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[Walkthrough] The Legend of Zelda: Phantom Hourglass
 
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Fancy Wario



Joined: 18 Apr 2007
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PostPosted: Mon Jul 30, 2007 10:56 pm   Reply with quote

The Legend of Zelda: Phantom Hourglass
A Walkthrough by INTERNET HATE MACHINE

This walkthrough is not to be replicated under any circumstances without permission from the owner.

All fictional characters, locations, etc. are copyrighted by Nintendo.

PART 1: Controls

Moving: Touch the screen in the desired direction. The farther it is from Link, the faster he moves. When there is an object of interest, simply tap the object and Link will walk there on his own accord.

Rolling: Move the stylus toward the edge of the screen twice. Doing four rolls in a row will cause him to get dizzy, so be careful.

Sword-fighting: To do a horizontal slash, swipe the stylus in the desired direction. To do a thrust, slide the stylus forward. Alternatively, when there are enemies about, simply tapping on them will cause Link to attack them. Spinning the stylus around Link will cause him to do a spin attack. Doing four spin attacks in a row will cause him to get dizzy, so be careful.

Item controls will be covered as they are obtained.

PART 2: The Walkthrough
-2.1: Beginning of the game
-2.2: To the first dungeon
-2.3: Fire Temple
-2.4: Ocean King's Temple Part 1
-2.5: To the second dungeon
-2.6: Wind Temple
-2.7: Ocean King's Temple Part 2
-2.8: Sidequest tiem
-2.9: To the third dungeon
-2.10: Temple of Courage
-2.11: Finding the Phantom Ship
-2.12: Phantom Ship
-2.13: Moar sidequest tiem
-2.14: Ocean King's Temple Part 3
-2.15: To the fifth dungeon
-2.16: Goron Temple
-2.17: To the sixth dungeon
-2.18: Ice Temple
-2.19: Ocean King's Temple Part 4
-2.20: To the seventh dungeon
-2.21: Mutoh's Temple
-2.22: Even moar sidequest tiem
-2.23: Ocean King's Temple Part 5 FINAL
-2.24: The Final Battles
-2.25: Still moar sidequest tiem
PART 3: Credits

=- 2.1: Beginning of the Game -=
The game opens with a retelling of the events of The Wind Waker, with stylized paper cutouts. After this, you find that it was Niko reciting it...and Link starts the game off asleep. Again. It's understandable, though; after all, Link was the one who actually partook in all those adventures, and Niko left out quite a few details. Everyone will chat a bit about the mysterious Phantom Ship said to roam these waters before, right on cue, a mysterious fog appears...

The Phantom Ship goes right next to our own ship, and Tetra boards it to investigate. Not five seconds pass before you hear her scream. Link, being the gallant young hero that he is, attempts to save her, but falls in the ocean. D'oh.

Link will soon wake up to a VERY irritating voice. The fairy isn't Navi, at least...this one, named Sierra, actually has a personality. Anyway, take some time to get used to the controls before heading into the house that Sierra showed you.

Go and talk to the old man in the house, named Shiwan. Listen to the music a bit, if you want...it has a rather nice vibe. You'll talk with him a bit, then head outside. Pretty soon, there'll be an earthquake...taking out the only bridge into the main town. Lovely.

If you want, talk to the man in the other house nearby. Tap on the rocks to pick them up, then tap again to throw them. As a reward, you'll get...one rupee. Cheap bastard...

In addition, you'll find out about an area of interest. Press down on the D-pad to bring down your map and mark the area for later.

Now that you're done with that, head out the only way you can. Unfortunately, it's infested with enemies, so you'll have to turn back. Talk to Shiwan again, then head into the cave nearby.

Tap on the sign to inspect it. The sign asks you how many palm trees there are outside. The answer is seven, so write that on the sign to open the door and get your sword.

When you head back outside, Shiwan will be waiting. He'll take you into his house to train you in the ways of the blade. Just tap on the four logs at first. For the next four, swipe your stylus to do a horizontal slash. For the next four, spin the stylus around Link for a spin attack. You now know how to use the sword...and your adventure begins for real now!
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PostPosted: Mon Jul 30, 2007 10:59 pm   Reply with quote

I just have a wild feeling you just copied that FAQ..
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Fancy Wario



Joined: 18 Apr 2007
Posts: 13463

HP: 69 MP: 8 Lives: 1



PostPosted: Tue Jul 31, 2007 6:35 pm   Reply with quote

=- 2.2: To the first dungeon -=
Now that you have your sword, you can fight enemies. So head north again and take 'em out. A single slash will dispose of them. Cut down the trees blocking the entrance to the next cave and enter.

