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GameFAQs the Legend of Zelda Phantom Hourglass (DS) FAQ-Walkthrough by Dark_Link_13

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    GameFAQs: The Legend of Zelda: Phantom Hourglass (DS) FAQ/Walkthrough by Dark_Link_13TheLegend of Zelda: Phantom Hourglass: FAQ/Walkthrough by Dark_Link_13Version 1.2, Last Updated 2007-11-02 View/Download Original File Hosted byGameFAQsReturn to The Legend of Zelda: Phantom Hourglass (DS) FAQs & GuidesLiked this FAQ? Click to recommend it to other GameFAQs users. 12345678901234567

    89012345678901234567890123456789012345678901234567890123456789This sentence is here to indicate the precise width of seventy-nine characters.

    The Legend of Zelda: Phantom Hourglass

    *****************************0. Table of Contents [0000]*****************************

    To jump to a specific section, hit Ctrl+F and type in the numbers to the rightof the section you want to go to. For example, type "[0700]" (without thequotation marks) to jump to the Heart Containers section.

    0. Table of Contents [0000]1. Introduction [0100]2. Version History [0200]3. Controls [0300]4. Story [0400]5. Walkthrough [0500]6. Items [0600]7. Heart Containers [0700]8. Spirit Gems [0800]9. Ship Parts [0900]10. Mini-Games [1000]11. Shops [1100]

    12. FAQ [1200]13. Special Thanks [1300]14. Legal Stuff [1400]15. Contact Info [1500]

    ************************1. Introduction [0100]************************

    Greetings and Salutations Zelda fans! At long last, our sword-slashing,princess-rescuing hero Link makes his much-anticipated debut on the Nintendo DSwith The Legend of Zelda, Phantom Hourglass! For those of you who don't know,

    Phantom Hourglass is the sequel to the Gamecube classic, Wind Waker, followingthe adventures of Link and Tetra upon the Great Sea covering the ruins ofHyrule. This is my first guide, so I'll do my best to make it a good one.Enjoy!

    ~ Dark_Link_13

    ***************************2. Version History [0200]***************************

    Version 0.1 (10/20/07): Completed the Introduction, Controls, Walkthrough upto the end of the Goron Temple, added a few of the Heart Containers, completed

    the Special Thanks, Legal Stuff, and Contact Info.

    Version 0.2 (10/21/07): Finished the Walkthrough up to the end of the Temple

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    of Ice, added some creative and witty (not really) titles for the sections ofthe Walkthrough.

    Version 0.3 (10/22/07): Finished the Walkthrough up to the beginning of Mutoh'sTemple - should have the rest done by tomorrow, Added Heart Containers 9-12.

    Version 1.0 (10/24/07): Completed the Walkthrough to the end! W00T! Added

    Heart Container #13.

    Version 1.1 (10/26/07): Added Items section, Spirit Gems section including allof the Power Gems and about half of the Wisdom/Courage Gems, and Ship Partssection. Made a couple of minor corrections as well.

    Version 1.2 (10/29/07): Finished the Spirit Gems section, and finished up theremaining few Ship Parts for the Ship Parts section

    ********************3. Controls [0300]********************

    The controls for this game primarily use the Touch Screen and the microphone(Mic). You can also control some functions with the buttons.

    + Control Pad:[Left]: Display the Menu Screen[Right]: Display the Collection Screen[Down]: Display the Map Screen

    A Button: Display the Collection Screen

    B Button: Display the Map Screen

    Y Button: Display the Menu Screen

    L/R Buttons: Hold an Item

    Start: PauseSkip (during cinematic)

    Touch Screen: All Controls

    Walk/Run/Jump/Roll: Link will move in the direction you touch. Touch andhold the stylus on the Touch Screen close to him to walk, or farther awayto run. Run over small gaps in the ground to make Link automaticallyjump. While running, try repeatedly drawing small circles on the edge ofthe screen to roll in that direction. If you roll too many times in arow, Link will get dizzy. Be careful!

    Talk/Check: Talk to people or read signs by tapping them. You can alsotap anything that looks suspicious.

    Pick Up/Throw: Tap rocks, pots, and barrels to pick them up. Then simplytap the place on the ground you want them to land to throw them. Theywill break when they hit the ground. You might just find something niceinside.

    Swinging Your Sword: During your travels you will find a sword. Of

    course, you can attack enemies by swinging your sword, but you can alsocut grass, break pots, and flip switches as well.

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    Targeted Attack: Tap on an enemy to immediately swing your sword inthe direction of that enemy and attack.

    Slash Attack: Quickly slide the stylus in the direction that you wantto swing your sword to attack in that direction. Slide your stylusperpendicular to the direction that Link is facing to swing yoursword. Slide your stylus in the direction that Link is facing to stab

    in that direction.

    Spin Attack: Slide your stylus in a circle around Link to make himswing his sword around him and perform a Spin Attack. Be careful:Link will get dizzy if he performs this attack too many times in arow.

    Grab -> Push/Pull: Tap blocks and levers to grab them and then tap thearrows to move them in that direction. Tap and hold the arrow to continuemoving. Some blocks and levers can't be moved.

    *****************

    4. Story [0400]*****************

    White birds soar freely in the skies above the vast blue ocean. A pirate shipsails along, cutting through the waves. On deck is a crew of pirates andtheir leader, Tetra, a brave and brash girl. Traveling with them is Link, theboy in green. Tetra and Link bet for the first time not long before our storybegins.

    Link discovered that Tetra was princess of Hyrule, an ancient kingdomdestroyed long ago. After Tetra was taken away by an evil king, Link set outon a perilous journey to find her. He slew many monsters and found powerfulweapons. Link became a true hero and rescued the princess from the evil king.

    Afterward, the pair set out to explore together. This time, they happen uponseas protected by a great spirit, the Ocean King. In these seas, the localswhisper rumors of a mysterious Ghost Ship. Suddenly a thick fog surroundsTetra's vessel and the pirates spot a creepy, rickety old ship. Brave Tetraleaps on board to investigate, but the Ghost Ship begins to sail away. Linkmakes a valiant attempt to follow Tetra onto the Ghost Ship, but he loses hisgrip and plunges into the ocean. He awakens later on an unfamiliar islandwith a curious fairy fluttering overhead. And that is where Link's newadventure begins...

    ***********************5. Walkthrough [0500]***********************

    1. The Adventure Begins!...........................................[0501]2. A Boy and his Sword.............................................[0502]3. Into the Temple.................................................[0503]4. Anchors Aweigh!.................................................[0504]5. Fortunes and Fires..............................................[0505]6. The Temple of Fire, Or... Some Like It Hot!.....................[0506]7. BOSS: Blaaz, Master of Fire.....................................[0507]8. Temple of the Ocean King, Take Two..............................[0508]9. Bombs Away!.....................................................[0509]10. Into the Mist..................................................[0510]

    11. The Windy City.................................................[0511]12. The Temple of Wind, Or... Yo, Ho, Blow the Man Down!...........[0512]13. BOSS: Cyclok, Stirrer of Winds.................................[0513]

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    14. Temple of the Ocean King III, Revenge of the Phantoms..........[0514]15. Salvaged Goods.................................................[0515]16. The Temple of Courage, Or... And A Bottle of Rum...............[0516]17. BOSS: Crayk, Bane of Courage...................................[0517]18. The Ghost Ship, Or... Dead Men Tell No Tales...................[0518]19. BOSS: Diabolical Cubus Sisters.................................[0519]20. Zauz the Blacksmith............................................[0520]

    21. Golden Frogs and Cyclones......................................[0521]22. Temple of the Ocean King 4: Now with 50% Less Sodium!..........[0522]23. Goron Initiation...............................................[0523]24. Goron Temple, Or... Death Mountain Revisited...................[0524]25. BOSS: Dongorongo, Armored Lizard...............................[0525]26. Temple of the Ocean King Part V: Does This Place Ever End?!?...[0526]27. Poser Penguins.................................................[0527]28. The Temple of Ice, Or... Shiver Me Timbers!....................[0528]29. BOSS: Gleeok, Two-Headed Dragon................................[0529]30. Buried Treasure................................................[0530]31. Waking the Dead................................................[0531]32. The Lost Civilization..........................................[0532]

    33. Mutoh's Temple, Or... The Pyramid Scheme.......................[0533]34. BOSS: Eox, Ancient Stone Soldier...............................[0534]35. Forging the Sword..............................................[0535]36. Temple of the Ocean King 6: The Final Descent..................[0536]37. BOSS: Bellum, Evil Phantom.....................................[0537]38. BOSS: Bellum, Possessed Ghost Ship.............................[0538]39. BOSS: Bellum, Linebeck Possessed Phantom.......................[0539]

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ/\ /\/__\ The Adventure Begins! [0501] /__\/\ /\ /\ /\/__\/__\ /__\/__\

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ

    ============Introduction============

    After powering up the Nintendo DS and starting The Legend of Zelda: PhantomHourglass, select "New Game!" to start a new game, or select and existing fileto continue where you left off. For new games, you will first be prompted toenter a name. The default will be the name registered to your Nintendo DS,but for purposes of this guide, and for the sake of simplicity, our hero cladin green shall be named Link. After entering your desired name, you will thenbe asked if you hold the stylus in your right or left hand. After confirmingthis, select your newly created file from the File Selection screen, and hitStart. Select Adventure from the list, and you are ready to begin youradventure.

