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- Developer: Nintendo EAD
- Publisher: Nintendo
- Genre: Action-adventure
- Modes: Single-player, Multiplayer
- Release date: October 1, 2007
- Thirteenth Zelda game
- "Best New Handheld Game" award at the 2008 GDC Awards
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This page is a full text walkthrough for the action-adventure game The Legend of Zelda: Phantom Hourglass. This game guide provides advice on how to progress through the story, temples, mini-games and side-quests in Link's adventure. At the end of the walkthrough are links to other walkthroughs, FAQs and videos. Use the table of contents to jump to a particular section.
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Introduction
- The Legend of Zelda: Phantom Hourglass adventure brings Link to a new world distant from Hyrule Kingdom. Using the tone from The Wind Waker, Nintendo crafts a new tale in which Link must save Tetra and the Waters of the Ocean King. Only for the Nintendo DS, the Phantom Hourglass makes use of touch-screen capabilities. Every action in the game is done by utilizing the stylus, making the game unique and fun. A great addition is the ability to draw on the MAP screen; use this wisely to easily progress through the game. There are also times when the DS Microphone is necessary to defeat enemies or complete puzzles.
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Basic Movements
- Walking: Hold the stylus down on the screen close to Link.
- Running: Hold the stylus down on the screen away from Link.
- Rolling: Make little circles with the stylus along the frame of the screen in the direction desired.
- Jumping: Simply run, Link will automatically jump across gaps.
- Talking: Tap on the non-playable character using the stylus.
- Picking Things Up: Tap the desired object with the stylus.
- Throwing Things: Tap the desired location away from Link.
- Opening Doors: Tap on the door with the stylus. Some doors require a picture to be drawn on them.
- Stone Statues: Tap on them for information and activation.
- Pushing/Pulling: Tap on the object to be pushed or pulled. Arrow directions will appear. Tap the desired direction to move the object.
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Ship Movements
- Sailing: Tap on the ROUTE button on the bottom left of the screen. The action screen will switch with the map screen. Starting at the ship, draw the desired route to the destination. The ship will automatically go that way. To stop the ship tap STOP on the right side of the screen. To continue moving tap GO. You can change the route at any time.
- Jumping: Tap the ARROW icon in the center bottom of the screen.
- Cannon Balls: Tap the stylus on the surrounding environment and the cannon will shoot a cannon ball as accurately as possible. NOTE: The ship must be equipped with the cannon in order to shoot cannon balls.
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Items
- NOTE: All items must be acquired and equipped (except for the sword and shield) in order to make use of their functions. To equip items tap the ITEM button on the lower right of the screen and select the desired item. To use the item tap the ITEM BOX button on the upper right of the screen. When equipped, this box is highlighted. Some items must be equipped after every use while others stay equipped.
- Sword: Make a direct hit by tapping the desired enemy. To swing the sword swipe the stylus across the screen in the desired direction. Draw a circle around Link to perform a spin attack.
- Shield: Link automatically blocks simple attacks when his character is facing the direction of the enemy.
- Boomerang: Draw a line from the boomerang to the desired direction, enemy or item. The line drawn has a limit, but it's rather long. Also, keep drawing past the frame and the camera will slightly adjust to get somewhat out of reach objects. If the boomerang hits a wall, block, or raised spike it will come back without completing its course. It can defeat weak enemies, but will only stun larger enemies. Its main use is to hit switches and pick up items.
- Bombs: Once equipped, tap Link to pull out a bomb. Throw the bomb in the desired direction to light the fuse. Seconds later it will explode, so give it some space. Use bombs to defeat enemies, break stone barricades and destroy walls with cracks. Pay attention to the timing of the bomb's fuse because certain puzzles require carefully timed bomb explosions.
- Shovel: Tap the desired plot of land to use the shovel. The most important places to shovel are usually somewhat apparent, designated by an odd color different than the surroundings. However, other important places are told to Link by other characters, so pay attention and don't forget to mark your map. Try shoveling around to get items and rupees. Hard surfaces cannot be shoveled.
- Arrows: Tap and hold the desired direction or object to draw the arrow. Once confirmed, take the stylus off the screen to release the arrow. Arrows are great for defeating enemies, shooting targets and even hitting switches.
