you can blow harshly into the microphone for a short period. If done to his liking, Eddo will sell you the Salvage Arm at a low price (the highest is 1,000 rupees). If the price isn't to your liking, just try again. Or you could blow hard into the mic and get a price of 200 ruppees!!!!

Sea Chart

Once you have the Arm, you can now check out what's going on at that strange spot on the Sea Chart you uncovered. Of course, you can also use it to bring up treasure from the red "X" marks on the map that you find on Treasure Maps. The treasures sometimes contain ship parts and, most importantly, Time Sand that adds minutes to the Hourglass.


More Xs: Talk to the guy in green at the Mercay dock and tell him you have the Salvage Arm to get another Treasure Map.


Travel to the whirlpool and select "Salvage" on the menu to lower the crane and start hunting for treasure. The salvage minigame will start up, where you must guide the crane by moving the slider on the bottom, and sliding up or down to adjust the speed. Avoid the mines, get the chest at the bottom, and then you'll have to go all the way back up with the same technique, though obviously the speed lever will be reversed now. The treasure you get is the Sun Key.

Draw your way over to Molida Island. When you get close to the anchor, a giant monster, Bakumon, will pop up out of the water. Strike it with the cannon when its blue eye is exposed. But each time you hit it, you'll have to draw a curve around to the other side of Bakumon, avoiding/shooting its projectiles, and firing at the eye again. Keep up this pattern until you've struck the eye about five times. Then you'll make it back safely to Molida.

Molida Island

Once ashore, go dig up the secret hole under that one tree and jump down. Now run through the corridor until you spot the big door with the red sun marked on it. Now that you have the Sun Key, open it! Head up the stairs at the end to be brought back outside.

You'll now be on the upper half of the island. Make your way up to the temple, but keep going around the right-hand side of the island until you see a stone head. Touch it to activate a beam of light, then touch it again. Point the light northwest, toward the temple door, then run back to the temple. You'll see the light hitting the eye in the middle of the door.

Continue past the stone, into the large central area, where two big green guys wait to attack you. Carefully use the boomerang to defeat them, and when you do, a second stone head pops up. Point this one straight north to the temple. As for the third head, go back over to the set of steps you went up to get here, then walk to the northwest corner of the ledge. You should see the head directly across there, to the south. Hit it with the boomerang to activate it, and then the temple door will open! Run back up there and inside.

Temple of Courage
A huge map right on the first floor! If you’re familiar with Zelda, you know the routine: you'll come back to this floor a lot. But anyway, go straight up north while avoiding the spike rollers. At the top, you can bomb a section of the wall to get a chest with a Pearl Necklace. Otherwise, go past the big locked door to the south. Avoid the spike trap (quickly run in its path, then back, then through the gap when it's slowly returning). Head to the bottom and step on the floor switch to open the door right next to you (shortcut!), then go up the middle ledge to get a Small Key from a chest.

Then, obviously, head back up the hall to the locked door you passed earlier and open it. Continue down the hall into the large room where you'll face a couple of tiny Moldorms. Their weak points are the purple bulbs at the end, so slash them a couple times each to be rid of them. The bottom door to B1 will open.

B1
Take the moving platform approaching you, and make your way to the others (hit the orb switch in the middle with the boomerang) until you reach the next platform at the west end. Take the stairs back up to 1F.

1F
Head north until you can't anymore, and inspect the two headstones in the top room. One of them hints at four switches and a pattern (Up, Down, Right, Left). Right next to the left-hand stone is a weak part of the wall you can bomb, which will lead you into a small room with two chests (w/ ship parts and a Power Gem) and a map on the wall. The map shows a pattern for B1, so copy it down. Then head right and take the first corner down south. At the bottom is a giant Pols Voice! Blow into the mic to shrink it, then slash it to get the next Small Key. Then go back up to the locked door in the north and go up to 2F.

2F
Here's where that "Up-Down-Right-Left" pattern comes into play. Pull on the switches in the maze according to the directions. When done successfully, a chest will appear in the middle. Inside the chest is a Square Crystal.

Take the Crystal back to 1F and place it on the blue switch next to the headstone on the small ledge. This opens up the stone door ahead, which will take you back to B1.

B1
That path you copied down earlier is actually the way to go, which runs along an invisible path between all the pillars in this part of the room. Follow it slowly, whacking the enemies off the edge until you reach the platform at the end, which has a big chest with the Bow & Arrow inside. Equip it at shoot the blue eye above the chest to create a bridge leading down to another staircase.

Down by the staircase is a glowing bow-shaped jewel. Hit it with the sword a couple of times so that the pointy end points to the right, then shoot an arrow at it. The arrow should hit another jewel and then the orb switch in the middle, which will let you through the hall when you go down the staircase and back to 1F!

1F
Run down the hall, defeat two more Moldorms, then continue to the right until you reach a gap. Shoot an arrow across the gap at the blue eye on the wall. This opens up the stone door next to you that will let you access the entire floor again. Go back up and grab the Square Crystal again, take it down to where you just came from, and place it on the switch in the southwest corner. This opens up the other door to the next part of 2F.

2F
Run into the Octorok gauntlet and destroy the ones moving around, as well as the ones on the back wall (use arrows). When all the Octoroks are gone, a bridge will extend up ahead. Cross it and go down to the moving platforms. Take the first one down, and when you reach the first horizontally-moving one, take the bow and point up to where another blue eye is. Shoot it, then hop on to the next horizontal platform when you can. Shoot another eye above that one and a chest will be revealed that contains a Power Gem. Otherwise, continue into the rooms to the right.

Once past the sliding spikes, you can hop over the small gaps to get to the lower part of the room. Then, simply bomb the block in your way, run back, wait for the spikes ahead to come by, and make your way through the passage and up into the next section. Inside the chest is a Goron Amber. Continue down the stairs to 1F.

1F
Carefully get past the slithering sparks, jump the small gap and then hit the floor switch at the end to open another shortcut through the room. But then go down the nearby stairs to B1 again.

B1
Take the moving platform to the right, then when you step on the second one (moving up), immediately draw the boomerang and trace it from the lit torch over the other five. This lowers the spikes at the end of the line. Hop off the platform and knock off the enemies here, then go to the lower corner and hit the bow jewel with the boomerang. Hit it enough times so that it points to the left, then fire an arrow at it. It should hit the orb switch in the middle again, letting you continue north up the next staircase.

Point the switch north and shoot it again to hit another blue eye, revealing a chest with a Wisdom Gem.
1F
Careful, another Pols Voice will drop in! Shrink it and slash it to get another Small Key. Use it on the door ahead and go back up to 2F.

2F
Almost done! You'll be in the super large upper room now. A magic block is at the edge of the platform where you start. Pull down the map -- the block will follow any path you draw once you step on it. Make sure your path passes by the south sides of each of the four pillars in the room, again following the "Up-Down-Right-Left" pattern from earlier. Don't make any crossed lines, though, because then the block will get confused and possibly go back to the start.

Once you hit all the eyes in that order, the Boss Key chest appears back at the start. Get back there, get the key, and then draw a new path heading straight to the boss door in the southwest corner.

BOSS: Crayk

Fire an arrow at Crayk as it charges toward you, stunning it briefly and sending it spinning in its shell. Attack the purple barnacles on the shell to break them off, which will then take the rest of the shell with them. Crayk will then attempt to ram you again. Watch the top screen to find out where he's looking, and avoid the minion crabs.

After that, distract Crayk by attacking it in the front a couple of times. As it stands there, guarding, run around to its back and slash at its bulbous blue tail. Keep doing this while avoiding/defeating its tinier minions and you should be done with nary a scratch.


Afterwards, you'll get two more minutes for the hourglass and a Heart Container, then the spirit of Courage will join you.

When you exit the temple, check the mailbox for a new ship part (only if you talked to the Old Wayfarer on Bannan Island first). As you approach the ship, Oshus will there waiting for you. After a cut-scene, it will be time to shove off.

But a rival ship attacks! It's Jolene, and she's after Linebeck. Her ship will catch up to you, and then you'll be taken inside the ship where Jolene will engage you in a duel! Wait for her lunge attack (signified by a short yell beforehand), then slash at her back. After a bit more fighting, she'll jump at you again and you'll have to rub the screen to shove her sword out of the way. She'll then flee. Talk to Linebeck in the crate in the corner to get back up to the deck.
Our next destination is the Ghost Ship to the north. Head to the northwest square of the map, and go into the fog. You don't have to follow the path you drew before -- just go straight ahead a little bit until Linebeck asks you to back down inside. The fairies will then regroup outside, and you'll be tasked with steering the ship. The fairies will act as directional beacons to guide you towards the Ghost Ship -- stand still and turn the wheel until their blinking gets faster. When you're near the "sweet spot" where the Ghost Ship is, the blinking and beeping will get faster and more pronounced. Then head full steam towards the source!

Ghost Ship

Inspect the main deck for some bats that you can kill for extra hearts/rupees, then head inside the door on the left.

B1
Continue straight ahead west until you're trapped in a large room with a couple of dark ghosts. The pots in the corner contain arrows, so use your bow to defeat the ghosts. When they're gone, the blue flames blocking your path will disappear. Continue to the west end of the ship and talk to the little girl in the corner. Agree to her request, then make your way north and back to the east side along the narrow walkways.

Use the boomerang to hit the orb switch at the start, then be careful as you walk the paths due to more ghosts and Skulltulas dropping down. A wall of blue flame blocks your way at the very end -- or does it? To get below it, just go back down the path and hop to the south area. Maneuver your way further down and around until you reach the small chest containing a Triangular Crystal (and hit the orb switch nearby). Take the crystal and walk it back up to where those blue flames are, and place it on the triangular switch. Voila, no more flames!

Return to the chest and head into the large room in the northeast corner, where you'll meet the second little girl. Take her back through the ship. Lead her back along the walkways, making sure to defeat any enemies in front of you, as the sight of a monster will scare the girl, forcing you to go back and talk to her to get her going again. Take her back to where the first girl was to rescue her. Then, once again, return to the other side of the ship. On the south wall is a set of stairs leading to the next floor.

B2
Oh cripes, a reiteration of the Temple of the Ocean King! At least you're not timed, but you will have to avoid the guard -- in this case, a floating Reapling. From where you start, head to the southeast corner, then from there round the corner to arrive at the small room on the west side where the third, yellow-clothed girl is (making sure to of course slice up any enemies and avoid the guard).

As you might guess, you'll have to lead her back through. Hit the orb switch next to her to lower the spikes across the way, which lets you access two chests. Open only the right-hand chest to get a yellow potion, as the other contains a bunk rupee that will summon a second Reapling. If the girl is spooked, the guard(s) will hear it and rush to the scene -- she'll be fine, but you won't, so rush to a safe spot.

At any rate, head to the open section in the middle of the room which has another chest with a Round Crystal. Grab it, and then take it and the girl back to the upstairs. Back on B1, place the crystal into the round switch just ahead to clear the blue flames next to it, then lead the girl through the rest of the area and back to the safe room with the others.

With number three taken care of, you'll now have to look for number four. Return to B2 and head to the west end to take the stairs that lead down.