    =============The Beginning=============

    The game begins (as many Zelda games do) with a story, this one presenting theheroic tale of Link's adventure from Wind Waker, told as slideshow of papercutouts, presented by none other than our Pi-Rat friend Niko, whom some of youmay remember from Wind Waker as the scrawny runt that could only refer to you

    as his "swabbie." After his long-winded tale is complete, you finally wake upfrom utter boredom, only to get scolded by that Femme Fatale of piratecaptains, Tetra, who apparently does not appreciate her ancestry, and thus

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    cannot stand being called Zelda. As the ship sails on, you eventually becomesurrounded by a dense fog, and Niko spies a rather spooky-looking ship in thedistance. Of course the thick-headed Tetra jumps on board and disappears intothe fog, after which you hear a horrible scream coming from this ship.Thinking quickly (or perhaps just not thinking), you jump from the pirate shipand grab hold of the handrail of the supposed Ghost Ship, only to lose yourgrip and fall into the ocean.

    =============Mercay Island=============

    You awake some time later washed up on the shore of a strange island, with amysterious fairy circling around your head. After you realize that said fairyis not just a hallucination, you remember and explain to the fairy that Tetrawas taken away by the Ghost Ship. The fairy then decides that you should talkto "Grandpa" to learn more about the ship, and directs you towards a housefurther up the beach. Walk up the beach and into the house, and talk to theold man at the far end of the room. After introducting himself as Oshus and

    counseling you against searching for the Ghost Ship, he finally gives in andinstructs you to seek out Linebeck at the port to the east. You can eithermark where he points to on your map by pressing the Map button and drawingwhatever symbol you feel like, or you can just remember that the thing thatlooks like a ship is where you're supposed to go. After you're done talkingto Oshus, head back outside.

    As you head to the east toward town and the port, a huge earthquake suddenlyshakes the island, thus crumbling the bridge that leads to town, along withthe quickest route there. There's nothing more you can do about it, so headback towards the west end of the island and take the path that leads north.After you enter, you will come upon several red Chu-Chus, and Ciela will forceyou to go back. Now, head back to Oshus's house and talk to him. After a

    quick scolding of Ciela for trying the path to the north, he will tell you tosimply wait for the bridge to be built. Head back outside, and go to the cavejust to the east of Oshus's house. Head to the far end, and you will find alarge stone slab and a wooden sign. Ciela will tell you that you can open theslab by writing the number of palm trees on it, but to save you the trouble ofgoing back and counting them, it's 7. Write the number on the sign and theslab will open, revealing a chest containing Oshus's sword. There is also abook on a table to the right explaining the basics of using the sword; read itif you so desire. Or don't. After you're finished here, head back outside.

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ/\ /\/__\ A Boy and his Sword [0502] /__\/\ /\ /\ /\/__\/__\ /__\/__\zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ

    Outside the cave is the crotchety old man to scold you yet again. After a bitof fast talking from Ciela, Oshus decides to let you keep the sword that youstole from him, but tells you to come to his house for a lesson in swordplaybefore you go. He escorts you back to his place to teach you whether you likeit or not - if you try to leave he'll slam his scary red stick on the ground,and even though you do have a sword and a clear upper hand, you have no choicebut to stay. Talk to him to begin your instruction in the way of the sword,and after you're done head back outside.

    Now that you have a sword in hand, you're ready to brave the horrible Paththat goes North. Head through the entrance and defeat the 3 Chu-Chus that

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    await, perhaps picking up a few rupees while you're at it. After you defeatthem, continue north and east past the springy rock with the eye, and do aroll attack at the large tree to knock out a Red Rupee (20 Rupees). Headsouth, taking out a couple more Chu-Chus on your way, and slice your waythrough the trees and into the cave.

    Once inside the cave, head along the path until you come to three rocks

    blocking your way. Pick them up and throw them to clear a path. Head pastthe locked door and 4 more Chu-Chus will appear. Kill them, and grab thechest at the far end, which contains a key. Head back to the locked door andopen it, coming to a large room in which 5 more Chu-Chus will appear. Slaythem all, and head to the left side of the room. Tap the block to move it,and enter a smaller chamber with 2 Keese and a sign that reads, "When pullingthe levers: First: 2nd from the left." Head back to the right, past anotherblock and into another small chamber, this one containing 4 Keese, a chest,and another sign. Kill the Keese, open the chest to get a Red Rupee, and readthe sign, which says, "When pulling the levers: Second: 1st on the left.Last: 2nd from the right." Now head back outside and pull the levers in thebig room in the order indicated on the signs (if you pull them in any other

    order, several snakes will drop from the ceiling): 2nd from the left, then thefar left, then the far right, then the 2nd from the right. Afterward, a keywill drop down, allowing you to open the locked door and continue up thestairs.

    After making your way up the stairs, you will come to the second floor of thecave. Head down the path, past another locked door, killing several ratsalong the way. At the end there is one rat carrying a key that runs back andforth between two rat holes. If you try to attack it, it will run back intothe nearest hole, making it impossible to kill. Instead, head to the left andpush the block in front of the nearest hole. Now head back to the right,letting the rat run out of the hole, past where you are, and towards theblocked hole, which of course it cannot enter, and as it turns around to come

    back, ambush it and take the key it holds. Now that you have the key, gothrough the locked door and make your way past several Keese until you reachthe exit.

    Once outside (finally), head to the port, where you will find not Linebeck,but another man, who tells you that Linebeck has been missing for severaldays, and advises you to talk to the owner of the Milk Bar to find out wherehe may be. Now, head to the Milk Bar on the western edge of town (it's thelargest building in town), and talk to the bartender, who tells you thatLinebeck was last seen heading toward the Temple of the Ocean King on thenorth side of the island. After warning you to steer clear of the temple nomatter what, he then graciously points out exactly where the entrance is onyour map. Hard to miss, but mark it if you want. Head back outside and takethe path that leads north out of town. Head up the stairs and to thenorthwest, taking out all the enemies you encounter. Take the next set ofstairs you reach, and head around and to the west. Finally, head through thepath and up another set of stairs to at last reach the Temple of the OceanKing.

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ/\ /\/__\ Into the Temple [0503] /__\/\ /\ /\ /\/__\/__\ /__\/__\zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ

    ========================Temple of the Ocean King

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    ========================

    Walk inside, and you will find a few creepy skeletons who can talk to you forwhatever reason. For the most part they will give you advice on how to getthrough the temple alive (i.e. they will tell you the mistakes they made thatturned them into skeletons). Head through the door at the far end of theroom. As you enter, an unseen voice calls out to you. After a moment, Ciela

    identifies the voice as Linebeck, who appears to be trapped behind a wall ofspikes, flailing madly. He orders you to help him escape, then explains thatthe temple will indeed suck out your soul. The only way to prevent this fromhappening is to stay on the purple spaces, and run in between them as fast aspossible. Head to the left and directly north past Linebeck to the farthestsafe zone you can reach, where there is a locked door and a switch. Hit theswitch, releasing Linebeck, who will immediately run to safety. Coward.There's nothing left for you to do here for now, so head back toward theentrance, where Linebeck is waiting.

    Once you reach Linebeck, he will make a quick comment about your bravery (notto mention bragging about his own), after which you explain to Linebeck that

    you are trying to find the Ghost Ship. Thinking that you're after thetreasure that he so desperately desires, Linebeck begins to throttle you, onlyto be told off by Ciela, who tells Linebeck that you are trying to save Tetra.Knowing now that he can use you to face the terrors of the ghost ship whilekeeping the treasure for himself, he agrees to help you search for it. Hegives you a key that he found, and tells you to look for a clue to the ghostship somewhere in the temple.

    Head back to where the locked door was, and head to the northwest corner ofthe room. Hit the switch, which will stop the nearby spikes from raising andlowering, and head down past the large stone slab in the middle and up throughanother set of spikes which you are forced to go through, as the otherdirection leads to a collapsing floor. Run through the spikes at the right

    time as to not get hit, and hit the switch in the far northeast corner. Beadvised: after you hit the first switch you will have only a limited timeto hit the second before the first will shut off, and you will have to startover again; however, it does not matter which order you hit the switches in.After you have hit both, the slab in the middle will drop, revealing a chestcontaining a sea chart that shows the southwest corner of the map. After youhave the chart, head back to the entrance, where Linebeck has mysteriouslydisappeared. Now head back outside.