Your path will be blocked by a locked door, so you'll have to solve the Easiest Puzzle Ever (tm) to progress. Continue past the door and open the treasure chest to get a key. Tap on the door to open it through a cutscene you'll see a lot of in the game.

Kill the enemies, then pull the block on the left to gain access to the pathway there. Kill the rest of the enemies and open the treasure chest for 20 rupees. Head back to the main room and go to the front. There are four switches there. Pull them in this order:

2 1 4 3

Get it wrong, and a bunch of snakes will fall from the ceiling. Get it right, and you'll receive another small key. Head upstairs.

Kill the rats that you can. You'll notice that one of them is too fast to catch, and it has the key that you need to progress. It goes through two holes in the wall. There's a block nearby, so use that to block one of the holes. Lie in wait somewhere where the rat can't see you, and when it turns back, attack it for the key. Continue out of the cave.

Grab a cucco (chicken, for those who don't know the Zelda etymology) and head south. At the west edge, there should be a gap that's too wide to jump across normally. With the cucco, however, you can float across with ease. Grab the item, then head off to the docks. Talk to the man there, then check your map and head off to the house that's larger than the others.

Talk to the bartender, and he'll show you a spot on your map; specifically, the Ocean King's Temple. ...Go there.

Kill the enemies on the way, if you want. You'll have to take the long way around, since the shortcut is currently blocked off. Go inside.

Sierra will notice several skeletons littered about (...why? There isn't anything to harm you in this room...). Anyway, head through the doorway to meet the epitome of awesomeness himself: Lineback. Unfortunately, he seems to be trapped at the moment. Obviously, we have to help him. Joy.

Be careful when you step out of the glowing area, though; when you do, your health will begin to deplete. Get to the next safe area as fast as you can. It's better to head to the left for now, as the switch you're looking for is on the left. The switch is near the middle of the left side.

Hit it, and Lineback will run back to the entrance. Follow after him and talk for a bit, then get molested by him. ...>.>

Eventually, a still-dizzy Link will receive a small key. Head back to the area with the switch, and open the door. Hit the nearby switch to make the spikes temporarily disappear, then head around to the safe zone on the other side. Be sure to take the upper route; the lower route contains a trap. Hit the next switch to open up the last door and claim your first sea chart.

Head back outside and talk to Lineback again. He'll head off, and you'll have to follow after him to the docks. He and Shiwan will talk, then you'll pull out your sea chart. Rub at the southeastern island a bit to discover the location of the first dungeon. Before heading off, however, you'll want to get a shield, so make sure you have 80 rupees, and head to the tipi-shaped building. You can buy a shield there.
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Fancy Wario



Joined: 18 Apr 2007
Posts: 13463

HP: 69 MP: 8 Lives: 1



PostPosted: Sat Aug 04, 2007 10:24 am   Reply with quote

Once you've gotten your shield, head back to your boat. Talk to Lineback and select the top option to head out to sea.

At sea, draw a line (it doesn't have to be straight) from your boat to the anchor by southeastern island on your sea chart. Your ship will go along this route. At the moment, there's nothing dangerous at sea, so just relax. You can hold the stylus down on the touch screen to rotate the camera.

Once you arrive, select the top option when Lineback prompts you. Then, head up the nearby stairs into the house with strange symbols on it. Head downstairs.

You'll have to fight some Octorocks, but they aren't very tough. Just tapping on them a few times will put them out of their misery. Go to the door that's still locked, and yell into the microphone. The woman in there will hear you, and talk to you a bit. Select the top option. Tap on the nearby portrait. You have to find the three torches on the island and mark their locations on the portrait.

First, head to one of the nearby houses, specifically, the one southeast from here. There's a torch in there. Read the journal, head out, and continue to the east, killing the monsters along the way if you wish. Continue along the perimeter, and you'll eventually notice a skeleton. Walk up to it, and a ghost will appear. Talk to it a bit, and the ghost will show you where the next torch is. Finally, continue moving along the perimeter, and you'll come across the last torch.

Head back to the house, and tap on the locations of all three torches. The door will open, and you'll talk to the woman. Choose the top option every time, and you'll head upstairs. Lineback will come in, and the woman will do some sort of crazy magic. Choose the top option, as usual. Head outside, and go to the door blocked by electricity that you probably noticed earlier. You can now open it just by tapping on it, so do so. Continue onward, and head up the stairs. Rocks will start erupting from the volcano, so you'll want to keep moving so they don't hit you. Head around the ring, and eventually you'll reach a cave with two candles next to it. Tap on each candle and blow into the mic to open the way to the first dungeon, the Temple of Fire.
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