B3
More sneaking around is imminent, but for now, ignore the levers on the wall and head to the far right corner. The door will close and five Skulltulas will drop down -- use a spin attack to get rid of most, if not all of them at once. When they're all gone, the door will open and the flames ahead will go out. An orb switch up ahead will lower the spikes near the levers, but will also summon a Reapling.

In the small corridor right above that is a safe spot with a headstone that gives you the solution to the levers. Or you could just follow my way ad skip that: 41523. Pull the levers in that order from the LEFT and the spikes will lower leading you to the drums.

Return to the headstone and go down into the room full of drums. A floor switch is hidden by the west wall, so squeeze your way over there.

If the levers still don't make sense to you, check this video on YouTube from henrypan321. henrypan explains it pretty well, and if you agree, be sure to thank him.

The switch gets rid of the last of the blue flames here, so now you can make it to the northwest corner and find the last girl hiding in a drum (the shaking one, obviously). You'll then have to take her all the way back up to B1. There's no winning strategy here -- just be prepared to get there less-than-quickly, and watch out for the guard.

Back on B1, take the girl to the room with the others. A cut-scene will play out, and you'll be taken away outside. Oh my, what a devastating surprise... the girls are actually evil ghosts in disguise. Mercy.

BOSS: Diabolical Cubus Sisters

They'll call this battle a "volley," which is a hint as to what you need to do: slash at the orbs of energy coming at you to bounce them back at the ghosts, while dodging their lasers as well. As you hit them each time, they'll regroup and start firing at you again. Just keep hitting the orbs while watching the top screen to make note of where they're coming from.

Stand farther back on the deck so that you have an extra moment to position yourself correctly when the orbs start flying a little faster.
You can even hit the orbs from the side or rear. As long as the slash connects, the orb will fly back up.
When you're down to one ghost, she'll start to get more aggressive and send out more "trick" orbs -- ones that aren't completely filled with light and you can't slash. Once they explode, you'll have to dodge the "shrapnel" while also batting back the filled orb. Yeesh! After being knocked silly a few times, the final ghost will surrender and leave you with the Ghost Key.



The warp will take you back to B1. The Ghost Key is used on the skull door on B2, so hustle down there.

B2
Run to the skull door in the northeast corner and touch it to open it up. Run into the room and up the stairs to watch a cut-scene. Tetra's been found, but not in the best of shape.

Following the scene, you'll be brought back inside the ship. Talk to Linebeck, and then you'll be brought back to the map.
Sea Chart

Those "X"s you copied on the map a while ago point to our next destinations. Head to the closest one at the northern tip first. When you start getting close, an island is revealed.

Zauz's Island

When you arrive, so will the mail: a letter from Jolene, which you'll place in the inventory. Then head up into the lone hut and talk to Zauz inside. The conversation concerns the Phantom Sword, but you'll need to get three different kinds of steel to have it created: the Crimsonine, the Azurine and the Aquanine. The lame part is that we'll have to start the quest at the Temple of the Ocean King. After the chat, check out the picture on the wall and copy down the Triforce and arrow anywhere onto the island map, then head back to Linebeck and leave the island.

But wait! What about that second "X" on the Sea Chart? The one up against the rocks? There's no mention of it from Zauz, but you may as well check it out just to get it over with. Sail over there, and as you get close, a rocky island will be revealed.

Uncharted Island

Fantastic, there's no area map! However, as you'll see from running around, there are a few Gossip Stones. Most of them aren't gossipy, though, except the one in the center of the island next to the cave. Whack that one and it will give you a hint, one that suggests the order in which you should strike the other stones. If you trace the shape of the island, you'll discover that it's in the shape of a whale spraying water from its blowhole, with the stones positioned at certain spots in the whale's "body." Therefore, as the center stone will tell you, hit the others in the order of tail, spout, fin and eye. Hitting them in this order will summon a bridge to the cave in the center (make sure you talk to the center stone beforehand, though).

Inside the cave, head straight into the next room, a large spring. As you approach the center, the head golden frog Cylos will pop out and say "Hi." Furthermore, he'll give you the Cyclone Slate, a chalkboard of sorts that will let you warp to specific spots on the Sea Chart. Bu-u-ut it can't be used quite yet -- the way to use it is to fire at the golden frogs that leap out from the sea when you're sailing. They'll give you a symbol to copy down that will activate the warp where they're located.

You're done for now. Leave the island and head back to Mercay, followed by the Temple of the Ocean King.

Temple of the Ocean King

Once you reach B1, the Phantoms become Swift Phantoms, but they're not necessarily worse to deal with. Just continue rushing down through the floors.

When you get to B6, return to the large red door. Instead of an hourglass shape, this time you'll have to draw a Triforce symbol according to the pattern you copied down earlier. Start from the top left corner of the door, then draw the Triforce shape without letting up. (Complete the bottom left triangle first, move on to the next, then connect up top to finish.)

Through the door is a small room to rest in. Talk to the skeleton on the left to summon a yellow portal that will warp you straight to B6 whenever you come back to the Temple. Heck yeah! Smash the pots to heal and restock your ammo, then touch the moon door to reveal the stairs down to B7.

B7
Ride the moving platforms up to the northwest corner (face the arrow shooters on the wall to block them with your shield). Once you step in the water, you'll be told that your steps will give the Phantoms a better lead on you if they see the trail you leave. It's not so bad now, though -- just run down to the stairs to the south.

B8
B8 is very similar. To get to the east side, you'll have to cross an invisible bridge near the stairs you'd entered from. On the doorway, it's a little bit above the doorway, but to see exactly where it is, wait for a Phantom to cross it, or use the boomerang or bow to stretch your viewing angle to the other side, where plates at the other edge will mark where it ends. Then note it down on the map and head to the stairs on the other side go to back up to B7.

B7
Now that you're on the other side of B7, wait at the stairs. Ready the boomerang and use it to hit the orb switch the Phantom is guarding. The switch will take out the flames just above the stairwell that block the other set of moving platforms. Run to the platforms (being careful of the second Phantom of course) and ride them north. When the ride ends at the top, go to the left and over to the treasure chest. Inside is a Round Crystal.

With crystal in hand, you must return to B8 by walking back to the stairs at the bottom. As always, be careful!

B8
Cross the invisible bridge again. The switch to place the crystal is towards the center of the west side. Be extra patient with the Phantoms' patrolling, as they can easily pinch you here. Don't forget the red pots if you need a quick hiding spot.

Once the crystal's placed, the door to the north stairs will be freed. Hit the step switch ahead to activate a thermal, then continue down.

B9
Right next to the entrance is a chest with a Triangle Crystal, but nothing else except fire in the way. Grab the crystal and go back up.

B8
Continue to be extra careful and make your way back down to the invisible bridge. Cross it and make your way to the crystal switch, towards the upper wall, surrounded by yellow bombable blocks. Place the crystal to lower the spikes below, which summons a large chest nearby.

First, cross over the spikes and hit the orb switch they were guarding -- this will open the stairs above. To get to the chest (which contains a Spirit Source), fgo up and position yourself above the chest to find an invisible bridge leading down to it. Otherwise, head down the next stairs.

B9
The third crystal is held by the lone Phantom here. In addition, ghosts will appear from thin air and pursue you. Strike them before they strike you, and you'll get bonus seconds from them.

Point the arrow jewel north, then shoot an arrow when the blue eye above it is exposed. The eye will lower the spikes to the west that block a step switch. The switch, as you'll guess if you've been to B3, activates a trap door nearby. Wait for the Phantom to pass over the spot, then trap it at the right moment. However, one trick you can use to skip this hassle is simply to wait at the safe zone where the Force Gem receptacles are, then when the Phantom passes by, simply quietly descend the steps and shoot the Phantom in the back. He'll drop the crystal all the same. Be careful though, he's only stunned. You will not only get the crystal, but also summon a chest in the southwest corner. Get the chest first, which has new ship parts. Grab the Square Crystal and head straight to the northwest corner, where the switch will be. The flames will go away, letting you go back to B8. After you get to a certain point in the game, you should come here and make the phantom fall through a trap door and go to the bottom left corner to get your ship partp prize from a chest. You can do this multiple times but you have to go through the entire temple to come here and get the part from the chest.

B8 - B9
Run straight down and grab the Round Crystal. Since this reactivates the spikes, go back out and around to where the thermal is to get back over the wall.

Return to B9, run to the north center room and place the crystal in the appropriate switch. Run down and across to the northeastern stairs that lead back up to B8.

Back on B8, you must get the Triangle Crystal back. Then go back to the same stairs you just came up and go down to B9.

On B9 run across back to the north center room and place the Triangle Crystal in the associated switch, then, obviously, run back and grab the Square Crystal, and then run it back to the center. With all three crystals placed in the switches, the main door opens. Inside is your reward: the third piece of the Sea Chart! What a trial.
Time to go east, young man (or woman, but Link is a boy...)! Once you cross over, head to the closest island, the one to the south: Goron Island. You'll likely be attacked by pirates on the way, so keep up the cannon fire (consider going straight down first as soon as you enter to avoid them).

And then, once you get close, you're swept up in a whirlpool and will have to face another big monster in the sea. To beat it, you'll have to fire at the brightly-colored eyes on the sides of its body. It will also fire large yellow orbs -- shoot them down to regain the ship's health if needed. Since you're not allowed to move the ship, you'll just have to keep shooting

Goron Island

A few Gorons are pacing around the island, with more inside their cave houses. Start by running up to the next highest level, then all the way over to the east edge. Look down and you should see a Goron on the tip of the southern peninsula. Blow or yell into the mic to get his attention. He'll step on the step switch next to him, which sends out a small bridge.

Cross the bridge and continue to the right. Talk to the larger adult Goron, who will point you to a spot inside the cave above. Turn north and you'll see a black tribal-tattoo-looking path that will lead you into the cave. Inside is the Biggoron. He won't talk to you unless you go and talk to or help all 14 Gorons on the island (your fairy friend will tell you when you're done). When you've accomplished that and talked to Biggoron again, he will give you a six-question quiz after you pay him 20 rupees.

The questions are random, but all come from a pretty small pool. If you're stumped, you can use a hint once per quiz. You also get rupees for every right answer, but you'll find the initiation fee afterward costs the total of your prize money.

Here's the list of all known questions and their respective answers. (If we've somehow missed any, log in and add them to this section of the guide!)

How many homes are there on this island?
6
How many Gorons live on this island?
14
The Goron at this spot! What is he staring at?
Ship
How many Goron children live on this island?
6
Easy one, stranger! What number question is this?!
(Typically 4)
How many Gorons are outside right now?
7
How many Gorons are in their homes right now?
7
Of those Gorons outside, how many are adults?
4
What is on this spot?
Chest
How many Rupees have you won so far? Easy!
46
What color were the odd creatures on the cliff?
Yellow
How many rocks are there in this home?
3

After winning, you can access the rest of the island through the right side by talking to Gongoron -- the kid next to Biggoron -- first. Speak to the Goron kid at the bridge, who will show you where Gongoron is: the cliff on the other side of the island. Run over there until you spot Gongoron, who taunts you, then walks off. Go back to the bridge and speak to the kid again, who will point you towards the gate on the east side. Gongoron will be there, and then run off. But at least you can get past the big Goron at the gate now.