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ/\ /\/__\ Anchors Aweigh! [0504] /__\/\ /\ /\ /\/__\/__\ /__\/__\zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ

    =============Mercay Island=============

    Once outside again, you will find Linebeck waiting for you just outside thetemple. He will yell at you about being slow, no matter how quickly youobtained the chart, and tell you that he was going to look after his ship,rather than admit running away out of fear. After you show him the chart youfound inside the temple, he will snatch it and run away back to his ship to

    search for the treasure himself. Head back into town to the port whereLinebeck's ship is docked, where you will find not only Linebeck, but the oldand perhaps senile Oshus, doing what he does best, dishing out scoldings,

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    though this time they're directed toward Linebeck. He will take back the map,and tell you that despite Linebeck's claim that this is a very unextraorinarychart, there is a flaky area on the chart, and that you should surely be ableto solve the puzzle. Rub your stylus on the island in the southwest cornerof the map to reveal a strange symbol, which Oshus says indicates the Isleof Ember, where a fortune-teller named Astrid is said to reside. Naturally,this is your next destination. Before you head off, however, you should

    consider stopping by the town shop and picking up a shield for 80 Rupees - itwill come in handy later on. After you're finished on Mercay, talk toLinebeck to ship out.

    =============The Great Sea=============

    Now that we have a means of traversing the vast ocean, it's time to set sailfor Ember Isle. Touch the feather pen on the ship icon and drag it to thesouthwest island to chart a course there. There are also many other pointsof interest upon the sea: apart from the islands, there will usually be a

    Beedle's Ship Shop (indicated by Beedle's head), a Traveler's Ship (indicatedby, what else, a ship), along with many other things you will encounter asyour adventure progresses; however, not much of it is of any concern at themoment. For now, just head to the Isle of Ember.

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz/\ /\/__\ Fortunes and Fires [0505] /__\/\ /\ /\ /\/__\/__\ /__\/__\zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz

    =============

    Isle of Ember=============

    You arrive on the Isle of Ember, which is actually an active volcano. Yourfirst task is to find the fortune-teller, Astrid. Linebeck, of course, willstay behind to "guard the ship" while you do all the hard work. But enoughabout him. Head to the northernmost house on the island, walk inside anddownstairs, where you will encounter several octoroks. Defeat them, and walknear the stone slab in the corner of the room, where you will hear a voicecoming from the other side. Yell into the mic to "call out" to the voice, whowill identify itself as Astrid. She then tells you her tragic tale of...locking herself inside the room... and of course needs your help to escape.The only way to open the door is a secret kept by Astrid's assistant, Kayo.Head back outside, and into the house to the southeast, Kayo's house. Thereis a book lying on the table that turns out to be Kayo's journal, along witha torch... fire safety obviously isn't an issue on this island. After readingKayo's journal, head back outside and across the bridge to the east. Go allthe way to the eastern end of the isle, where you will find a skeleton... thecorpse of dear Kayo. Talk to his ghost (ummm...), who will tell you that thesecret to opening the door that Astrid is behind is to find the three torcheson the island and mark them on the picture beside the door. The first torchis beside Kayo's corpse, the second is all the way around to the north sideof the island, and the third we already saw is in Kayo's house. After youhave the locations of all three, head back to Astrid's house and mark them onthe portrait to free her.

    As thanks for freeing her, Astrid will tell your fortune for you. In orderto save Tetra, you must go to the Temple of Fire on the summit of the island

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    to find what you need to open the path that lies ahead of you. She will thenrelease the seal on the door to the summit, which is where you should headnext. Go back outside and head east again until you reach the door to thesummit. Go through, where there will be a Gold Chu-Chu waiting. To defeatit, stand back and wait for it to lose its electrical charge, then attack.Afterward, head west. Defeat the Tektites along the path, until you come toa staircase. As you head further up the mountain, there will be falling

    rocks, which you should avoid. They can be easily detected by shadows on theground. Keep going up and around the mountain until you come to a door markedby two candles. If you keep going west, you will come across a chest whichcontains a Red Rupee. Grab that, then head back to the door. Extinguish theflames by blowing into the microphone, which will open the door. Now you canenter the temple.

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz/\ /\/__\ The Temple of Fire, Or... [0506] /__\/\ /\ Some Like It Hot! /\ /\/__\/__\ /__\/__\

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz

    ==============Temple of Fire==============

    The first real dungeon of Phantom Hourglass is the Temple of Fire. Headnorth, making sure to avoid the fire on the ground, until you come to a largeroom with a spinning arm of fire. Wait for the fire to pass, then quickly runto the right. Defeat the Red Chu-Chu, and jump across the platforms. Youwill see a sign on the wall that will indicate which path to take in a roomup ahead. You may want to mark this path on your map. Continue downward,killing the Chu-Chu on your way, until you come to a room where four Keese

    will appear, and the door will close behind you. Defeat all of the Keese toopen the door and reveal a chest containing a small key. Head back the wayyou came until you come to a locked door, then go through.

    The next room is a huge pitfall area. There is only one safe path, the onethat was written on the sign just outside. If you stray from the path, thefloor will open up under you, dropping you into the pit of lava below. Hereis the safe route through:

    _ _ _ _ _ _ _ _ _ _ _ _ _X X _ _C_ _ _ _ _ _ Key: X = DropX X B = Block

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    attack it while it is electrified, unless of course you enjoy that sort ofthing. Go around and hit the switch, which will raise all of the blue blocksin the dungeon and lower all of the red ones. Continue back around andthrough where there were once raised red blocks, killing the Red and GoldChu-Chus along the way, until you come to a big room which will close when youenter. Several green slimes will appear, and you must defeat them all to openthe door and reveal a large chest, which contains your first item: The

    Boomerang. To equip it, tap the Items icon, then tap the Boomerang icon. Touse the Boomerang, first have the Boomerang equipped, and then tap the icon inthe upper right corner of the screen or press L or R, then draw a line in thepath you would like your Boomerang to take. It will continue to travel alongthe line you draw until it either reaches the end or hits a wall. You canonly draw the line a certain length, and only a certain distance away fromyourself.

    Now that you have your first item, head to the right side of the room, and usethe Boomerang to hit the switch on the platform above the lava pit, which willclear the fire on the left side of the room. With that done, head left and upuntil you come to a room with two rather unfriendly torches that will shoot

    balls of fire at you when you enter the room. Avoid the fire as best as youcan, and use the boomerang to hit the two torches on the far left side of theroom. This will extinguish the torch that corresponds to the switch you'vehit, as well as clear the fire blocking your path after you've hit both.With this done, take the newly cleared path and go down the stairs.

    Downstairs, you will first be greeted by a gold Chu-Chu. Kill it. There is aspringy rock in the corner of the room - these will either give you a hintabout how to continue forward, or tell you how many treasure chests are lefton the current floor, as well as offer to show you their location(s)... for anominal fee of 20 Rupees. Since you're using this guide, however, neither oneshould be necessary... that or I'm not doing my job right. ^_^ Anyway, standto the right of the lowered red blocks and use the Boomerang to hit the switch

    around the corner, which will raise the red blocks and lower the blue ones inthe south side of the room. Go through and down the stairs, defeating theGold Chu-Chu, then once you reach a ledge to the left, use the Boomerang to hitthe switch around the curve, which will clear the fire leading back to thefirst big room. Instead of going back through, head south into another roomthat will close behind you, where two Red Bubbles appear. You must first usethe Boomerang to clear the fire around their skulls, then use the sword tofinish them off. You can't actually target them with your Boomerang, so Iwould suggest watching their movements and draw a line that intersects withthe path they follow in order to defeat them. Once they're taken care of,head up the stairs.

    On the next floor are two small spinning arms of fire, and two Fire Keese.You can't hit the Fire Keese with your sword, lest you catch fire yourself, souse your boomerang to kill them. Go to the south end of the room and pull thelever, then head back up and jump across the gap onto a small platform witha spinning fire arm. This one covers the entire platform, so you'll haveto follow its path around to reach the other side. Jump across again, and killa third Fire Keese to reveal a chest with a Red Rupee. Grab the chest, thenhead south again and pull the lever at the end, which will open the stone doornear the stairs. Go back to the door, stand just outside and use theBoomerang to defeat the rat carrying a key. Grab the key, then jump backacross the platforms again and go to the right this time. Use theBoomerang to hit the switch, lowering the red blocks, then use it again todaze the Octorok and go in for the kill. Stand between the red and blue blocks

    and use the Boomerang once more to hit the switch again, thus lowering the blueblocks to allow you through. Finally, use the key on the locked door and goup the stairs.