- Bombchu: Once equipped, tap Link to pull out a bombchu. The screens will switch, allowing you to draw a path. Use this item to hit far away targets by drawing the desired path on the screen. Bombchus can fit through small passage ways. If the bombchu hits a wall or comes to the end of the drawn path it will explode.
- Grappling Hook: Tap the desired object for Link to throw the grappling hook and pull himself over. Most sturdy items are good for this such as poles, treasure chests, torches and boulders. When presented with two poles use the grappling hook to connect a rope between them. Tap on the pole to jump up and then walk across the rope. The grappling hook can also be used to hit enemies, break pots and hit switches.
- Hammer: Tap the desired location near Link to slam the ground with the hammer. Hold the stylus down for a moment to increase the power of the hammer's strike. Use the hammer to defeat enemies, press stubborn panels and use the see-saw in various temples.
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The Broken Bridge
- Enjoy the opening storyline.
- Link finds himself stranded on a beach with a little fairy flying over his head. This fairy is named Ciela. Talk to her to find out what's going on.
- Use this time to get the basic movements down by walking and running around the beach.
- Follow Ciela to Grandpa's house. Enter and talk to him for some help. You find out his name is Oshus. Oshus tells you to go east to the port side of town, and to talk to some guy named Linebeck.
- Following his advice, leave Ohsus' house and travel east. Before long an earthquake shakes things up and destroys the bridge to the other side of town. Talk to the Lady standing by the bridge for details about another route to town.
- Go west, past Oshus' house. Follow the path north to the alternate passage.
- This place is crawling with red chu jellys and Ciela implores Link to go back.
- Take her advice and return to Oshus' house. Talk him up and he tells Link to wait it out, but who wants to do that?
- Leave Oshus's house. Ciela tells Link to find a sword. Go to the cave just east of Oshus' house and enter.
- Inside, tap the stylus on the sign. Ciela tells Link about a sword stashed away. To get to the sword Link must figure out what to draw on the sign in order to open the door.
- Ciela tells Link to count the number of Palm Trees on the beach and to write the number on the sign. There are 7 Palm Trees. Write this using the stylus and the door opens.
- Go to the end of the cave. Open the treasure chest to acquire Oshus' Sword.
- Leave the cave and run into Oshus. He automatically takes Link back to his house. Talk to him. He wants to help Link learn how to use the sword with a training session.
- First, tap the wooden blocks to perform the targeted attack. Second, swipe the stylus across the blocks to learn the side slash attack. Third, draw a circle around Link to perform the spin attack and hit the blocks.
- Oshus wishes Link luck. Leave his house.
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To the Other Side of Town
- Before heading north stop by the house on the westside and talk to the dude standing there. He asks Link to remove some rocks. Clear all the rocks and he gives Link a green rupee. It isn't much, but then he tells Link about a tree to the northeast that's worth rolling into. Mark this spot on the map.
- Head to the northern area.
- Follow the path. Use the sword to defeat the red chu jellys.
- At the northern most part there is a stone statue. Hit it with the sword to get advice on how to somersault or roll. For practice, roll into the tree just east of here to get a red rupee.
- Continue along and the path ends with a cave. Enter the cave.
- Follow the path. Clear the rocks out of the way to progress. Notice the locked door with the keyhole along the way. Continue further and a group of red chu jellys ambush Link. Defeat them to acquire the small key. Go back to the door and open it using the key.
- Go deeper into the cave and come to a large room with three blocked pathways. Notice on the far wall there are four levers that can be pulled. They have to be pulled in the right order. Ignore them for now and go to the westside.
- Move the block and read the stone in this area. It says that the first lever to pull is second from the left. Write this on the map.
- Go back to the large room and to the eastside. Move the block here and read the stone in this area. The second lever to pull is the first on the left. The last lever to pull is the second from the right. Thus, the third lever to pull must be the first on the right. Mark this on the map.
- Open the treasure chest in this area. Go back to the large room.
- Pull the levers in the correct order. Remember: second from the left; first from the left; first from the right; then second from the right. Do this wrong and enemies appear. Do this right and a key drops down.