The path opens up into the stone maze to the north. A nearby bomb flower suggests that you'll be doing a lot of bombing, so save your own bombs for now. Bomb all the obvious cracks in the walls -- a step switch towards the middle lowers the spikes across the wall from it. But, when all the cracks are open, there's still no clear path to the other side.

Similar to the earlier parts in the game, there's a weak wall where it doesn't look like one. Towards the northeast corner is another tattoo-ish shape on the ground, and another one further left from that. The second one has a "solid" wall around it, but go ahead and place a bomb in front of it to reveal a hole. This will get you out of the maze. Don't forget to cross over to the area with the lowered spikes for a Force Source in a chest.

A Like-Like is waiting for you on the other side. Keep away from it unless you want to be eaten, but lay a bomb next to it and it may suck it up -- it'll be destroyed when the blast hits it either way. Destroying it lowers one more spike barrier. Cross it, then make your way up to the temple entrance. The step switch near the door lowers a bridge that makes a shortcut to the beginning.

Goron Temple

To start, make your way to the right and then north until you spot a step switch. Nearby is a big dark statue -- push n' pull it down the small path that leads to the switch. Get past the bed of spikes that were just lowered and continue up. Another statue is here, but this one is alive. Grab a bomb and toss it at the statue to knock it back into its motionless self.

Then, push it up to the next step switch, which opens the funny-looking steel door down around the corner. Run back down and through the door to find another jumpin' statue. Bomb it, then push it on the step switch to the left, which sends out a little bridge. Dig up the patch of dirt just up ahead to open a thermal, so you can get up to the next ledge and continue to the west.

Concealed map: Drop a bomb from that bridge onto the orb switch below to summon a chest with a treasure map. But naturally, if you go grab it, you'll have to run back up.

When you get down off the ledge, two more statues will come after you. Try and lead both of them around the area in single file, then toss bombs at them. When they're both deactivated, another metal door will open just below. Take one of the statues and push it down through the door and onto another step switch, which lowers some spikes so you can have a shortcut to the entrance.

Then head into the west corner with the four large columns and a weak patch of wall. You can bomb the wall and head through, but it's a dead end. Instead, bomb the non-obvious wall two spots to the right. Head through the hole into the next room, and then through and down the stairs.

B1
The door will close behind you and two flaming skulls will appear. Hit them with the boomerang first, then follow up with a slash, obviously being careful of the laser eyes rotating in the corners. Cross the spikes below, then round the corner up and towards the northeast corner until you're stopped by the yelps of Gongoron. Offer to help him out, and then you'll have to fight a big blue cyclops. It's an easy one, though: shoot an arrow at it, then unequip the bow and start slashing until the cyclops recovers. Repeat the process and he should be gone pretty quickly.

Go back towards Gongoron and he'll start talking again, this time offering to help by letting you switch to him via a button on top of the touch screen. Touch it, and then (as Gongoron) roll down into the room of rocks. Three of them are actually those rock-headed Chuchus. Tap them so that Gongoron will jump onto them. Continue until they're all destroyed, and the spikes below Link will disappear. Switch back and continue down. Defeat the Like-Likes with bombs, and that will lower the spikes over on Gongoron's side.

Switch back to Gongoron and roll down to the spikes, then take a flying leap (or would it be a leap-roll?) over the gap to find a step switch. Put Gongoron on the switch, go back to Link and step on the switch to his side. This summons a large chest on the center platform, which contains the Bombchus! After grabbing them, the next spikes just below Gongoron will lower. Switch back to him and roll down into the next room. Defeat all the slithering enemies to open up the metal door below the entrance on Link's side.

Switch back to Link and head down through the door. Slash more slithery creatures to summon a small chest with rupees. Otherwise, go down around to the small hole on one of the walls. Equip a Bombchu and draw a path for it through the hole and into the small corridor, ending at the orb switch. When it hits the switch, the final spikes to the left will lower. Cross over and take the next stairs up.

1F
Run over to the mouse hole in the wall. Send a Bombchu through, over to the orb switch. The switch will activate a bridge across the adjacent gap as a shortcut to the entrance. Then go back down the stairs behind you, and down again to B2.

B2
Run in and destroy the Like-Like (with bombs or Bombchus, whatever you have the most of). Behind it is a rock that blocks a hole in the wall -- get rid of the rock, then run up to the northeast corner where there's an orb switch. Take a Bombchu and guide it back down, through the hole, ending at the orb switch in the right-hand corner of the passage.

Once you let the Bombchu go, start slashing at the orb next to you to keep it activated. When the Bombchu explodes, it should activate the switch at the same time. With both activated, the spikes to the left will lower, letting you go down again.

B3
Defeat all the goblins around here to summon another small chest o' rupees. And then it's another Bombchu puzzle: First, hit the red orb switch near the mouse hole to change it to blue, then send the Bombchu through the hole towards the orb switch inside the passage. As soon as the 'chu passes over the red blocks, hit the blue switch to turn it back to red, so that the 'chu passes over the blue blocks and hits its switch. That will lower the spikes to the right.

And then, as you reach the east end of the room, more stomping statues will assault you! Quickly normalize them with bombs, then push them onto the step switches they were once standing on. This opens the next set of spikes, so head down to the south wall and take the stairs up to B2.

B2
More locked-in fighting in the room to the right. Dispatch the two cyclops the same way as before, then continue up to the patches of quicksand. More spikes block your way; stand by the spikes and send a Bombchu down to the orb switch below to pass over them easily.

More slithering baddies are along the path and in the big patch of quicksand. Get rid of them all to summon a chest with a Goron Mineral. Use Bombchus to reach the farther ones. Though you're supposed to hit the two orb switches in the north and south corners, it's a good thing to get rid of the enemies due to their unpredictable movements.

When those two orbs are hit, a large chest appears back on the other side. Go over to the spikes, then send a Bombchu across the small sands down to the previous orb to get past again. In the big chest is the Boss Key! Take the Key back up to B3, where the Boss Door is right nearby. Head down to B4, and don't forget to check the headstone to activate the warp back to the entrance.


BOSS: Dongorongo

You'll have to use Gongoron again. As Gongoron, start by rolling around and distracting Dongorongo. Eventually it will begin to charge towards you -- just keep moving to dodge it. Once it hits a wall, it'll be slightly stunned. Start tapping on Dongorongo to slam into it with Gongoron. Keep it up until the boss is completely tipped over and dazed.

At that point, switch to Link and send a Bombchu up to the boss' mouth.That's the gist of it, though enemies will also go after Link when you're using Gongoron -- keep an eye on the partner button at the top of the touch screen and touch it when it blinks "DANGER" to switch to Link and dispatch the enemies.

Three Bombchu sandwiches and Dongorongo will fall. But as you cross the bridge over the sand, he'll get back up! You'll have to fight him alone this time. Simply run around the arena dodging his flames until he starts sucking in air. At that point, take out a bomb and toss it into the vacuum and Dongorongo will swallow the bomb and collapse from the explosion, exposing the blue jewel on its back. Start slashing at the jewel until Dongorongo gets back up for the next round. Again, do this two more times and the boss will finally be gone. Along with the usual rewards, you'll also get the Crimsonine.


Before going back to Linebeck, see the Biggoron again, who will congratulate you and reward you with a few rupees. Then go back to Linebeck and hit the seas again. Out on the sea, head toward the next charted island -- the one in the far northeast corner. Once you get there (don't forget to keep your eyes peeled for a golden frog nearby), the map will zoom in so you can concentrate on the island. Enemy bats will swoop in constantly to bug you, but they can be easily shot at. The island is obviously blocked off by huge pillars of ice, so you'll have to get rid of them.

Chart a path for the boat that goes around the map -- four or five passes around should be enough -- and as the boat goes around, rain fire onto the ice wall. The pieces will submerge (turn dark on the map), and along the way you'll probably have to shoot down the enemy bats too. And then, when all the ice is gone, the island is revealed and you're allowed to dock
If you'd like, explore and meet the Anouki natives. A few of them will direct you to the Island Chief's house, which is to the east and up on a raised ledge. Go inside and talk to him, and he'll ask a favor of you: search out and get rid of the enemy Yook, who's masquerading as one of the natives. The culprit is in one of the six huts up at the Anouki Estates.

When you enter the huts, talk to the villagers inside -- all will either accuse or defend another. At first, talk to everybody, then start accusing the one you think is a Yook (you must have talked to everybody to accuse). If you're wrong, you'll freak out the villager, and have to start over by talking to the Chief again (highly consider saving your game before accusing, if wrong, turn off DS and try again). If you need a hint, you can pay the villager just outside the huts 100 rupees to learn a valuable tip. Don't forget to take notes on the map so you don't lose track of who's who. Then, when you know you have the suspect, book 'em. They should turn into a Yook, and then blow you out of the hut with their breath.

Return to the Chief with your findings, and he will open up the Great Ice Field, so you can take "revenge" on the rest of the Yook. Continue east to the Ice Field. There, you'll have to defeat the handful of Yook patrolling the grounds. Go up to them and wait for them to start inhaling, then throw a bomb at them, and watch them swallow it. When the bomb explodes they'll be dazed, so follow up with a few sword strikes. When all six are defeated, the path to the temple will open. But once you cross to the next screen, you'll be ambushed by another Yook. Defeat it, then enter the temple.

Temple of Ice

Start by hitting the nearby orb switch to lower the red blocks ahead, then press up against the raised blue blocks and use the boomerang to hit the switch again. Continue up and down the narrow bridge past the spinning spikes. A nearby step switch will open the door leading back to the entrance. With that open, stay where you are and send a Bombchu up to the orb switch. Run back up the bridge as soon as you let go of the 'Chu, and walk over the now-lowered red blocks in the upper corner and up the stairs.

2F-3F
A hallway will take you up again to 3F. To hit the orb switch below, run across another narrow bridge and hop up on top of the wooden stake. Now that you're high enough, pull out the boomerang and use it to hit the switch. Continue across the lowered ice spikes onto the large main room. Four levers are right nearby, and a series of headstones will give you clues for the order in which you pull them. Highlight this text to learn the order: 1 4 3 2. A metal door on the south wall will open.Next, make your way up to the locked wooden door by navigating the icy narrow bridges. Then cross left and down another bridge to the lower left corner. You'll see a color orb switch to the left -- toss a bomb down to activate it and lower the blue blocks in the room. Jump down to the nearby blocks and grab the treasure, a Wisdom Gem.With the blue blocks lowered, run to the lower-right corner and up the small ledge there, across the set of five blue blocks. The path leads to a platform in the center with a headstone that gives you another number clue: 2 1 / 3 4. Note that down, because you'll need it again later. As the stone says, stand on the blue tile and use the boomerang to hit the four orb switches in the corners according to the pattern. Hitting them will send down a Small Key nearby; use the boomerang again to grab it, then make your way back to that locked door. The stairs will take you down to 2F.
2F
Another couple of Yook will greet you when you arrive. Defeat them the same way as usual to release the door and reveal a new treasure: the grappling hook! You can hook it onto the wooden stakes and sling yourself over to them. Grab onto the nearby one to reach the next set of stairs leading down.