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    Now you come to the 3rd floor of the dungeon. There are a few green slimesbouncing around, just waiting for you to slice them to bits. There are alsotwo candles in the north part of the room... blow 'em out and head throughthe fire and across the bridge. You must now hit all four switches with yourBoomerang in a specific order:

    K3 2O

    1 4

    Hit the switches, then use the Boomerang to grab the key that drops down. Nowgo back down and to the left, and through the locked door. You'll pass a giantkeyhole blocking a set of stairs... wonder what that could be... Keep goingleft and you'll come to a room with a malicious torch, two Fire Keese, andtwo Gold Chu-Chus. Defeat them all, with the exception of the homicidal fire,and the door to the north will open. Go through, and defeat the two RedBubbles to clear the fires. Head through the north one, and step on the switch

    to light the westernmost torch, then use the Boomerang to carry the fire fromthat torch to the other two unlit torches, clearing a fire near the middle ofthe 3rd floor. Head back down towards where the fire has been cleared untilyou come to a hole in the floor. Use your boomerang to hit the switch in thenext room to solidify the floor again. Proceed through the spinning fierywheel of death all the way north until you reach a large chest, containing theBoss Key. Unlike most Zelda games, where you can simply store the boss keyin your Pocket of Infinite Depth along with your Boomerang, Bow, Bombs (that'ssafe I'm sure), giant hammers bigger than you are, etc., this game requires youto actually carry the key around on your head. Why? Who knows. Anyway, withkey in hand head back to the giant lock, making sure to take extra care whenpassing through the fire wheel, and just throw it in the keyhole. Go up thestairs into another room with two torches (the safe kind) and two stone slabs.

    The one on the left, when read, will open up an inter-dimensional portal tothe dungeon's entrance, while the one on the right will inform you that thetemple protects the Spirit of Power. Break the jars if you are in need ofhearts, then head up the stairs to the first Boss.

    ^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^/\ /\/__\ BOSS: Blaaz, Master of Fire [0507] /__\/\ /\ /\ /\/__\/__\ /__\/__\^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^

    The first Boss of Phantom Hourglass is Blaaz, the Master of Fire. When youfirst step in, Blaaz will transform from a single monster into three smallerversions of himself. In his smaller form, he has one basic attack: he shootsballs of fire at you, much like the evil torches from earlier. Each time oneof them hits you, you will lose half a heart. Also, each Blaaz Jr. is coveredin fire, so touching them will also cost you half a heart. To defeat them,you must use your Boomerang to gather them all together into one large Blaaz,and it must be in a specific order. If you look on the top screen, you willsee the demons floating around as they are on the bottom screen, but they willeach have a different number of horns, either 1, 2, or 3. You must round themup with your Boomerang in that order, otherwise they just separate again.

    Once you gather them all up in the correct order, Blaaz will return to his

    original form. In this form, he has two attacks: first,when you approach him,he will knock you away, which doesn't hurt you, but it does prevent you fromattacking him. Second, he will drop large boulders from the ceiling, which

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    will do half a heart of damage when they hit you. You can avoid these bysimply watching for the shadows. To defeat him, use your Boomerang to stunhim, then start hacking and slashing away. Once you get a few hits in, he willregain consciousness, and then split back into his miniature selves. Repeatthis process until finally Blaaz goes down.

    After you defeat Blaaz, a strange symbol will appear on the ground, and Leaf,

    the Spirit of Power, will emerge and join your merry band of fairies. A blueportal leading to the entrance will then appear, along with a chest containinga Heart Container. Grab the Heart Container, then head through the portaland back out of the temple.

    =============Isle of Ember=============

    As you exit, you notice that the volcano on the island has finally stoppederupting. Head back to Astrid's house (you can jump down the cliffs insteadof walking all the way around), where the fortune-teller is waiting. She

    congratulates you on your accomplishment, and informs you that you will needthree spirits: Power, Wisdom, and Courage, in order to find the Ghost Ship.However, she does not know where the other two spirits are (some fortune-teller), but can only tell you to head back to the Temple of the Ocean King.Finally, she gives you a Power Gem and explains that somewhere you can raisea spirit's power for 10 gems. For now, it's time to head back to Mercay andback to the Temple of the Ocean King. Talk to Linebeck to ship out.

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz/\ /\/__\ Temple of the Ocean King, Take Two [0508] /__\/\ /\ /\ /\/__\/__\ /__\/__\

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz

    =============Mercay Island=============

    Chart a course back to Mercay Island. Once there, head north again to theTemple of the Ocean King.

    ========================Temple of the Ocean King========================

    Once back inside the dreaded temple, Linebeck will show his ugly face toremind you that the temple sucks the life out of people. Then, of all people,Oshus shows up at the door with some exciting news: there is a way to getthrough the temple without losing your soul! Now, go up onto the altar whereOshus instructs, and you will receive the mythical Phantom Hourglass! ThePhantom Hourglass allows you to traverse the treacherous temple without riskof death... but there's a catch: it only works for a limited amount of time;after the sand drains, you will no longer be safe from the temple's life-sucking evil. You must return to the outside in order to reset the timeron the Hourglass.

    Now that you have the Phantom Hourglass in hand, head down into the temple

    once more. For this leg, you will have only ten minutes to reach the bottom.However, sand will not drain while you are in a safe zone, so you will notbe at risk while in a safe zone. Proceed to the first door, which will be

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    opened by the Spirit of Power, and head down the stairs. When you reach thebottom, two Phantoms will appear at the corners of the room. Phantoms are notlike normal enemies, however - they cannot be defeated with your sword, andthey will take out Link in one hit, draining 30 seconds from the PhantomHourglass. The only way to avoid them is to stay out of their line of sight.If they see you, they will chase you. Run into a safe zone and you will becomeinvisible to them, thereby protecting yourself.

    Now then, you start out on this level in the very center of the room. Headright until you reach a safe zone, then head up. You will see a locked doorand a switch - hit the switch of course. Then, making sure not to be seen bythe patrolling phantom, head all the way south, then left until you reach thenext safe zone. Then, use your Boomerang to carry the fire from the lit torchto the unlit one, which will remove the fire in the southwest corner. You willhave only a limited time after hitting the switch before the first torch goesout, so be quick. After you do this, head west to the safe zone, and watch forthe other phantom that patrols up and down the hall. Once it gets to abouthalfway heading north, make a dash for the safe zone to the north. Wait therefor it to patrol by again, and then run north and east to step on a switch,

    opening a stone slab that guards a key. When you have a chance, run and grabthe key and wait for the Phantom to turn around. Now head back to the lockeddoor, avoiding the Phantoms along the way. Head through and down the stairs.

    When you first come to the next floor down, there will be a Phantom a bit tothe left that doesn't patrol, but rather stands in one place and changes itsview every few seconds. It will still chase you if it sees you though. First,head south, avoiding the Phantom's gaze, and you will see a switch a bit tothe left. Hit it, and the Phantom will hear and come running. When it does,go back north past where the Phantom was standing and hit a second switch,which will drop a key from the ceiling. Next, go back around to the firstswitch and hit it again, thus drawing the Phantom away from its post. Quicklyrun and pull the lever that it was guarding to clear the flames blocking the

    path. With this done, head through and all the way west, until you reach ared jar. Break it, and step in the created Safe Zone and use the Boomerang tohit a switch on the other side of the flames to drop them. Head south to thenext Safe Zone, then wait for the Phantom to patrol north, then head to wherethe blue blocks are. Wait there for the Phantom to pass by again, then runout and north, step on the switch to lower the spikes, then use the Boomerangto grab the key and retreat to the Safe Zone. Once the Phantom has passedagain, head back to where the blue blocks are, hit the switch to lower the redblocks and head through the locked door.

    Finally you reach the third and last floor of the dungeon... this time aroundanyway. However, this one will be more complicated than either of the previousfloors: in order to proceed, you must find three Force Gems and place them onthe pedastals in the large Safe Zone near the northeast corner of the room.First, head right, then up, then left, breaking the gold jar along the way,which contains an additional 30 seconds for your Phantom Hourglass. Nifty, eh?Keep going left until you reach a safe zone with a chest, which contains thefirst Force Gem. Like the Boss Key, you must carry this on your head, whichwill slow you down considerably. Infinite Pocket of Mysteries fails us yetagain. Take the force gem south and east, beware of the Phantoms, especiallynow that you are slower, then north again into the safe zone, and drop theForce Gem onto one of the pedastals (doesn't matter which). After you've donethat, it's time to retrieve another Force Gem. This time, once the Phantomcarrying the key has passed the safe zone in the southeast corner, runto the corner, making sure not to get skewered by the menacing spikes along the

    way. There you will find a second Force Gem. Take it back to the pedastals.Last but not least, the third Force Gem is behind a locked door... and the keyto that locked door is being hauled around by one of those horrible Phantoms.

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    Our only choice: pry it from his cold dead body. Go all the way to thesouthwest corner of the room and pull the lever there. This will release theflames guarding the stairs to a higher platform. Go there when you have aclear shot. There will be two switches on top, which each open up two holes inthe floor. You must step on the switch at the exact time when the Phantomcrosses the hole to plunge him to his death, relieving him of his precious key.Grab the key, then head to the locked door near the southeast corner and grab

    the last Force Gem. Take it back to the pedastal, which will then open thestone slab that leads to the end of the dungeon.

    The next room is sort of a safety room - there is no life-draining fog, so feelfree to take as much time as you need. Head up and left, you can grab the 30seconds from the gold jar if you wish, though it doesn't do much good now.Head up again into a safe zone (why this is here? I don't know.) and grab thechest containing the Northwestern Sea Chart. Afterward, a blue portal willopen up, which will take you back to the entrance.

