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I. Beginnings
-Introduction-
Now before I began I would just like to tell you one thing. This game takes place right after Wind Waker, and if you haven't
played Wind Waker yet, then you're missing out on a lot. And PLEASE, do not think that you will play this game and then play
Wind Waker because Phantom Hourglass places a spoiler for the whole entire game (for Wind Waker) the minute you start. If you
could care less about plot and just want to get to the part you kill the creatures, then you can just ignore everything I
just said.
-A New Adventure on the Sea-
No need to explain the beginning, for you can see that for yourself. As I said above you'll have a nice poorly drawn
(actually they're paper cutouts) spoiler of what happens in Wind Waker. After a long introduction you will finally be able to
move for yourself.
Now as the annoying fairy, Ciela, will explain, you move by using the stylus. Oh, and you may want to save at this point so
you don't have rewatch the introduction. To do that, click menu and then save. Now to go to the hut north of where you start.
Make sure you don't jump into the water... you lose life which is displayed at the top left of your screen. If you ever run
out of hearts, you're dead.
Now that you've made it to the hut, talk to the old man (by taping on him).
~CUT SCENE~
Now leave the hut. You'll hear a rumble if you walk east. Keep going east until you meet a woman and a broken down bridge.
Talk to her and you'll find out that the way to the port which Lineback (the person you're looking for) is in is blocked. You
have to go the second, long, and dangerous way. How convenient.
Go back to the old man. He'll tell you some nonsense about waiting for someone to rebuild the bridge and not to go on the
path to the north. Yeah, like we're going to listen to him. Go to the said path and you will see monsters. Nothing more you
can do here so leave and return to the hut, talk to the old man so he can yell at you and then exit again.
East of the hut you'll see a cave with a barrel blocking the entrance. Tap the barrel to pick it up and tap somewhere else to
throw and break it. Now enter the cave. Ciela will tell you about how the old man keeps a sword in here⦠very mysterious.
Anyways, tap the sign and write the number 7 (number of trees on the shore). Make sure it is a plain 7, no fancy hooks or
European dashes in the middle. If you do it correctly, then the door will open. Open the chest and you got Oshus's sword!
Congrats! Read the book if you wish, but using the sword is pretty straight forward.
Now let's do some training. As the book says, if you "tap" somewhere, you will swing your sword. Practice this on the pots
to the west in the same room. You can also "sketch" an imaginary line (which is what I usually do) to swing your sword.
If you sketch a circle around Link he does a full swing that is useful for taking out multiple monsters.
Exit the cave and return the north path. Now you can destroy those pesky monsters after being scoled yet again by the old
man. He'll teach you how to use the sword incase you didn't know how already. Make sure you do exactly as he says.
Tap, sketch, spin, etc. Wow that was easy, especially since I just explained it.
-Mercay Island-
Great, now you actually get to do something. Kill or avoid the monsters and then chop down the trees blocking the path.
For future reference, you can attack the one-eyed statues for useless informatiom. This one says you can do a somersalt by
sketching small circles where you want to go. This really is only useful on Wi-Fi multiplayer and in the Temple of the Ocean King, but I guess you can do it if you
want some rupees from the trees. Just don't roll too much or you get dizzy. Enter the cave.
Pick up the rocks and throw them and you'll a locked door. Continue down, kill the enemies and open the chest which contains
a key. Wow, this is hard. Touch the locked door and it opens. This is where it gets "hard". Now you can read the signs that
are on the left and right (after pushing the blocks) or I could just tell you the order. For future reference however, click
the down arrow or the [b] button. The map will take the place of the main screen here you can add notes (like the order you
pull the levers for example). This is true for most maps in Phantom Hourglass and its one of the most fun features. You may
draw pictures and other fun stuff, but try not to go overboard. The right path has a red rupee if you want it. Now pull the levers
in this order:
1st) 2nd lever
2nd) 1st lever
3rd) 4th lever
4th) 3rd lever
Yay, you get another key. If you mess up the order you get snakes. Enter the next room with the key. Kill the mice and you'll
see one with a key somehow strapped to its tail that runs in and out of the holes in the wall making it impossible to kill.
Push the block against the nearest hole so the mouse can't run in and out of that one. Now go back to the locked door or
atleast far enough so the mouse will run out of its whole and to the blocked path. As its runs back kill it for the key.
Enter the door and exit the cave.
They'll give you a nice view of the port. Talk to the man near the ship and he'll tell you stop by the Milk Bar to see if
Lineback is there. The Milk Bar is above the tent building (which is the shop). Enter and talk to the bartender. He'll tell
you that Lineback went to the Temple of the Ocean King. Another old man will spout nonsense but danger or something. What's
with these old people...
Anyways, exit and head north to the giant building on your map that was pointed to in the Milk Bar. If you see two box things
blocking your way, go right until you reach stairs. You can't blow the blockade up until you have bombs. You have to waste 5
seconds walking around. Enter the temple after a brief cutscene.
-Temple of the Ocean King-
You can talk to the skeletons if you want, if not, enter the next doorway. There is Lineback, so listen to what he has to
say. Now before you start, you should know that the patterned patches you are standing on are known as "safe" zones. Anthing
outside of these have a poison gas which deals damage to you if you spend too long in them. Now go from safe zone to safe zone
breaking pots for health if you need it. Make your way to the left side and hit the orb thing which releases Lineback. He
runs like the coward he is. Follow him and then talk to him and view a humorous cut scene.
~CUT SCENE~
Now go up and unlock the door (next to the orb) with the key you just received. Make sure you don't die during this part.
There are spike floors that go up and down, so go across when they are down... Also, do not walk on the trap doors (they open
whenever you get near them). This puzzle is quite simple. To the right and left are two safe zones. Within them are another
orb which when he hit make the spikes go down for a bit. Run to the other safety zone and hit the other orb. When they are
both active, the door will lower. If you wait too long between the orbs, the affect will reset (there is a beeping noise to
monitor your time). Go up the stairs and open the chest. You get a sea chart which reveals the southwest portion of the world
map. Go back to where Lineback was, yet he isn't there. Exit the temple and talk to Lineback. Go back to the ship yard.
~CUT SCENE~ (scratch the lower right island when prompted)
Get a shield at the shop if you wish. They're pretty useless anyways. Cut down bushes or go back in the cave if you need more
rupees (costs 80). Now return to the ship, its time to set sail.
-Sea-
Now for some basics with the ship. As Lineback explains, you have to draw a line to where you want go with the feather thing
after clicking the "Route" button or [b] or down. If you wish to go to an island, draw the line to the anchor next to the
island. There is face somewhere on the map which is another shop. To stop the ship push "Stop" and to start again, push "Go".
To jump, click the arrow that is in the bottom center. Make sure you don't run into rocks because you receive damage as you
would on the islands. Head to Isle of Ember (the island with the red symbol).
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