1F
Head up from the foot of the stairs to find a series of "tongue" statues. Defeat the skittering enemies around first, then stand away from the statue that doesn't have red eyes, and attach the grappling hook to it to pull the tongue down and activate the statue, melting the ice spikes below. Cross the gap via the stake below and go down to find a step switch that opens another door to the entrance.

Head to the center and use the grappling hook technique on two more tongue statues, which melts the spikes in the lower left corner blocking the next stairs. Before that, though, hit the color orb switch to lower the blue blocks, so you can get through to B1.

B1
Down near the stairs is a tongue statue walled in and blocked by ice spikes. Use a bomb to destroy a weak patch of wall in front, then step on the step switch inside to reveal a chest across the gap. Use the chest as a grapple point and swing over the gap. Then hit the step switch there to extend a bridge back to the start. But rather than cross that, go to the right-hand end where the pots are located. Destroy the pots to reveal a little blue tile on the floor. Place a bomb there and watch another piece of wall blow away, then continue up.

You'll have to do more grappling hook work. Start from the right side and stretch the grappling line over the two stakes on opposite sides of the large gap to create a tightrope, on which to walk across. Once you've crossed it, look up to find a lever across another gap. Grab onto it with the grappling hook to reveal a treasure chest in the lower right corner. Continue to the right and up the slippery path to another wooden door. Next to it is another tongue statue. Stand as far back from the statue as you can and whip the grappling hook at it to pull the tongue out. The ice spikes down below will melt, but will only be gone for as long as it takes the tongue to roll back. Run down there -- being careful not to slip and fall! -- and make it past the spikes.

Grab the small key from the chest, pull down the block obstructing you at the end of the line, then run up and hit another step switch to extend another shortcut bridge. Go back up to the locked door and open it to grab a Wisdom Gem from a chest. Then back out and run a Bombchu to the color switch that's also there to alternate the red and blue blocks again -- the red ones will have to be lowered before continuing.

Go back across the stakes but this time head to the left. Stand next to the first stake and use the boomerang. Try and hit the four orb switches surrounding the jeweled eye in the center -- it won't be easy, but it's possible to reach just far enough for the boomerang to connect. When the switches are hit, the spikes in front of the eye will melt. Walk on the tightrope in front of the eye and hit it with an arrow. Doing so will melt the spikes in front of the tongue statue when you first entered the room. Use a bomb on the wall below to make it back there easily.

Then, like before, stand far away from the tongue and grapple onto it. Seriously, pull it as far as possible, because once you let go, you'll have finite time to run back up to the left-hand stake and start grappling onto the next few in order to cross over to the upper right-hand corner before the metal door shuts. On the other side of the door is the Boss Door, and steps leading to B2.

B2
Turn left and run up to a pair of torches on both sides of a gap. You can use them as grapple points, so latch onto the opposite one and swing across. Then run to the right into another Yook ambush. Defeat it to melt the ice in front, letting you access another set of stakes. Use them to walk up to the north end, where you'll find another pair to the left. Lay a line across them, then push yourself against the rope, slingshot-style, to fling yourself over the gap ahead.

Continue down to find a set of four orb switches. Bring out the boomerang and hit them in the same 2 1 / 3 4 pattern as earlier, or simply use the spinning sword attack. This will reveal a big chest down by the staircase. Head down there, but since there's still ice blocking the chest, you'll have to continue to the right, past the staircase. You'll find another close-together pair of torches next to the wooden door. Create another connecting line and use the slingshot technique again to get up to the ledge up slightly above, not to the path to the south. Be careful not to slip off, then creep to the left and grapple over to the torch on the left, then up to the next. Shoot an arrow at the eye up above to lower the door just up ahead.On the other side of the door are two blue eyes and two stakes below them. Before sending a rope across the stakes, step onto the narrow center platform between them, then position yourself ahead of them, and connect the rope across them. Face the rope and shoot arrows at it, positioning yourself well enough so that the arrows bounce off and hit the eyes. When both eyes are hit, a chest will appear containing another small key. Run back down to where you went up that first slingshot and unlock the nearby wooden door.

Continue into yet another Yook ambush room. Clear it out to get a free red rupee. Otherwise, exit the room and continue to the right. The next section involves more stake-and-grapple trickery, as you'll have to hop onto the stakes, then swing over to the next highest one. Get up to the top of the hill and hit the step switch to melt the nearby spikes. Go back down and cross over the spikes and navigate another slipperly little path. Be careful of the skittering enemy here (try using bombs), then at the end is another step switch that will finally melt the ice in front of the big treasure chest back at the start. Make your way back over there and open the chest to get the Boss Key.

Take the Boss Key back up to B1 and use it in the door, then prepare for another fight!


BOSS: Gleeok

This will likely be your longest boss fight in the game so far, as the Gleeok heads are slow and it may be easy for you to misjudge their attacks.

Basically, you'll need to watch the heads on the top screen, and when they're ready to shoot a fire (or ice) ball, immediately draw a diagonal grapple line across the stakes in the ground to slingshot the fireball back at the heads. Stay far back so you don't get snapped by their mouths, either.

Repeat this enough times to break each heads' masks off. By now they'll have flooded the area temporarily, sending small icebergs flowing down -- hit them for quick health pickups, then wait for Gleeok to reappear.

When both heads are mask-less, they'll destroy the top stakes, leaving you without the slingshot option. Instead, avoid them carefully until they lunge forward a bit until you see a hook-shaped part of their necks dangling on the bottom screen. Grapple onto the hook then connect it to the nearest stake to pull the head down, then run up and start slashing. Do this enough times to neutralize one head, then the next, and you'll have finally defeated Gleeok.


From that you'll get the Azurine. Warp back out of the temple and head back to the ship. Or, if you want a few extra rupees, you can use the grappling hook to explore the upper walls of the Great Ice Field.

Time to face the Ocean King Temple again, for better or worse.
With the grappling hook and Bombchus, you should strongly consider going back through the floors from the beginning, seeing as you can use both to reach shortcut doors that can save you a lot of minutes by the time you reach the B6 checkpoint. Use the slingshot technique on the upper part of B3 to start off, and after that it should be pretty simple to figure out what you need to do on the remaining floors. Bombchus are used on B4 to slip through to the enclosed orb switches, for starters. The next two floors are straightforward. When you get to the red door on B6, draw the hourglass first and sneak through the door to grab another yellow jar for 30 seconds, then come back out of the red door and draw the triforce. This way you can get your time for the first six floors down to precisely 0:00!

You can also use Bombchus to cut some time in the B7/8/9 crystal-fetching run. But when you reach the end with all three of the shaped crystals, place them in a specific order this time: the square crystal first, followed by the round crystal and triangle crystal. When the door ahead opens and you step through, the room will shake. Something happened back outside, so go back down out the door to find that you're now on B10!

B10
Another new class of Phantom appears on B10: the teleporting variety. If you're spotted, the farthest one will pop up right next to you, so do be safe out there!

Start by pulling out a Bombchu and directing it down through the wall below, and ending at the orb switch at the northeast inside corner -- this lowers the spikes on the west side. Run over there, but stop at the boulder in the northwest corner. Stand behind it and grab on, then push it forward until it rolls down the hall and strikes the Phantom on that side, destroying it and revealing a small key. Run down past the spikes and grab the key, then continue down to the southwest corner.

Bring out another Bombchu and send it through the nearby hole, up to another orb right above -- spikes on the east side will be lowered. Run back up, this time heading for the northeast corner where another boulder is located. Hop on the pegs and use the grappling hook to get up to it, then push it down to destroy the second Phantom. You now have free reign of the floor! Continue back down to the south wall. A not-so-obvious patch of the wall is bombable, so blow it out and head inside. From here it's a fairly smooth run to the exit door.

B11
Maximize your safety by staying at the starting zone and getting rid of the nearby Phantom Eyes, then start exploring.

The goal here is to hit four step switches in each corner of the room. Start by heading to the southeast corner and hitting an orb switch there to extend a nearby bridge. Up in the northeast corner is a lever that will extend the second one. Another lever across the room in the northwest corner will extend another one. From there it's a matter of simply digging up the nearby thermal holes, floating up and running over to the switches. For the southern switches, use the grappling hook to get across to the southwest one. When all four step switches are activated, you can then head to the exit door.

B12
Like B3, you'll have to place three Force Gems in the center room. Pull the lever next to the entrance to get out of the center room, dispatch the nearby Phantom Eye, then make your way up to the northwest. A larger, open area has a chest along the north wall. Before opening it, though, grab the nearby red pot and toss it somewhere close to the chest, because as soon as you open the chest and grab the Gem, a Phantom appears right next to you, and will stay in that spot, scanning the area. Run to the minisafe zone left by the pot, and sneak by the Phantom as soon as he turns his back to you.

Place the Gem in the center, then go down. Avoid another (teleporting) Phantom, and look for the step switch to the left. This will lower the spikes below, giving you a nice shortcut back to the entrance. The Gem is on the Phantom, though, so stun it by shooting it in the back with an arrow, then quickly grabbing the Gem and taking it up to the center. You may have noticed that ghosts appear when you reveal a Gem, so watch out for them and strike when you spot them.

The third Gem is on the east side, obtained in the same way as the first one. The Phantom that appears is a red Swift one, so you'll have to be swift, too! But it's still pretty easy, and before long you'll be back to the center to place the Gem!

B13 is the last floor. Run to the center and grab the Northeastern Sea Chart from the big chest, then warp out and head back to Linebeck.

Sea Chart
Obviously, make your way to the northeastern quarter of the map. Only two charted islands are here, and the big one is blocked by a cyclone. Set a course for the smaller one in the corner.

Isle of the Dead
Start by heading into the nearby cave, where you can read the journals of an explorer trying to figure out the island's secrets.

In the text, he mentions that there is treasure in the room, somewhere. After reading throught the books, go left and bomb the middle of the passage way at the top. This will open a cave with a black ruby maze. Navagate it carefully for a treasure map, and 3 other treasure chests of booty.

Basically, you must find a way into the northern graveyard where the six sages lie. Beware the animated skeletons and Like-Likes baiting you with rupees, and head towards the temple in the northeast.

Inside are two stones with clues written on them. The one on the right reads "west 13 and north 7." What the heck does this mean, you wonder? Head back outside to find out. Go straight down to the southeast corner, where a lone tree stands. Look at the stone path leading to the tree -- this is what the clue pertains to. Start from the tree and walk west, counting 13 tiles. Stop on the 13th tile, then walk straight north 7 tiles. Stop at 7, and use the shovel to dig on the spot you're standing on. You'll reveal a hole leading underground.

Hop down into the underground passage, and bomb the wall directly in front of you. Inside is a room with scores of rupees, and another clue: "face west from the king's eye and shoot an arrow." Grab the treasure, exit the room, and continue through the passage, dodging the boulders and whacking the Keeses along the way.