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ/\ /\

    /__\ Bombs Away! [0509] /__\/\ /\ /\ /\/__\/__\ /__\/__\zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ

    =============Mercay Island=============

    After you return to the outside world, head back to the ship, where Linebeck iseagerly awaiting your return. He takes the chart, and points out that it iscompletely dirty, and orders you to clean it right away. Just blow into themic to clean off the dust, revealing another strange marking. That will be

    your next destination. It's time to set sail!

    =============The Great Sea=============

    Now that you have the Northwestern Sea Chart, chart a course for theNorthwestern sea. As you approach, however, you will be carried away by ahuge twister, thus preventing you from reaching the Northwest from thatdirection. Instead, chart a course west, through a narrow opening in therocks. But your path will yet again be blocked, this time by a large andunexpected wall of rocks. The only way to clear a path is to blast it awaywith a cannon. Head to the island in the middle of the sea, Cannon Island.Alternatively, you can skip all of the above and head straight for CannonIsland and grab the cannon right away.

    =============Cannon Island=============

    When you first dock at Cannon Island, the flying Postman will be waiting togreet you. He asks you not to pelt him with rocks or anything, then flies off.Now, proceed east into Eddo's Garage, where Eddo's apprentice awaits to tellyou that the cannon is not yet complete. He then says that you should take theunnecessarily long path to the back door, which just happens to be unlocked,

    and bug Eddo yourself. So what choice do we have really? Head back outsidewhere the apprentice is waiting to unlock the door to the Bomb Garden.

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    Head through the door to the garden, kill the Red Chu-Chus that appear, andthen head past the beehives to the east to reach a chest with a treasure mapinside. Continue back west, and south again until you reach a cave. Stepinside, defeat the two rats there, then grab one of the bomb flowers todestroy the rocks blocking your path. Next, grab another bomb flower andvery quickly run to the far right to destroy a rock wall that blocks a chestcontaining a Power Gem. Then, go back and grab another bomb flower to destroy

    the rock in the way of the block. Push the block forward, then go north toanother block. Pull this rock all the way back and out, then go north and pulla third block once to the right and once up. Then you can get through. Killtwo more rats, then go back and grab the bomb flower to blast away the rockin your way. Head through and up the stairs.

    Outside, there will be several bomb flowers and rats. Kill the rats, but avoidhitting the bomb flowers, as they will explode. Once the rats are taken careof, grab a bomb flower and destroy the rocks in the way. Go south and west,and grab the chest with a Red Rupee in it. Go back east, and use anotherbomb flower to destroy more rocks. Next, jump down the cliff and destroy allof the Red Chu-Chus. Go back around and up the stairs, grab the

    northeasternmost bomb flower, and quickly jump down and run to the west andthrow the bomb flower toward the three rocks blocking your path. Repeat thisuntil you have cleared a path forward. Then go back down and around, throughthe broken rocks, and into Eddo's Garage.

    Eddo himself is waiting there for you. Talk to him and demand a cannon fromhim, which he will gladly hand over... for the OUTRAGEOUS price of..........50 Rupees! So... hopefully you should have that much. If not... then, you'rescrewed. Game over. Epic fail. If not, just head back outside and cut somegrass until you can scrounge up enough for this expensive piece of equipment.Once you have the Cannon, head back outside where the Postman will come togreet you with a letter from the Postmaster. After he reads the letter, hewill ask you to sign. Scribble whatever you want, then head back to the ship

    and set sail once more.

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ/\ /\/__\ Into the Mist [0510] /__\/\ /\ /\ /\/__\/__\ /__\/__\zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ

    =============The Great Sea=============

    Now that you have the Cannon, set a course for the Northwestern Sea via thewestern portion of the Southwestern Sea. From this point on, there will beenemies on the Great Sea, so be ready to blast them. There will also be SeaTraps, which are basically giant gates to block your path. Tap the jump buttonat the bottom of the screen at the right time to clear them, or you can justblast each end. Either way, don't run into it. Once you reach the giant rocksblocking your path, be sure to clear them, otherwise you'll be in for one heckof a bumpy ride. After you've passed them, Linebeck will spot the Ghost Shipup ahead. You've no choice but to chase after it. Once you reach theNorthwestern Sea, continue to follow the Ghost Ship north. You will eventuallycome to a point where the fog becomes too dense, and you magically teleportback to where you started. Your only option is to head to a nearby island to

    see if maybe someone knows how to get through the fog. Head back to theSouthwestern Sea and go to Molida Island, the only island you haven't yetvisited.

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    =============Molida Island=============

    Your first stop on Molida Island is at the mailbox, where your friendly wingedPostman has a letter from Astrid to deliver to you. After you've listened to

    her friendly advice, head to the house at the eastern edge of the island.Inside, there is a man who rambles on about going your own way through the fog,then yells at you and tells you to never speak of it again. Just as you tryto leave, he will yell for you to come back. Talk to him again and he willreveal that his father, Romanos, was able to get through the fog using aspecific route. He then tells you to go to the cave behind the house to lookfor a clue to the route his father knew of. After you're done speaking withhim, head outside and into the cave.

    Inside the cave, head left, killing the Chu-Chus. Go up the stairs and jumpacross the platforms, being careful to not let the Keese knock you into thewater. Once you reach the end, head toward the large bridge, where you will

    be confronted by a large Lizard. To defeat it, use the Boomerang to strikeit from behind to stun it, then slash away at its back a few times with yoursword to finish it off. If you try to attack it head on while it is stunned,it will recover and come back at you. Afterward, proceed across the bridgeand through the doorway. Keep going through the passage, killing the Octoroksalong the way until you reach the exit.

    Once outside, take out a few Keese before using a bomb flower to blow up acrack in the wall. Inside is a chest containing the Shovel. Use the Shovelto uncover a big green Rupee inside the cave at the spot with the suspicious-looking dirt, just to the right of the table. Next, check out the Journal onthe table (lot of these lying around, aren't there?), which will explain thatRomanos's super-secret hideaway is hidden beneath where the four stone tablets

    intersect. Head back outside to find the tablets.

    Once outside again, use another bomb flower to blast away the rocks that leadback toward the entrance. Then, go up the stairs to the north, leading back tothe upper world. Just outside is Stone Tablet No. 3, which you should mark onyour map. Head west and you will find a chest containing a Helmaroc Plume(for those of you who don't know, Helmaroc King was Ganondorf's giant pet birdfrom Wind Waker). Head back west and south, and you will come upon StoneTablet No. 4. Mark it. Next, jump down and head west again. Right in frontof the second house from the left is Stone Tablet No. 2, and to the west of thefarthest house on the left is Stone Tablet No. 1. Mark them both, then drawtwo lines connecting the tablets, so that it forms a large cross. Go to thecenter of the cross, just in front of a palm tree, and use the Shovel touncover a hole in the ground. Nothing left to do but dive right in.

    In this room there is a chest that contains a Treasure Map, another journal,and finally a map of the Northwestern Sea on the wall which shows a path thatwill lead you through the fog. You should definitely mark this on your SeaChart. Once you're done, head left, make the Chu-Chu sorry it was ever, err,born... maybe congealed is the right word... then head to a large door with asun shape on it. You'll need this later, so you might want to mark itsomewhere. Head right, through two more Gold Chu-Chus, then down and back outof the cave. Now that you have the path, you're ready to brave the fog oncemore.

    =============The Great Sea=============

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    Once back out to sea, chart a course for the Northwestern Sea. Once there,chart your course for the Isle of Gust (where the strange symbol is), makingsure to take the course that will get you through the fog. Keep going untilyou reach the Isle of Gust.

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz

    /\ /\/__\ The Windy City [0511] /__\/\ /\ /\ /\/__\/__\ /__\/__\zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz

    ============Isle of Gust============

    As you may have already guessed, the Isle of Gust is... well... gusty.Frequent strong winds make it difficult to maneuver at times, though it can

    also be helpful as well. After you dock, make your way north and up thestairs. Defeat the Miniblins, and the last one will yield a Red Rupee. Godown the stairs to the east, kill the Chu-Chus, and up another flight ofstairs. When the wind is not blowing, jump across the gaps until you reacha large plateau full of Miniblins. Kill them all, and again the final killwill earn you another Red Rupee. Keep heading east across the water, makingall of the Chu-Chus pay for being different than you, and once you reach thefar east, head down to another group of Miniblins. Defeat them all for yetanother Red Rupee. Grab a bomb plant to destroy the wall to the north, thenhead through the opening.

    Inside you will find a chest containing a Courage Gem (like the Power Gem,except green and courageousy) and another journal. Might as well read this one

    too, since you've already pried into so many other people's lives. Also onthe wall is another map of the Northwestern Sea, with an arrow pointing towardthe island in the northeast, and two X marks, which indicate uncharted islands.You should mark the X's; the arrow isn't as important. After you're done inhere, head back out.