- Open the door using the key. Go upstairs.
- In this part of the cave Link has to find the rat which has the small key.
- TIP: Look at the map and locate the key symbol floating around. That's where the rat is.
- Go to the deepest part of the cave. Move the block to cover up one of the rat holes.
- Now, hide from the rat to encourage it to come out. When it makes its way to the other hole run up behind it and defeat it. Claim the small key it drops.
- Go back a bit to the locked door and open it.
- Continue onward, defeating the monsters, until Link comes to the exit.
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Mercay Island's Port Town
- Exiting the cave, Link comes upon the rest of Mercay Island's town. Take some time to look around, talk to people and enter buildings.
- There is an Item Shop where Link can purchase items given he has enough rupees. It's recommended to purchase the shield and a red potion.
- When outside, sneak up behind one of the chickens and grab it. Go west, just passed the item shop. Run and jump the gap, using the chicken to get to the patch of land over yonder. Go up the steps and open the treasure chest for a collectible.
- Eventually, go to the east side of town to the port. Talk to the dude admiring the ship. Linebeck isn't there, but the Dude drops a hint that he might be at the Milk Bar.
- Go to the Milk Bar. It is a rectangular building with a sign that has bread and a drink on it.
- Inside, talk to the Barkeep. He informs Link that Linebeck has gone to the north part of the Island. More specifically, to the Temple of the Ocean King. Leave the Milk Bar.
- Head to the northern area.
- Here, there is a field full of enemies. Watch out for the Takkuri (birds). If they catch up to Link they steal money.
- There are two staircases here, but one is blocked. Take the north steps and pass by the tree mentioned by the guy with the rock problem from earlier. Roll into the tree to receive a big green rupee.
- Go west along the path to the next area.
- Continue west. Notice the cracked wall along the way. Link can't do much without bombs so continue onward.
- Come to the steps and go up them. Go north into the Temple of the Ocean King.
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Temple of the Ocean King 1
- The first room has some skeletons. Tap on them to receive some helpful hints. Otherwise, there isn't much in this room. Go through the door to the north.
- In the next room, Link comes across Linebeck, who is trapped. Agree to helm him and find a way to lower the spikes.
- TIP: Notice the purple areas with checked patterns. These are safe areas. Most other parts of the Temple of the Ocean King will steadily decrease Link's health.
- Quickly, run through the area to the northwest. Hit the orb switch there with the sword. This causes the spikes to descend and Linebeck flees to the southern safe area.
- There isn't much else to do in this room yet, except for an empty treasure chest. Go talk to Linebeck. He's quite a character. He gives Link a small key to progress further through the temple.
- Go back to the northwest segment where the orb switch is. Use the key to open the door.
- The easiest way to make it through this next area is to start by running to the northeast safe area. There are two paths to get there. Don't take the path that seems the safest. Noctice the discolored patch of floor there. This is a trap. Go the other way that has the spikes that intermittently ascend and descend. As quickly as possible, pass the spikes when they descend. Go to the safe area.
- Break the blue pots for some health. Hit the orb switch to lower the spikes.
- NOTE: A ticking noise begins. This means there is a time limit for Link to perform a certain action.
- Run to the opposite side of the floor. Go to the safe area. Link has to reach this area and hit the orb switch there within the limited amount of time.
- TIP: The best way is to avoid the second set of spikes.
- When Link hits the second orb switch, the door to the middle room descends.
- Go to the room. Open the treasure chest to acquire the Southwest Sea Chart.
- Leave the temple. Talk to Linebeck, who is waiting outside. He takes the sea chart and runs off.
- Follow him back to town. Meet him and Oshus at the port. Talk to Oshus. He makes Link look at the map.
- Rub the stylus on the southeastern most island to reveal a marking. This is the Isle of Ember, Link's next destination.
- Linebeck asks if Link is ready to go. If Link has 500 rupees stop by the item shop before leaving. Purchase the Power Gem that's for sale.
- NOTE: Power Gems are used to enhance the Power Spirit. Collect them throughout the game to improve Link's abilities. For more information see the subsection Spirit Gems in the *Mini-Games and Sidequests section.
- Talk to Linebeck when ready to set sail.