At the end are stairs leading back outside -- onto the "roof" of the passage, where a chest holds a treasure map. This is the "eye" area of the map, so walk to the left edge and shoot an arrow at the orb switch across the way. Shooting it will lower the steel door that blocked you from the graveyard. So, just jump down and run over there!

Six of the headstones in the graveyard hold clues from the island sages; the rest are too worn to read. Check them all to get all of the clues pertaining to the rooms in the confusing temple, and note them down on the map. Actually, you only need the first five directions, as the sixth stone just tells you what's at the end. At any rate, head back to the temple when you're ready.

Highlight this text for the Directions: North, East, East, North, North

In the temple, simply start running through the rooms according to the pattern you noted down from the graveyard. If done successfully, you'll end up in a small chamber with four columns and a pedestal at the end. Touch it to speak with the spirit of Brant. After speaking with him, he'll open the door up ahead. Exit to find yourself back outside, where a big treasure chest is just up ahead. Inside is the Regal Necklace, which is what you can use to get past the cyclone in front of the Isle of Ruins. You're done here, so backtrack to the ship and set sail for the Isle of Ruins!

Isle of Ruins
Well, doesn't this look big and confusing! To be honest, it's not as bad as it looks. You'll have to start by navigating the twisty mazelike walkways on the west side, but to get there, go through the cave up ahead. Halfway through you'll be ambushed by two of those nasty lizard-y warriors, so pull out the boomerang and get ready to whack 'em. Once they're gone, continue through the cave to get back outside.

Running along the narrow paths here is actually pretty easy, since there are plenty of gaps in between them that are small enough for you to jump over. The only real danger are more of those deceiving Like-Likes that pop from under the ground -- if you see rupees on the ground, send a boomerang over there first to trick the Like-Like. Just be careful and make it up to the northwest corner, where you can cross a bridge and get out of there.

Continue north up the hills, whacking more enemies and dodging more boulders, until you reach the small black temple in the corner. Inside is a pedestal containing the "third knight," Bremeur. There's also a giant gold pillar with a keyhole, but you'll take care of that later. Talk to Bremeur, who will refer you to Doylan, the second knight. Head back outside, where a bridge will extend nearby.

Take the bridge east towards the other small temple on the far end. Be careful not to fall back down to the boulders at first, and run across a couple more bridges before reaching the temple. Doylan's temple is a bit trickier to get through, as it has more rogue boulders rolling around, arrow shooters and even a trapdoor before the first staircase! It's still a short trip, though. Head up to the next floor and talk to Doylan's ghost, and he'll give you the King's Key; the item you need for that pedestal back at Bremeur's temple.

Retrace your steps back to Bremeur. Use the King's Key on the golden pillar to drain the excess water from the island. Now to head for the medium-sized temple to the south. Exit the Bremeur temple and hop right down to the boulder area. Make your way to the east until you reach a series of stationary boulders blocking your path. At least one is on a small hill, so run up to it and push it to the left so it rolls down the hill and busts the other boulder in its path.

Head down to the next section where there are a few skeletons and another boulder on a hill. Push it to the south so it breaks the boulder in front of the bridge below. Take the bridge down, and run up to the nearby step switch to extend another bridge that will give you a nice shortcut. Otherwise, run around the perimeter of the temple to the east side in order to reach the entrance.

Inside is the knight Max. He'll lower the steel door to the corridor that leads to the "Great Temple." But you'll have to figure out how to crack open the big red door to even access the corridor. The solution can be found back at the narrow-walkway area.

With the water drained, you can hop down and search out the stone tablets that give you the clues on how to draw the sacred symbol on the red door back at the corridor. Five tablets will give you the clues, while others won't tell you much. The correct tablets will give you the order and the direction with which to draw your lines on the door. Note them down as you find them; they also follow the formation of the dots on the door if you need help looking for them.

If you'd rather bypass that, just highlight this text for the full solution: Start with the upper left dot then draw across to the right; then straight down; diagonally up to the middle; diagonally down to the lower left corner and back up to the start. The shape is basically a "W" with a line over the top of it.

Run back to the corridor and start to draw the symbol on the red door. You can now run through the corridor, but you'll again be ambushed by lizard thugs. Get rid of them to open up the steel door that will finally take you up to Mutoh's Temple.
The path diverges right at the start. First, do some scouting: take the east path -- slowly! Trap doors are near the beginning and end! And clear out the Keeses until you reach an impassable gap! Then run back down to the entrance and place a bomb next to the right-hand orb. Dash back to the gap -- faster, yes, but still being careful -- as once the orb switch activates, you have a very short amount of time to cross the bridge that extends over the gap. Alternatively, and much easier, stand close to the gap and send a bombchu back to trigger the switch.

Cross the bridge and curve down to find a step switch that opens the adjacent door for a shortcut back. Otherwise, continue up into an ambush room with skeletons. They're as easy to beat as they were on the Isle of Ruins, so wipe them out and another little bridge will extend up. Hit the step switch at the end. You may notice another one across the spikes. Surely you know what to do next.

Go back to the entrance and this time take the upper path. Again, do some scouting to get rid of the Keeses and learn where the traps are. The added wrinkle of the moving platform blocks in this section makes it a little bit harder to get through in time, so keep an eye on the map to try and nail down the timing. At any rate, use the same bomb technique on the orb and start making the run through. At the end is another ambush room and step switch. Both switches will lower the spikes and clear the path to the stairs.

B1
Huge and confusing map, huh? Not exactly. You'll come to this floor several times, and in different sections, so just take it as it comes. Start by turning right and defeating the skeleton, then down across the bone bridge in the water. The path will then lead to a staircase.

1F-2F
Avoid the turtles in the 1F hall and continue up. On 2F is a small maze dotted with rupees; some hiding Like-Likes. Use the boomerang to see what's what, and check the chest in the corner of the maze for a Ruto Crown treasure. Further down is a ledge where you can step up and drop down to find a rusted step switch and a staircase next to it.

3F-2F
Skeletons and Like-Likes will threaten you up here. Defeat all of them to reveal the big treasure: a hammer! Ciela holds it, so you can tap practically anywhere on the screen to slam it down. Once it's acquired, go back down the stairs to 2F and use the hammer to hit the rusted switch. The metal door opens, and beyond it is a metal plate with footprints on it. You may have seen a couple in the Temple of the Ocean King -- they're catapults that will shoot you up to the next level. Stand on the footprints and slam the hammer on the peg directly in front to get up to the next ledge. Do it with two more plates until you meet more turtles. Now you can damage the turtles by hitting them with the hammer to turn them over and then following with a sword strike. At any rate, jump down off the right-hand side of the ledge and back down the stairs.

1F-B1
Back on 1F, run to the next nearby rusted switch and slam it down to open another metal door blocking the stairs. You'll be back on B1, in the middle section. Follow the path left up to the two boulders. Push the higher one off towards the lower one to break it and continue up the bone bridge. A locked door is up ahead, so take the bone bridge leading left into another ambush room. Defeat two skeletons to open the door blocking the staircase.

B2
Hit the two rusted switches by the door to activate the spike roller, then sneak by it and continue down to the moving platform. Here, you'll have to hit the rusted switches on the side walls and get rid of the skeletons. Take care of the skeletons first by using arrows, then follow up with the hammer and hit the switches. Ride the second moving platform and, at the bottom end, hit one more switch to activate another spike roller so that you're not carried right into it. A treasure chest below has a Wisdom Source. Otherwise, continue up the small steps to the right and onto the next ledge. A small key is in the chest at the top, and nearby are stairs leading back up.

B1
The big door ahead takes you back where you were last time. Take the bone bridge up and unlock the wooden door. On the other side is a pyramid switch. Hit it and the water will drain from the floor. Jump down between the two bone bridges and continue left along the floor. Defeat the skeleton, then observe the set of red and blue tic-tac-toe tiles. You'll have to turn the blue Xs over to be all red Os. Easy enough: just pull out the hammer and hit the center X to turn them all over at once. This opens the metal door just below.

Run down to the small steps and up to the hammer plate. Use it to fling yourself up to the next ledge, then pull out the bow and shoot an arrow down to another pyramid switch to raise the water again. Now you can take the adjacent bone bridge down. Along the way you'll find another tic-tac-toe set. Once again you'll have to turn all the Xs over to Os, but it's a bit more difficult since the center tile is already turned. Note that you can flip just the one or two tiles on the diagonal edges by slamming the hammer outside of those tiles, so play around with them for a bit until just two diagonal Xs are left.

Completing the puzzle opens another metal door to the right. Run over to where it opened, but of course you'll be blocked by the railing. But you have a clear shot of the pyramid switch, so it with an arrow and bring the water back down. Then return to the floor to find a staircase in the floor leading down.

B2
You're getting so closer... and in this part of the room is another tile puzzle, with an extra row to deal with! We don't have a surefire way to beat this one; you'll have to continue to play around. Use the trick with diagonals we mentioned earlier and see if you can get the Os in an "L" shape around the edge, leaving just six Xs you can easily turn over with one hit.

Synchronizing the tiles extends a little bridge nearby, letting you access another staircase.

B1
Back upstairs, this time towards the southeast. Run to the right and you'll see a hammer plate, as well as a raised set of tiles arranged in a specific pattern. Copy it down, as you'll have to recreate it up above. Use the hammer plates to go up two ledges and, at the top ledge, stand on the gray tile and throw the boomerang across the gap at the arrow-direction switch to point it south. Fire an arrow to hit the pyramid switch at the bottom and raise the water once again.

Now walk over the bone bridge to the upper set of tiles, where you must recreate the pattern you saw below. Again, use the diagonals trick to fine-tune the flipping, and when the puzzle's completed, the metal door down by the hammer plates will open. Run across the bone bridge and hit the pyramid switch again, then jump down to the door.

Run through and head north to reach another part of the floor with more boulder play. Push the first boulder onto the adjacent hammer plate, then hit the plate to fling the boulder up. Do the same thing with yourself, then shove the boulder down the steps to break the second boulder. Then run straight to the right to find a chest with a small key. Go back up to the nearest hammer plate to send yourself up to the next ledge.

Don't go upstairs yet, though! Instead, run to the far right wall and look for the next wooden door to open with the key. Open it, then run back down to the floor. You'll find a boulder sitting on another hammer plate -- hit the plate to fling it up, then continue to do the same thing to yourself, "following" the boulder up the next few ledges. When it reaches the top, push it down the steps so it rolls into the boulder guarding the big chest with the -- yes! -- Boss Key! Go back down to the floor and head left towards the staircase leading down.

B2
You'll have to take the key on the nearby moving platform as you try and get past another skeleton gauntlet. Drop the key on the platform, then shoot as many skeletons as you can as the platform floats along to the boss door. Open the door, then fling yourself up to the boss chamber.



BOSS: Eox

Once again, like so many of the other bosses, this is a pretty obvious fight. However, nailing the timing is what's going to drag it out. Several hammer plates surround Eox, and you must launch yourself up and use the hammer again to constantly pound on the red stakes on Eox's body. Pounding them enough to break the stones around the stake, thereby breaking down Eox's body. Of course, once you touch down again, be careful of Eox pounding you with his fist.

To reach the rear stakes (especially the one on Eox's head), go ahead and roll between his legs to confuse him and to get some time to reach the top.