    Go back east in the direction you came, back up the stairs onto the mesa.Stand at the edge, just south of the stairs, and wait for the wind to blow,then leap across the gap. With the wind at your back, you will be able to makeit across. Do the same for the next jump, then kill all the Miniblins foranother Red Rupee. There are also 3 holes in the ground indicated by slightlymisshapen dirt where you can dig for another Red Rupee each. Once you haveall of them, head inside the cave - taking the stairs will lead you back to thebeginning with no shortcut back.

    Inside the cave, jump into the pit with about 15 or so Miniblins. I believethere are three specific ones that drop Red Rupees - the first, third, and lastones I killed gave me a Red Rupee. After you've killed all of them, a chestwill appear. Grab it, along with the chest that was already there for atreasure map and a Wisdom Gem (wisdomy) respectively, then head outside.

    Outside, kill more Chu-Chus, then use the rising gusts of wind to carry you upto the top of the plateau. Use the wind to jump to the left, then kill theMiniblins that await. Go down three flights of stairs, then head north. Theentrance to the Temple of Wind awaits, but it is blocked by fierce gusts of

    wind, so you cannot enter yet. There is a map there with an X... mark it, thenhead back down. Go south until you get to a rising wind, take it up and headnorth. Go around and kill the Chu-Chus, then south again. Jump down and kill

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    more Miniblins, then use the Shovel to uncover a rising wind that will lead youto a chest with a Power Gem. After grabbing that, head to the north, then usethe Shovel again for another wind to lead you up again. Go north, and insteadof using the wind that is already there (unless you feel like slaughteringanother Chu-Chu), uncover the gust to the left to lead you upward. Head up andthen down, until you come upon another gust. This time, you should use theShovel to cover it up, then take the path that it was blocking. Continue up,

    and then dig up another weird earth patch near the stairs for a Big GreenRupee. Next, head up the closest wind gust to where the X from the previousmap is, and check out another map, this one with three X's that show thelocations of three windmills. Mark them, then head down.

    Your next step is to get to each of the three windmills marked on the map.Jump back down the cliff, then bury the gusts until you can get through to therocks. Clear them, then head east into the sands. The next part is a littletricky - you have to walk very slowly through the sand so that you don'tdisturb the monsters that dwell beneath it, who will come and swallow you up.If you are detected by one, make a mad dash for the nearest high ground forsafety. If one of them swallows you, rub your stylus very quickly to free

    yourself. You can also defeat them by throwing bombs into the sand for themto swallow. Head all the way to the southeasternmost windmill, then blow intothe mic to activate it. Next, head west, killing the monsters you can,avoiding those you can't, until you get to the two western windmills. Activatethem, and two doors will open, leading you to the entrance of the temple, whichis now cleared of the horrible wind gusts. At last, head inside the temple.

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz/\ /\/__\ The Temple of Wind, Or... [0512] /__\/\ /\ Yo, Ho, Blow the Man Down! /\ /\/__\/__\ /__\/__\zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz

    ==============Temple of Wind==============

    Welcome to Phantom Hourglass's second dungeon: the Temple of Wind. It's...windy. Yeah. From the entrance, head north, run across the floors after thewinds stop. For the second gusts, run after the middle wind blows by itself.Grab the bomb flower and throw it right between the other bomb flowers, thusigniting them simultaneously, creating a chain reaction which will then powerboth of the switches, creating a bridge for you to cross. Head north, makeshort work of the Chu-Chus, then push the block in front of the first gust ofwind. Hit the switch to disable the second, then continue up the stairs.Head across the bridge to the south, then down the stairs for some more Chu-Chu killing fun. Go through the south door, kill the lone Keese, then hit theswitch to open the door back to the first room. Go up the stairs and acrossthe platforms, killing two more Keese and avoiding the gusts of wind that willsurely gust you to your doom. Down the stairs and into the next room, wherefour snakes will appear. Yawn. Kill them, then head into the next room. Graball the Rupees, then push the block to gain entrance to the next room. Moresnakes... kill. To the north is a gust of wind leading to the Boss Room, youcan't get there yet. Instead, go west, then grab the head emitting the hugegust of wind, which shall henceforth be referred to as an Airhead, and move itto either of the weird shapes on the ground to the left. Use the wind to jumpacross the gap, then hit the switch and go down the stairs.

    On the next floor, you will encounter three Red Chu-Chus, this time with rockson their heads. How this doesn't squash them into nothingness is beyond me,

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    but go near them to make them appear, then use the bomb flowers to blow therocks off of their heads, and then finish them off with your sword. Head rightand up the stairs for three more Chu-Chus (the non-rocky kind), then head downanother flight of stairs into a large room. There are a total of 6 Miniblinsin this room, killing all of them will earn you another Red Rupee. After that,step on the switch in the middle to open a stone door. Proceed up the stairsrevealed by the door, then down the ones to the right. Head all the way to

    the right for a chest containing a Helmaroc Plume. Go back left and up thestairs, then use the wind gusts to carry you up to a chest containing a CourageGem. Now jump back down, and run back around to the stairs again. This time,push the block up two spaces and then right two spaces, then use the wind tocarry you up onto the block. Jump down to the right, then proceed all the waydown the stairs.

    Once you reach the next floor, use the bomb flowers to blow a hole in the crackin the wall. Next you will come to more sand like you encountered outside...yeah, the kind with the evil Link-eating monsters swarming down below.However, this time it is a bit simpler in that you now have a rock path to walkon where the monsters cannot reach you. Head to the middle of the room,

    staying as much on the rocks as possible. There is a map on the wall with fourX's... mark all of them, then go to each spot and dig there. Also, if you headall the way west, just north of the southwesternmost X, there will be a chestcontaining a Power Gem. Once you've dug all four spots, two doors will open.Proceed through whichever one is closer.

    For the door to the southwest, go up the stairs and take out a Red Chu-Chu.Then head right and up the stairs, and pull the Airhead onto the symbol toactivate the windmill, then head back to the previous floor. For the door tothe north, use the bomb flower to clear the blocks to the stairs, then go up.Head across the bridge, then pull the other Airhead onto the symbol on thefloor to activate the second windmill. Once both windmills are activated, akey will fall down. Jump and grab it, then head to the stairs to the

    southeast. Go up, then use the wind to raise yourself onto the block, and jumpdown to the right once more, then proceed down the stairs. Finally, go all theway to the northeast corner, through the locked door to the large chestcontaining the Bombs.

    Once you have the bombs, go all the way to the northwestern corner and blow ahole in the wall. Enter the hole, then throw a bomb onto the rising gust ofwind to blow up the rock. Ride the wind up, then go up the stairs. Next,throw a bomb onto the wind to blow up the chain of bomb flowers to activate theswitch, then quickly run through the door before it closes again. Next, use abomb to defeat the rock-headed Chu-Chus, then place a bomb on the checkeredsquare next to the wall to blast it open. Go through, take out some normalChu-Chus, then through another door and up the stairs.

    Back on the first floor, defeat the rocky Chu-Chus, then set a bomb next to thenorth wall at the spot where there is a checkered square on the other side. Gothrough, then up the stairs and around, and place a bomb on each of the squaresnear the bomb plants to set the switches off, thereby opening the door thatleads to a large chest containing the Boss Key. Take the key, jump down to theleft, and set the key down near you. Then use a bomb on the rising gusts ofwind to destroy the rocks, then grab the key again and go up. Throw the keyinto the keyhole and proceed into the next room. Go all the way to the end, upthe volcanoes of wind, read the sign to open the return portal, break some jarsfor bombs and hearts, and finally proceed into the next room to face the boss.

    ^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^/\ /\/__\ BOSS: Cyclok, Stirrer of Winds [0513] /__\

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    /\ /\ /\ /\/__\/__\ /__\/__\^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^

    This boss is a giant Octorok that can summon cyclones. He has two attacks:first, he will throw miniature tornadoes at you, which will take out half aheart when hit. Second, he will come down and charge at you, taking out half

    a heart if you are hit. To defeat him, either take out a bomb of your own, orgrab a bomb flower from the sides and throw it into the cyclone on the groundwhen Cyclok comes near it. Using your own bombs is probably a bit easier,given that they don't actually light until you throw them, whereas bomb flowersignite the moment you pick them up, giving you less time to run and aim. Onceyou hit Cyclok with a bomb, he will fall down, momentarily dazed. This is whenyou should start slashing away with all your fury. After a moment he willawaken and fly up again. Just rinse and repeat until he goes down.

    After the big Octo is defeated, he will explode into a million grains of sand,thus giving you two more minutes for your Phantom Hourglass. Also, Neri, theSpirit of Wisdom, will emerge and join you in your quest. Finally, a blue

    portal and a chest with a Heart Container will appear. Grab the HeartContainer, and then step through the portal to return to the entrance.

    ============Isle of Gust============

    As you exit the Temple of Wind, head south. Defeat a couple of Chu-Chus, thenhead up the stairs to the right. Jump down the cliff to the south, defeat theMiniblins if you so desire, then head up the stairs to the west and back downthe cliff. Go all the way west, past more Miniblins, until you reach yourship. Talk to Linebeck to head out.