When all the stony parts of Eox are broken off, you'll have to continue hammering his body -- specifically, four buttons on his front. Hit them all at once and the body will finally collapse, leaving just the head. Eox's head will then start shooting arrows and quickly stomping towards you. Get the head near a hammer plate, then put yourself on it and launch yourself so that you land on the head, where you'll strike the jewel on top with your sword (or, to do even more damage, clonk the jewel with your hammer!). You'll likely be knocked off, so attempt to get up there again, and after a second session of slashing, Eox will vanish in a cloud of dust.

Exit the arena via the hole in the floor to reach Mutoh's chamber. Talk to Mutoh's spirit to receive the Aquanine. Then, as always, warp out and run back to the ship.
Say "hi" to Zauz again, now that you have all three of the pure metals. He'll start to smith the magical blade. But he'll need some time, so you'll have to find something else to do.

Go back out to the ship and the mailman will arrive, with a special message from Jolene challenging you to a "revenge" battle. Talk to Linebeck, telling him you'll accept the challenge. Then shove off.

Now, find Jolene. If you're lucky, she'll be on the same part of the sea you're in, so simply draw a route until you get close enough for her to spot you and come after you. This climactic battle with Jolene can be beaten the same way as any other encounter with her, though this time she's quicker with her dash attacks. Therefore, stay at a distance from the beginning, and as always, strike her just after her dash attacks. You'll have to rub swords with her at least once, and then follow up with one more strike to defeat her.

Next, get Linebeck out of his hiding crate and then back onto the sea. Return to Zauz's Island and speak with him again. He will have now completed the magic blade, but it needs a handle first. Take the blade and go back to the ship. Return to Mercay.

Mercay Island

On Mercay, run all the way back to Oshus's house. Speak to him, and after studying the blade, Oshus will use the power of the Hourglass to create the handle for the blade, and give you the completed Phantom Sword. After some more chatting, it's time to head back to the Temple of the Ocean King to face the evil Bellum. You'll meet Linebeck on the way there, who has one more inspirational message for you.

Temple of the Ocean King

Once again, you'll have to contend with the basement floors, and even deal with the annoying B7/B8 fetch quest. But it's not that bad, as the Phantom Sword will let you strike the Phantoms from the rear, destroying them in one hit! This should make things go even smoother, and if you defeat all the Phantoms on a floor, a small treasure chest will usually appear.

Other than that, follow the process from the last Temple visit. On B9, use the special crystal placement pattern to reach B10, then continue the same as before. (Now that you have the hammer, you can take the second exit door on B11 for a quick shortcut to the middle of B12 using the hammer plates.)

B13
B13 has an added twist this time: you'll have to defeat all three classes of Phantom in groups of three. Make things more doable by running to the right and grabbing the red pot, then tossing it down somewhere below so you have a quickly, reachable safe zone. Alert the Phantoms, run to the zone, then strike them when they turn their backs. When all nine Phantoms are gone, the large door in the center opens.

The door leads to the bridge that will take you into Bellum's chamber. You can get one last warp point here if you want to refresh your health or to buy potions (a very good idea, by the way). At any rate, save the game and head up the big stairs inside.



BOSS: Bellum (I)

So Bellum isn't exactly an evil magician or thief -- nor human -- but he's still powerful. As soon as the fight starts, pull out the grappling hook and start pulling at the purple growths around Bellum's body. Be careful for the ones that splash next to you and turn into slime creatures; use a spin slash to get rid of them quickly. With all the bits pulled off, latch onto Bellum himself to drag him towards you, then start stabbing him. Eventually your attacks will push him across the pool, so quickly run over to the other side and keep up the offensive.

After that, Bellum will burst out of the water and fly up to the next level. Take the stairs by the wall and run up there. Now you'll have to avoid the slime creature minions, while also avoiding Bellum's tentacles slapping you, with the aim of striking the tentacles with arrows. Shoot all the tentacles until the eye on each one turns purple. Once that happens, Bellum will drop back down into the pool, where you must yank off all the purple bits again and strike Bellum as you pull him in.

Bellum will fly up again, so run back up. The tentacles are smarter this time, periodically closing their eyes and making it harder for you to strike them, as you'll still be contending with the slime creatures and more slapdowns from Bellum. The best advice is to be patient.

After all the tentacles are struck this time, Bellum will fly up to the next highest level, so take the stairs again. The tentacles will close their eyes even faster this time, so you'll just have to be extra patient. Worrying about the slime creatures should always be priority number one, as they move swift and can hurt you more than a tentacle slap.

Finally, after the last tentacle is struck, Bellum will expel a ball of energy and plummet once more to the bottom. The energy gives Ciela a new power of stopping time. Run back down to the ground floor to find Bellum floating around the outside of the pool, intending to ram into you. As Ciela explains, once you see the hourglass icon appear at the bottom of the screen, touch it and draw a figure eight to stop time. Do it at the right time just as Bellum gets close to you so you have a clear shot at his big eye, then with time frozen, start striking. Get out of the way just before the timer ends so you're not hit, then wait for Ciela to charge up her power again.

After one or two more strike sessions, Bellum will spaz out and plummet into the pool. Is he dead? Who cares, the place is caving in! A warp sends you back to Linebeck's ship, where Tetra will be restored from her stony state. But then a tentacle from Bellum takes her again! This isn't over!


BOSS: Bellum (II)

This time Bellum will have taken control of the Ghost Ship. Linebeck's ship will chase after him, and it's up to you to attack. Whatever you do, do not let up on the fire. You should be attacking the purple spores on the side of the ship, but whenever you see a bright purple ball or two headed towards you, shift your fire on it, as it hits pretty hard.

That's just about the crux of this fight -- keep up a good shooting rhythm so you're not panicking when a purple shot is closing in. After being cleared of Bellum's spores, the Ghost Ship will sink. Linebeck will steer you up to the deck to finish Bellum off, with one last offer to save your game. Sure, why not?

A cut-scene will set up the final battle: Bellum takes control of Linebeck and puts him in a big nasty suit of armor.


BOSS: Bellum (III)

Run around the deck avoiding Bellum until Ciela's ready with her time-stopping power. Use it and watch what happens: nothing. Ciela then moves to Bellum's back, but is caught by a tentacle. But this way, she can give you a view of the back, which shows Bellum's giant eye opening and closing periodically.

Strike at Bellum until you end up pushing swords together. Win the struggle, then strike again to stagger him. Ciela will give you another ball of hourglass power. Watch the top screen and wait for Bellum's eye to open (also signified by a distinct sound effect, in case you're better off concentrating on the bottom). At that point, stop time and run around to the back and strike at the eye until the timer runs out.

Now you'll have stagger Bellum again by getting him close to the edge of the deck. If you strike at him three times as he's blocking, he'll quickly sidestep and try to counterattack. The trick is that he usually steps to the left first, so what you should do is strike three times, then immediately run to the right a few steps to dodge him, then continue the pattern. Push him ever so slightly towards the edge until you end up in a sword struggle again, strike, stagger him and get another bit of Ciela's power. Then wait for the eye to open, and take your opportunity.

Towards the end, Bellum will get aggravated and try a whirlwind attack that has him spinning around the deck. If you stay at a distance you can avoid it incredibly easily, and more often than not Bellum will end up right near the edge again, giving you a great chance for another stagger. A few more sets of strikes to the eye, and Bellum will finally collapse and disappear into a cloud of dust.

And then, finally, the game will come to an end. Linebeck is saved! Tetra is saved! All the people of the island are saved, and Link has yet another quest completed. Congrats! I have used a fansite and mycheats to help compose this walkthrough. I hope it has been of help to everyone and I hope you have enjoyed this game as much as I have. Thanks for reading!
Submitted By: delta
Welcome to a guide/walkthrought of The Legend of Zelda: Phantom Hourglass. I hope you find it useful and helps you to enjoy this excellent game; no-one likes to get stuck on a level!

Temple of Fire

Mercay Island

After beginning the game and meeting Ciela, run over to the first hut on your right and meet Oshus, who suggests you to talk to Linebeck at the docks. Outside, head east towards the dock and a rumble will be heard. Keep going and you'll see the bridge next to the waterfall had collapsed!

Go west, over to the other hut, and throw the rocks for the man (touch the rock to run and grab, then tap somewhere else to throw it). He'll point you to a spot on the top of the mountain. Make a note of it on the map, then attempt to go north. Ciela stops you since you don't have a weapon! Return to Oshus and talk to him. Exit the hut, and then Ciela will indirectly give you a hint. Enter the cave next to Oshus's house.

Inside the cave is a sign. Write the number 7 on the sign (the number of trees in the area) to open the barrier in front of you and find a chest with Oshus's Sword inside. Exit. Oshus will meet you outside, and then take you back into the hut to learn how to use the sword.

After learning the techniques, go back outside and head to the north, in between the two huts. Run towards the next cave, slashing the Chuchus and trees blocking your way, then enter.

Mountain Passage

Go past the big door, defeat the Chuchus that pop up and get the Small Key from the chest. Open the big door.

Inside the big room are four levers by the door. You can push the blocks on the side rooms to enter them and get some rupees/hearts from the enemies (and read the hints on the stones), but otherwise, pull the levers in order from 1 to 4 -- 2, 1 for the left side; 4, 3 for the right. You'll get another Small Key for the door ahead.

In the next room, you'll have to grab a key from one of the rats. Go to the far end and grab the block on the wall. Pull it out a few spaces so it lines up with the hole nearby. Destroy the rats that don't have the key, then run back to the staircase. When the rat runs out, it should run towards the block, then double back the other way. Immediately run to the rat, lock-on and slash it to recover the key. Then use it on the door ahead and exit the cave.

You'll end up in the market quarter of the island, where you'll find Linebeck. Head into the lower-left hut to find the merchant, who sells a shield for 80 rupees. Buying it would be a good idea; who is Link without a shield to compliment that sword, anyway?

If you go to the dock, you'll meet one of Linebeck's crew, but not Linebeck -- he's not around right now. The guy suggests checking the bar (far left building). Go there and talk to the bartender, who says that Linebeck is going to the temple on top of the mountain. Note it on the map if you wish, then head north up the mountain path.

You'll reach the spot the man at the beginning told you about. Roll into the tree at the far north point to get a Big Green Rupee. Continue west to reach the Temple of the Ocean King.

Temple of the Ocean King

Talk to the skeletons if you want -- otherwise, head straight north into the next room. There you'll find a man trapped in the middle of the maze -- it's Linebeck! He'll teach you about the map, and then you're left to your own devices. The floor is mostly lined with poison gas, so be fast -- luckily there are "rest" points for you to break pots and regain health. Head to the middle-left corner and hit the orb-switch to free Linebeck.

Head back to the entrance to meet with Linebeck. After a bit of a chat, he'll give you a Small Key for the door next to the orb-switch. Go back to the switch and through the door. Two orb-switches will be in the opposite corners. Hit one switch, then run over to the other and hit that one (take the high road to avoid trap doors!). When both are activated, it will open up the gate nearby. Through the gate is a chest with the Sea Chart.

Exit the room, then make your way out of the temple.

Mercay East Side

Linebeck will be outside, and after talking to him again, he'll run off to the docks. Follow him there. At the dock, talk to Linebeck and Oshus. After a bit, you'll be instructed to uncover the next destination on the map. Rub the island in the lower-right corner to uncover the symbol for the Isle of Ember. When that's done, agree to cast off and head toward the island.

Draw a path to the island on the Sea Chart to make your way there.

Isle of Ember

Enter the fortune teller's hut (uppermost). No one's home? Go downstairs and you'll be ambushed by Octoroks. Get rid of them all and you'll see that Astrid the fortune teller is locked behind the door in the corner. Speak to her by saying "hey!" (or just blowing) into the microphone. Well, you can talk to her, but there's no way to let her out yet.

Head back out and travel to the far east end of the island. You'll meet a ghost, Kayo, who mentions the three torches on the island. Mark down the locations of the torches, then mark them on the map next to the door that traps Astrid.

* Torch 1 is behind the ghost, obviously.
* Torch 2 is to the immediate right of the small block of land in the north.
* Torch 3 is inside the lower hut, so mark it there.

Once they're marked on the map, Astrid will be freed.

After talking to Astrid & Linebeck, the electrified door in the southeast corner of the island will be turned off, letting you pass freely. Dodge the falling volcanic rocks and make your way around to the temple door. Once at the door, stand next to the candles on the sides of the door and blow into the mic to extinguish them.

Temple of Fire

1F
Make the first right turn you see and jump across the small lava stream. On the other side is a placard with a map of the room to the north. Copy the path down on your own map. But since the door is locked, you can't go up there just yet. Instead, head south into the room down there and defeat all the Keeses to reopen the door and extinguish the flames in front of the chest in the corner. The chest has the Small Key for the door.

Head into that northern room and follow the path to avoid falling through the trap doors. At the end are four orb-switches -- do a spinning slash to hit them all at once. Doing so will open the door in the central room.

2F
Enter the newly-opened door and run around the red blocks into the corner, where you'll see a red orb-switch. Hit the switch to turn it blue, which lowers the red blocks.

Continue to the right and down south where you'll enter another "ambush" room. Get rid of the slimes to open the door, through which is a big chest in the corner holding the Boomerang! Use the boomerang to hit the orb-switch on the right-hand wall, which puts out the flames near the chest. Continue through the hall into the next room, where two torches will shoot flames at you. Avoid them, and quickly use the boomerang to hit the two orbs at the end of the room at the same time, which will put out the torches and let you continue downstairs.

1F
Back downstairs is another orb in the corner of the room. Hit it with the boomerang from afar so that you can continue south. Hit another orb in the next room to extinguish the flames to the right, which will let you go back to the entrance if needed. Otherwise, go south into another ambush room. Defeat the flaming skulls here (use the boomerang to knock them down first) to open the door in the corner and go back upstairs.

2F
Weave your way through the flame bars and down to the lever in the south corner. Pull it, then go up and hop across the lava and down to the other lever. This will lower the door in the northwest room, letting you get the key from the rat there.

Run over there and stand just below the doorway, then trace a boomerang path that keeps going back and forth, ideally hitting the rat and grabbing the Small Key in the process. Take the key to the next locked door (in the southeast corner) and go upstairs.

3F
Here, go south immediately and check the placard next to the fire bar. This shows a numbered pattern for the room in the northeast corner. Copy it down, then make your way up there. Blow out two more candles to reach the room, then hit the orbs with the Boomerang in the "1-2-3-4" order you saw on the placard. A Small Key will drop down; grab it with the Boomerang.

Go to the southwest corner and unlock the door. Run past the boss door and into another ambush room. Use the Boomerang to stun the Chuchus and knock out the fire bats. When the doors open, continue to the north.

Use the Boomerang again to help get rid of the flaming skulls. Head north into the next room. Step on the switch and trace the Boomerang from the torch on the left, then clockwise to the others. The rest of the fire traps will be put out, letting you continue. Then go to the southeast corner, where there's a small gap preceding a three-way fire bar. Use the boomerang to hit the orb in the upper corner of the room, which closes the gap. Run past the fire bars to the center room, where the Boss Key is waiting for you in a chest.

Now you'll have to carry the Boss Key back down the Boss Door. Since it's the first dungeon, it's not such a hard walk back. Tap the door when you get there to toss the Key in, and get ready for the fight. In the room before the boss, you can read one of the stones next to the staircase to activate a warp that can send you to the temple entrance and back again.

BOSS: Blaaz

Continuously trace the boomerang around the three smaller versions of Blaaz to hit them. If you look at the upper screen, you will see that each small versions of Blaaz is different. One is with one "horn", one is with two "horns" and the other one is with three "horns". Just hit the mini versions of Blaaz in ascending order according to the number of horns. *Note: You can't see the horns in the lower screen, only in the upper screen that you can see the difference. Blaaz will reform once you hit the mini versions in the correct order. Immediately hit him with the Boomerang again to stun him, then hit him with spin attacks. Repeat this pattern to win the fight.


Isle of Ember - Mercay Island

Return to Astrid's house. Linebeck will be there, and Astrid will give you a Power Gem. After that, return to the boat to leave the island. Return to Mercay Island. Once back on Mercay, make your way back to the Temple of the Ocean King.

Onto the Temple of Wind

Temple of the Ocean King

When you enter, Linebeck and Oshus will join you, pointing you towards the Phantom Hourglass. Run up the steps in the main room and check out the Hourglass. Following another cut-scene, jump back downstairs and go through to the next room.

B1
Remember when you saved Linebeck, there was that big door in the center that you couldn't open? Now you can!

But you'll have only 10 minutes to get through the next maze. Two Phantoms will appear in the corners, and you'll have to do your best to avoid them, or else they'll come after you and get in your way. But you can hide in the purple "safe spots" to save yourself from being attacked, as well as stop the timer as long as you're in there -- red pots contain mini safe spots too, so toss them where you think you'll need them. If you are hit, you lose more than a few seconds of time and restart in the room.

Start by running to the northeast corner and hitting the orb there. That will activate a torch to the south of the entrance. Run down to the torch and throw the boomerang from the torch to the unlit one next to it.

This will -- as you can guess from the last temple -- extinguish the flames in the southwest corner. Get over there and run through to the northwest corner, then hang right and step on the small floor switch near the three-block barrier. This lowers the blue door in the corner, so go back over there and grab the Small Key. With the key, run over to the northeast corner and use it on the locked door, then go downstairs.

B2
A Phantom guards a lever nearby. Slashing at the orb you can see if you walk straight forward from the door will draw its attention. While it's distracted, run to the lever and pull it to clear the fire blocking the path. Hit the two switches in the upper and lower corners around this area to reveal the key, then run to the west.

To get past the second fire bar, throw the boomerang over it to the adjacent orb. Make your way towards the key and, of course, be careful of the Phantoms. A floor switch is in front of the key. Step on it, then toss the boomerang at the key to grab it. Continue to the center to enter the locked door.

B3
On the third floor, head to the southwest corner. Take the red pot down there, then toss it when you reach the lever.

Pull the lever to open up the platform in the southeast corner. The floor switches on the platform will tell you where two trapdoors are nearby. If possible, when a Phantom steps over the spot, you can step on the switch and send them falling.

When both are gone, a secret chest appears by the locked door. And regardless, it makes your job much easier.

Other than that, though, run to the northwest corner to find a gold pot (extra Hourglass time) and beyond that a chest with a Force Gem. You'll then have to take the Force gem to the large purple area to the northeast, then place it on one of the Triforce shapes there. From there, go right and down to the end of the ledge, then toss the boomerang at the orb off to the side. This will permanently shut off the spike traps below.

The second Force Gem is in the far southeast corner. Grab it, and if the Phantom with the Small Key on its person is nearby, toss the Gem at it to knock the key free, then run back to the safe spot, going back for the Gem when the coast is clear.

The third Gem is, naturally, behind the locked door to the south. So get it and run back to the northeast. When all three Gems are placed, the big door ahead will open. In the next room, there's a large chest in the northwest corner with a new part of the Sea Chart. You're basically done -- continue to the blue warp spot ahead to get back to the temple entrance.

Go back to the dock and see Linebeck. You'll show him the map, and then you'll have to get rid of the dust on it -- just blow into the mic until the chime sounds, revealing the next two islands. But if you try to head north now, you'll be "kicked out" by a typhoon. Instead, head to the small island west of the Isle of Ember: Cannon Island.

Cannon Island

Enter the house to the right and talk to Fuzo, who'll open up the gate to the east for you. Close by is a chest with a Treasure Map pointing to a spot in the southwest. Continue down until you enter the tiny Bomb Garden cave.

Inside the cave, use the bomb flowers to bust down the crumbly blocks in your way. Take one over to the far east corner and blow the wall away to access a chest with another Power Gem. Toss another one over the fence to blow away another block that blocks another... block. Then start navigating the block puzzle: pull down the upper one, then pull out the one next to it, then pull it up to clear a path that leads outside.

In the northeast corner of the ridge are a few bomb flowers up against the edge. Take the single one to the right, then jump off the ridge and run to the right. Just before the bomb blows, toss it over the fence at the three crumbly blocks in the path. Now you can get through the path and enter Eddo's house. Talk to him, then pay 50 rupees and he'll give you a Cannon for the boat! Get back on the boat and return to the Sea Chart.

Sea Chart

Once you're out at sea, draw a path leading right up to the gap in the rock wall dividing this quarter of the map. Don't draw through it, though, since you'll need to stop just in front. Once you get there, tap at the big brown rocks to fire the cannon at them and bust them down. Now you can finally continue north to the next section.


Ah, except once you get there, it gets all foggy, and you can't follow the Ghost Ship very far without being kicked back to the start (which you'll have to have happen for the story to continue)! So, let's go back, to the only island we can access but haven't been to yet: the tiny one to the southwest, Molida.

Molida Island

There's a cave nearby, but you'll be stopped if you try to go in. To remedy this, talk to Romanos in the northeastern hut. He'll get peeved, then ask you to come back after you try to exit. Talk to him again to gain access to the cave.

The cave is rather straightforward. Run through (via the square-shaped platforms along the water) until you're stopped by a big, green, lizard-y bad guy. Get far away from it, then toss the boomerang around so it hits the monster in the back. When it's dazed, run up to its back and slash at it a few times to destroy it. Continue north into the next hall.

Get through that and you'll enter another larger room. Take a bomb flower and toss it at the nearby cracked wall. Head in through the uncovered passage and you'll find a chest that has the Shovel! Bomb the next set of blocks to make your way out of the cave to the north.

Now run over to the palm tree situated just above the second hut from the left (with the yellow-clothed woman). Dig in front of the tree to find a hole!

Jump down to find another hidden room. Inspect the picture on the wall to find a map of the northern quarter of the world map. A blue path will be drawn through the stones in the reef. This is how you get through the fog! Copy down the path on your map, then get the item in the nearby chest -- another Treasure Map.
Back on the water, return to the northern quarter. Instead of sailing aimlessly through the fog, go by the path on the map that weaves through the stones in the reef. Then, of course, keep going until you reach Isle of Gust.