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ/\ /\/__\ Temple of the Ocean King III, [0514] /__\/\ /\ Revenge of the Phantoms /\ /\/__\/__\ /__\/__\zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZ

    =============The Great Sea=============

    Chart a course for the Southwestern Sea - you can go directly there this time.Once you reach the Southwest, chart a course for Mercay Island.

    =============Mercay Island=============

    After landing at Mercay, head up north yet again to the Temple of the OceanKing. This time, you can use your bombs to blast away the rocks blocking astaircase to the west to open up a shortcut. Also, there is a cracked wallon the way to the temple that you can blow apart. Enter the cave and defeatthe rats at the entrance. Jump across the platforms, defeating one last ratnear the end, to get to a chest with a Power Gem inside. Afterward, head backout to the entrance and to the temple.

    ========================Temple of the Ocean King

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    ========================

    Once back inside the temple, the first three floors will be basically the same,with a few minor exceptions. When you get to B1, head up to the switch youwent to the first time, but instead of hitting it, bomb the rocks to the leftfor a shortcut to the key. Grab it and run to the door, saving you a lot oftime.

    For the second floor of the temple, you will still need to hit the two switchesto drop the key down, but instead of pulling the lever behind the Phantom, youcan bomb the wall directly south of the entrance for another shortcut. Grabthe key, then proceed the same way as the first time, through the blue and redblocks. Head for the locked door, but this time stop at the safe zone for abit, and head just west of there and bomb the wall, revealing a 30 second bonusto your Hourglass. Then you may proceed downstairs.

    The third floor follows an almost identical procedure as the previous run.First, grab the Force Shard in the northwest corner and take it to thepedastal. Once that's taken care of, head east and bomb the rocks for an

    additional 30 seconds. Then, head just south and use the Boomerang to hit theswitch, stopping the nearby spikes. Then, head to the southeast corner, grabthe second Force Shard and return to the pedastal. Now, instead of going tohit the switch to lower the fires, you can use the shovel to reveal a risingwind that will carry you to the top platform so that you can get the key.Kill the Phantom, grab the key, and head to the locked door. Grab the lastForce Shard and return it to its pedastal, then proceed through to the nextroom. Run to the far left side of the room, grab the 30 seconds, then headback to the Door of Wisdom and proceed through and down the stairs.

    At last we come to a new floor in this dungeon of treachery. This one holdsboth new and old traps: the classic Phantoms make a return, along with the newPhantom Eye, which will not harm you, but will call a Phantom to chase you if

    it spots you. Unlike Phantoms, however, these can be defeated - just make sureyou kill it before it sees you. Start off by heading east and south, just pastthe safe zone. Use your Boomerang to hit the switch past the gust of wind tothe south, along with the Phantom Eye in the corner. The switch will disablethe gust and daze the Phantom Eye, allowing you to go past and kill it. Next,use the Boomerang to grab 30 seconds from the gold jar in the southeast corner.Afterward, head west then north, always avoiding the Phantoms if they arenearby. Go until you reach just north of the center of the room, just aroundthe corner of the second Phantom Eye. When it gets close enough, use yourBoomerang to daze it, then take it out. Finally, when the third Phantom Eye isout of sight range, run for the safe zone in the middle west, then wait thereto take out the final Eye, revealing a chest on the opposite end of the room.Run to the chest and grab the Power Gem contained within. After you have donethis, go to the southwest corner of the room. Just to the east, there will bea mound of dirt that you can dig up to reveal a rising gust of wind. Take thewind up and hit the switch at the top. Now, stand near the northwest corner ofthe platform and use your boomerang to grab 30 seconds from a jar to the north.Lastly, head northeast of the switch a ways and bomb the cracked wall to getto another switch, which will lower the spikes guarding the key. Grab the key,then head to the locked door in the southern middle of the room, and at lastproceed downstairs.

    This next floor is a tad different than the others - you will first notice thatthere are neither Phantoms nor Phantom Eyes patroling around the corridors.First, make your way as far west as you can go, and use the Boomerang to hit a

    switch on the other side of the gap, beyond the spikes. This will lower thespikes on the east side of the room. Head there and grab the 30 seconds, thenproceed back west and north into a room with four Gold Chu-Chus. Defeat them,

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    and two doors will open up, and spikes will drop down to reveal 15 seconds ofadditional time. Grab the time, then head east into the next room, whichcontains 4 Miniblins. Kill them, and two more doors will open along with morespikes to reveal another 15 seconds. Grab the time and head north. Use theBoomerang to hit the switch to the right, which will reveal a chest and stopthe wind to the left. Grab the chest, which contains a Red Potion, which whenused will restore six hearts. Head west and down to the next floor.

    The next floor is back to the original setup of Phantoms and Eyes. From theentrance, use the Boomerang to daze the eye to the east, then take it out.From there, head to the southwest corner and hit the switch to drop the spikesnear the closest safe zone. Head there and read the tablet, which indicatesthat it is the fourth tablet governing the crest. Head to the two safe zonesnorth of there to find two more tablets with similar messages, the middlesimply telling that there are four tablets altogether, and the north indicatingthat it is the second tablet. Next, proceed north and west, and head to themiddle left safe zone. Defeat the Phantom Eye, which should be the last,thereby revealing a 30 second bonus to the west. Next, head to the southernsafe zone, and bomb the rocks guarding it. The tablet here indicates that it

    is the third governing the crest. Last, head back north again to the northwestcorner, then dig up the dirt mound to reveal a rising wind. Throw a bomb intothe wind at the right time (this one does not always blow) to destroy the rocksabove, then ride up and hit the switch. Go to the north safe zone to find thetablet that begins and ends the sacred crest. Finally, head to the center ofthe room, stepping on a switch to stop the gust of wind, to a large red door.You must now draw the sacred crest as indicated by the tablets:

    _ _ _ _ F ______ 2 _L_ _ _

    \ /_ _ \ / _ _

    X \/ _ _ /\ _ _

    / \_ _ / \ _ _ 3 ______ 4 _ _ _ _

    After drawing this shape (the shape of an hourglass if you haven't alreadyguessed that) the door will open, leading to a large room with a sun crest.Tap on the sun to reveal an upside-down Southwestern Sea Chart, then take outthe Southwestern Sea Chart and close the DS. You heard me, close it. This issupposed to simulate "pressing" the chart up against the map to transfer thestrange symbol there. Actually a pretty novel idea in my opinion. Afteryou've got the new version of your chart, a blue portal will appear to lead youback to the entrance once again.

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz/\ /\/__\ Salvaged Goods [0515] /__\/\ /\ /\ /\/__\/__\ /__\/__\zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz

    =============Mercay Island

    =============

    Once outside, head back to the Ship to find Linebeck, making a quick stop at

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    the mailbox first. The winged postman brings you tidings from Eddo, whoreveals that he has at last perfected his latest achievement, the Salvage Arm.Afterward, go to the ship. You can talk to the man at the harbor (notLinebeck) who will ask you if you have a salvage arm yet, and offer you atreasure map for 50 Rupees. Buy it, there's probably something good downthere. With that taken care of, talk to Linebeck to ship out.

    =============The Great Sea=============

    First, chart a course for Cannon Island. You're going to need that salvagearm.

    =============Cannon Island=============

    After you dock, head straight for Eddo's Garage. You can take the main

    entrance this time, no curvy paths to the backdoor anymore. Talk to Eddo, whowill offer to sell you the Salave Arm for a price based on how loud you yellinto the Mic. The lowest I've been able to get it is 200 Rupees, but afterbuying the Salvage Arm, if you talk to Eddo's assistant, he will tell you thatyou could have just snapped your fingers instead of yelling; however, I wentback and tried this method, but got no response. Maybe my DS is just broken...After you have the Salvage Arm, head back to the seas.

    =============The Great Sea=============

    Now that you have the Salvage Arm, head to where the strange symbol on your map

    is and use the Salvage Arm to pull the treasure lying at the bottom of the sea.To use the Salvage Arm, slide the lever at the bottom of the screen left andright, and move the switch down or up to move faster or slower respectively(this reverses on the way up). Make sure not to hit anything or you willdamage the arm, and it doesn't repair itself like the ship does. Once you havethe Sun Key from the ocean floor, sail back to Molida Island.

    As you approach Molida Island, however, a giant monster will rise up out of thesea! You've no choice but to blast it back to the depths from whence it came.Start by drawing a course around the monster, then blasting the cannon at theweak spot on its head. It will then withdraw its weak spot and shoot blobs ofgreen goop at you. If these get too close, you can blast them with the cannonto deflect them. Keep shooting at the weak spot, and it will eventually sinkback into the ocean, leaving you free to land at Molida.

    zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz/\ /\/__\ The Temple of Courage, Or... [0516] /__\/\ /\ And A Bottle of Rum /\ /\/__\/__\ /__\/__\zZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZzZz

    =============Molida Island=============

    Back on Molida Island, head for the Wayfarer's Super-Secret hideout (the one infront of the tree). Go past the Gold Chu-Chu and through the Sun Door and up

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    the stairs at the end. Once outside, use the shovel just to the right of thestairs to uncover a secret hole. Inside the hole is a chest containing aWisdom Gem. Once you have it, head down the cliff to the right and back up thestairs again. Outside again, make your way down the stairs and through theMiniblins until you reach another set of stairs. Go up and west, then use theBoomerang on a nearby head statue, activating the beam of light. Head eastagain and across the bridge. Go past the temple entrance, which is blocked

    for now, and go all the way around until you come to another head statue. Hitthis one with your sword, then grab it and swing it around until this beam oflight intersects with the temple door. Head south and west, and you will cometo two Lizard men. Dispatch both of them and a third head statue will appear.Activate it, then swing it around so that it intersects with the temple dooragain, opening it. Now head back to the temple entrance.

    =================Temple of Courage=================

    At long last we reach the Temple of Courage. Once inside, proceed straight

    north, past the two rolling spike logs, then east past a third. Now go south,and you will come to another trap: a spinning disc that will move only when youwalk in front of it. Step briefly in its path, then immediately out of the waywhen it moves. Then, move through the small passage where it once stood, butbe quick, because it will not be gone for long. Once through, proceed aroundand step on the switch, opening the door back to the first room, before headingup the stairs and across the bridge to a small key. Now go back down thebridge, and you can either proceed back through the entrance through therolling logs, or back the way you came through the spinning disk to get to thelocked door. Once there, proceed through and around to a room with two worms.To defeat them, hit the red spot at the back of their tails, making sure toavoid the rest of them. Once they have been defeated, proceed through the doorand down the stairs.

    On the next level, you will notice a large moving block to the left of thestairs. Step on it, and ride it across to the other side, where you will findan armored bug. Your best bet with these is to strike them with your sworduntil they fall off of the edge. Once that is done, step onto the next movingblock, and then onto yet another block halfway across the gap. You must thenuse your Boomerang to hit the switch to the north before proceeding up thestairs.

    Once upstairs, you will encounter several green slimes, and a moving chain ofelectric balls. You cannot defeat these, so just avoid them and kill theslimes. Make your way north past the lowered red blocks, and you will come toa room with two stone slabs with two very important pieces of information:monsters with big ears are vulnerable to loud sounds, and the most important,Up, Down, Right, then Left. This information applies to the entire temple, notjust to the switches ahead. Now then, grab a bomb and blow a hole in the wallbetween the two stone tablets. You will come to a room with two chests, onecontaining a Ship Part, and the other containing a Power Gem. Last but notleast, there is a map on the wall with an arrow through several circles. Thisis a map of the basement below, with a path that shows you how to navigate theinvisible floor between the stone pillars. Mark it, then head back to wherea couple of stone blocks are waiting. Blow them up, then defeat the GreenChu-Chu by first stunning it with your Boomerang then attacking. If you tryto attack it head on, it will shrink into the ground, making it impossible tohit. Now proceed south past more Green Chu-Chus, then step on the switch to

    the east before heading up the nearby platform, where you will find a Monsterwith Large Ears. Of course such large ears would make it sensitive to loudsounds, so just yell into the mic, then slash at it once to defeat it. Grab

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    the key it drops, then go back to the locked door and head upstairs.

    On the second floor, you will come to a large maze of blocks with severallevers to pull. You must pull them in a specific order as indicated on thestone slab earlier: Up, Down, Right, then Left. First head south and around tothe north lever, making sure to avoid the moving electric balls and the laser-eye pillars, neither of which you can defeat. Once you've pulled the north

    lever, head west and straight south and east again to find the south lever.After that, head all the way east then straight north to find the east lever,and then directly across the room is the west lever. Here's the easiest routethrough the maze:_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _+---------------+1 B ==== +-------------+ B ==== Key: B = Block @ B B B B B B B @ = Laser Eye B +-----+ B +-------+ 1 = First Lever B B B B B B B 2 = Second Lever +---+B B B 3 = Third Lever+-----+---+ B B 4 = Fourth Lever

    B B B C B B B C = Chest 4 B B +-----+ B B 3 B B B B- B B B B B B B B B B +-----+===+---------+ B B B+---------+-----+ B B B @ B _ _ _ _ _ _ B B B B B / @ B 2 ======---------+_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    Once you've pulled all four levers in the correct order, a chest containing thesquare crystal will appear at the spot indicated. Crystals are just like Big

    Keys and Force Shards: your Pocket into the Next Dimension won't hold them, soyou'll have to carry it on your head. Once you have the crystal, proceed backdown the stairs.

    Back on the first floor again, carry the square crystal to the nearest platformto the south, and place it upon the square pedastal, opening the nearby stoneslab. Head through the door and down the stairs.

    In the basement, you will now have to navigate the invisible floor between thestone pillars via the path you drew on your map earlier. There will also beseveral armored bugs along the path, so you'll have to either knock them offor avoid them altogether. If you fall off the path anywhere, even right at theend, you'll be sent all the way back to the start, so don't fall. While goingacross the longest part of the path, when you reach the section just south ofthe stairs you came in on, there is a secret invisible path that leads directlysouth to a chest containing a Big Green Rupee. Here is a map of the entirepuzzle:_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ O O O O O O O O +---+ O O O O O O O O

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    __ C _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    Once you reach the end, you'll find a chest containing your next item: the Bowand Arrow. Now that you have the bow, use it to shoot the eye on the wall tothe north, which will extend a bridge leading you to another platform with alarge worm on it. Defeat the worm, then hit the blue arrow thing with yoursword until it faces east, then shoot an arrow into it, which will carry thearrow all the way to hit a switch in the middle of the room. Now you mayproceed upstairs.

    Upstairs, you will find two more large worms. Take them out, the head eastpast a Green Chu-Chu. You can now either kill it as mentioned earlier, usingthe Boomerang, or you can just shoot an arrow into it to get rid of it. Once

    you reach the end of the hall, use the bow to shoot another eye to the east,opening a nearby door. Go through the door and back up to where you placedthe square crystal earlier (you can check your map for this). Grab the crystalagain, then head back through the door, all the way back to the entrance.There will be a platform there with another square pedastal. Place the crystalin this pedastal to open another door, and proceed through.

    Back on the second floor, you will come to a large platform with severalOctoroks, many of which are on a nearby ledge. Use your sword to take out theones you can reach, then use the bow to defeat the rest. Once all of them aredead, a bridge will extend, taking you across a large gap to the north. Goacross the bridge, then step on the moving block to the south. Go all the wayto the southwest platform, then defeat the Keese there before stepping on

    another moving block to the right. Use your bow to hit an eye on the northwall, then step onto the far right moving block in the center, making sure tokill the Keese while you're at it (Boomerang works best here). After they'vebeen taken care of, use the bow once more to hit another eye on the north wall,revealing a chest in the center. Grab the chest, which contains a Power Gem,then head all the way east using the moving blocks. Now you will come to along corridor with several spinning discs. These follow a set route and won'tchase you, but they still hurt, so avoid them. Once you're past these, youwill come to a room with a Laser Eye. Avoid the eye, then jump across theclosest gap to come to another corridor. Bomb the rock in the way, thenquickly step back to avoid being hit by the spinning disc. Go back into theLaser Eye room, then across the other gap and push the block to the south,making sure the spinning disc stays to the right of the block. Now head backover the first gap and push the block all the way right until you can getthrough the next passage. Now head north, grab the chest containing a pearlnecklace, then head right and down the stairs.

    Now we come to the first floor yet again. Head past the electric balls andjump the gap. Step on the switch, opening another door to the first part.This time, go through the door and to the left, and head past the rolling logsagain. Once you get between the second and third, wait for the third to passthen throw a bomb at the wall to the north, then quickly use your bow to shootit before the log returns to push it out of the way. Once you've blown thewall up, go through and grab the chest with the Helmaroc Plume before goingback down to the earlier door and down the stairs.

    In the basement, hop on the floating block to the southeast platform. Go onthe next floating block and use your boomerang on the way across to light the

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    five unlit torches, lowering the spikes at the end. Once on the largeplatform, knock the armored bugs off, then use your Boomerang to turn the bluearrow shooter to face west. Shoot an arrow into it, which will lower thenearby red blocks. Now turn it to face north, then shoot another arrow intoit, hitting an eye on the wall to reveal a chest nearby containing a CourageGem. Grab the chest, then head past the blocks and up the stairs.

    Here you will find another creature with large ears. Yell into the mic toweaken it, then kill it and take the key it holds. Proceed through the lockeddoor and up the stairs.

    Now that we've come to the second floor, you will encounter an interestingpuzzle: there is a moving block to the left, but to move it you must draw apath on your map indicating where you would like it to take you. Draw a linethat heads first to the north pillar, then the south, then the east, then thewest. Remember Up, Down, Right, Left? Well you gotta shoot the eyes in thatorder, then a chest will appear back near the entrance containing the Boss Key.Once you have the key, draw a path leading to the southwest corner of the room,then throw the key in and proceed up the stairs. Read the tablet to open a

    blue portal, grab some hearts and arrows if you need them, then up the finalstairs to the Boss.

    ^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^


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