Isle of Gust

The island obviously lives up to its name: periodic winds push you in one direction. Run against it to fight the push while fighting your way through. Run along the bottom and skip along the small gaps when the wind isn't blowing. When the gaps end, you'll see a crumbly wall near a group of goblins. Defeat them first, then toss a bomb flower over to the wall to blow it open. Inside is a chest with a Courage Gem, and a picture on the wall with another map of the area, with a big arrow pointing towards the northern island. Copy it down, then head out of the cave.

Go back up the steps and use the wind to jump over the larger gaps leading to the left. You'll end up at another square "lot" with a few goblins. (Use the shovel on the "X" marks on the ground to dig up rupees or hearts.) Then, enter the cave in the northwest corner. Inside the cave, hop down to the lower level and open the chest in the middle to find a Wisdom Gem. Defeat all the goblins around to reveal another chest that has a Treasure Map.

Exit the cave through the hole in the lower corner. Outside, take the thermal vents up the ledge and then use the wind again to leap to the left. You'll end up at an L-shaped path that leads to the temple entrance, but you can't quite get in yet. Instead, use the thermals to continue to the far left section where there's a few more goblins to beat. Dig up the patch of dirt in the northwest corner to reveal a thermal. Take the thermal up over the ledge and open the chest in the corner, which has another Power Gem.

Keep going north and using the thermals. One will be in between a fence and a ledge, blocking your way and preventing you from going north any further. Use the shovel to fill the hole, then run through and continue. Use the next set of thermals to float up to a small ledge at the top with a stone tablet and another part of the map that marks down the windmills with "breeze" symbols. Copy them down, then dig up the other thermals and continue east.

You'll reach a sandy area with what looks to be creatures burrowing under the sand -- these are giant sand worms, and you'll have to avoid them by walking slowly in order to be quiet. If you are caught by one, just scratch the screen back and forth with the stylus until you're freed. However, there are a bunch of bomb flowers around, and you can toss those towards the worms to blow them up.

At any rate, run around this plot of land and go up to each of the three windmills you marked on the map. Blow into the mic to start turning them. When one is activated, move to next. When all three are turned on, the jets guarding the temple will shut off and the doors leading there will open. Before you go, there's a Treasure Map in the lower right corner, just below the far-right windmill. Now, onto the temple!

Temple of Wind

1F
Go straight ahead and dodge the wind jets carefully. Grab the bomb flower in front of the gap and toss it to the floor pad directly ahead to blow up the other bombs and activate the orb switches. Continue by pushing the block in the corner over the next jets, hitting another orb, then going around the corner and down a catwalk to another room.

Take the lower door and step on the foot switch nearby to open the larger door just below that acts a shortcut back to the entrance. Continue to the east along the narrow bridge, avoiding more jets. When you get to the other end and enter the next room to the north, the doors will close and snakes will ambush you. Get rid of them to reopen the doors and continue west. Pull the block in the next room to enter the hall that leads to the boss door.

Obviously there's no way to get in now, so enter the room in the northwest corner. Grab the jet blaster in here and push 'n pull it down the path it's on to position it just in front of the gap. Then run into the jet and over the gap to reach the steps to the next floor (and push the foot switch to open another shortcut door).

B1
As soon as you enter the next room, the door will shut to signal an ambush. Walk up to the rocks in the corner and they'll start to move, revealing Chuchus wearing stone helmets. The quickest way to get rid of them is to lure them towards the center, then perform a spin attack on the bomb flowers to blow them all up at once -- but it hurts you, too, so don't do it if you'd rather conserve health (though, granted, you'll soon come upon some pots with more hearts).

Continue into the large central room. Towards the middle of room is a foot switch; step on it to open the door in the lower corner. Go down there and head up the steps to the raised section of the room.

The thermals will take you over to the chest at the edge containing a Courage Gem. Hop off the side and go back down and up to the path. Grab the block off the middle thermal and push it up and over the thermal above. Then go back and ride the thermals until you land on the block. Hop off the right of the block to reach the steps that lead to B2.

B2
Bomb the weak wall to enter the larger room. Take another bomb before you go out, because you'll have to deal with more sand worms here. Make it up to the center pedestal and check out the map there.

Copy the Xs down -- they represent the thermal holes that you have to dig up in order to light the torches in the corners (who said it had to make sense?). A chest near the lower-left thermal has a Power Gem, too.

When all four torches are lit, the doors on the north wall and southwest corner will open. We'll take the door in the southwest first, which will take you back to B1.

Once there, head east across the small bridge and pull the jet towards the floor panel on the left. This will position the jet towards the windmill just ahead. You're done here, so go back to the sand worm pit.

Enter the door in the north and make it through the following passage to return to B1, but this time only on the north side. Whaddya know! Run down the bridge and do the same thing as last time, pushing the jet over to the windmill. With both windmills activated, a Small Key will drop down by the foot switch from before. Luckily you can hop right down and grab it! But now you'll have to head back down to the sand pit again.

Once there, use the key on the locked door in the northeast corner. Through the door is a big chest with the Bombs! Now you don't have to rely on those stupid flowers! Now, run over to the northwest corner and blow up the weak wall to continue. In the next room, throw a bomb onto the thermal to let it float, and blow up the blocks in your way. Then take the thermal up and go up the stairs back to B1.

B1
You'll be in the northern strip of B1 now. Again, take a bomb and toss it on the nearest thermal. It will cause another chain-reaction that hits an orb switch, opening the door at the end of the passage (but only for a short time!). Further down is a wall with a floor panel next to one of the sections. Place a bomb there to reveal a not-so-obvious hole that you can run through. Head into the next passage to go up to 1F.

1F
Blow up another hidden weak spot -- check for a panel on the other side of the wall this time.

Continue to the left until you reach a small room with more bomb flowers around. Throw two bombs onto the panels next to the flowers to create another chain-reaction that hits the orbs. From there is the chest with the Boss Key!

Toss the key down into the room below and then throw two more bombs onto the thermals ahead to bust those blocks in front of the boss lock. Then grab the key and take it up there.


BOSS: Cyclok

Twisters will pop up from one of the three big blue circles around the room. Stand near one and, when Cyclok floats near one, throw the bomb to send it up, exploding in Cyclok's face. Cyclok will then fall to the ground dazed, which is your time to strike.

Occasionally Cyclok will swoop down towards you, but it's easily dodged. Your reward is the Phantom Hourglass filling up by two minutes and the rescue of the spirit Neri.

Now to get off the island! You'll have to backtrack through the small cave in order to get closer to the boat. From there, return to Mercay. But wait -- now that you have your own bombs, visit Beedle the merchant on the seas first and buy a Bomb Bag for 1000 rupees. You can carry 20 bombs with it, so it's a good investment.

Waste some time: Bannan Island (the island north of Gust) is home of the Wayfarer looking for the mystical mermaid, as well as serving as the headquarters of the targeting game.

Onto the Temple of Courage

Mercay Island - Temple of the Ocean King

On your way to the Temple of the Ocean King, bomb the weak wall just before getting there to enter a cave that holds a chest with a Power Gem.

Go back through the temple, but with two extra minutes plus bombs, you can now speed on through. On the first floor, simply bomb the blocks to the left of you, then step on the floor switch to open the door in the corner, grab the key, then open the locked door in the opposite corner. The next floor is just as quick: activate the orb switches to drop the key, then run to the wall just above the key chamber and bomb the weak spot to easily access the chamber where the key is held.

The third floor's strategy is largely unchanged, though, because you'll still have to get rid of the Phantom carrying the key. Recover the key and place the three Force Gems. When you exit there, you can now open the large marked door in the corner and continue to the fourth floor.

B4
B4 is new, obviously, so now you'll have to start conserving time (you should have a little over eight minutes by now, at worst). Multiple air jets keep you from taking any shortcuts, so you'll have to shut them off. To make things worse, floating blue "Phantom Eyes" can find you from a distance and alert the guards at any time. Start by running down to the northeast corner and hitting the orb with your boomerang. If a Phantom Eye is nearby, hit it with the boomerang as well to stun it, then destroy it.
Dispatching: If you defeat all of the Phantom Eyes, a chest appears on the east wall containing a Power Gem.

Cautiously weave your way over to the southwest corner, where you'll spot a patch of dirt covering up a thermal. Use the shovel to dig it open, the take the thermal up to the next level. Hit the orb switch and all the air jets will shut off. From there, take the next corner north and bomb the weak patch of wall surrounding another orb switch. That switch will drop in the spikes in the room directly across from there -- the room that has the key, of course. Run over, grab it, and exit through the lower south door.

B5
On B5, things are a little easier. All you'll have to do is run into the larger rooms, defeat the groups of enemies (electric Chuchus and regular goblins), then hit the orb switch in the northeast corner with the boomerang to get the key and access the exit.

B6
A Phantom Eye will be right nearby, so either wait to get past it or hit it with the boomerang and defeat it first. Six slabs of rock are dotted along the room, each with a hint on how to exit through the big red door in the middle.

But why bother with that when you have this guide! First off, step on the floor switch towards the center of the room to shut off the air vents, then head to the exit door. Touch it to look at it close-up, then draw an hourglass shape (like a figure-8 with a flat top and bottom) that starts from the top left corner (1), across (2), diagonally down to the left (3), across the bottom (4) and back up to connect with the starting point (1). If done correctly, the hourglass shape on the door will glow and let you through. In the next room, run up to the large sun shape on the wall. Examine it and it will show a map. Open up the Sea Chart and select the lower-left quadrant. Then, close your DS, open it back up and the mysterious whirlpool symbol on the wall map will be transferred to your own!
Chalk up another hourglass challenge. Exit through the blue warp.

Cannon Island

Make your way back to Eddo's house. He'll sell you the Salvage Arm, but you have to work for it by using your vocal chords. When you talk to him, there will be a slight pause. Here you can blow harshly into the microphone for a short period. If done to his liking, Eddo will sell you the Salvage Arm at a low price (the highest is 1,000 rupees). If the price isn't to your liking, just try again. Or you could blow hard into the mic and get a price of 200 ruppees!!!!

Sea Chart

Once you have the Arm, you can now check out what's going on at that strange spot on the Sea Chart you uncovered. Of course, you can also use it to bring up treasure from the red "X" marks on the map that you find on Treasure Maps. The treasures sometimes contain ship parts and, most importantly, Time Sand that adds minutes to the Hourglass.
More Xs: Talk to the guy in green at the Mercay dock and tell him you have the Salvage Arm to get another Treasure Map.

Travel to the whirlpool and select "Salvage" on the menu to lower the crane and start hunting for treasure. The salvage minigame will start up, where you must guide the crane by moving the slider on the bottom, and sliding up or down to adjust the speed. Avoid the mines, get the chest at the bottom, and then you'll have to go all the way back up with the same technique, though obviously the speed lever will be reversed now. The treasure you get is the Sun Key.

Draw your way over to Molida Island. When you get close to the anchor, a giant monster, Bakumon, will pop up out of the water. Strike it with the cannon when its blue eye is exposed. But each time you hit it, you'll have to draw a curve