The Legend of Zelda: Phantom Hourglass Walkthrough :
This walkthrough for The Legend of Zelda: Phantom Hourglass [Nintendo DS] has been posted at 21 Dec 2007 by Slayer77 and is called "The Temple of Courage". The Walkthrough have a rating 0 by 2 our users. If walkthrough is usable don't forgot thumbs up Slayer77 and share this with your freinds. And most important we have 44 other walkthroughs for The Legend of Zelda: Phantom Hourglass, read them all!
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Walkthrough - The Temple of CourageT E M P L E O F C O U R A G E Key items to obtain: Bow Enemies: Green Chuchu, Green Slime, Moldorm, Pols Voice, Shell Beast, Winder, Beamos Get Small Key #1 One look at the map, and the general thought might cross your mind: what the heck is up with this first floor? This labyrinthine floor is a level you will be revisiting several times in order to make any headway toward the final boss. Well, first things first. Most of the pathways are sealed up by heavy doors, so there is only one path presented to you on the get-go: north. Carefully tread northward, as a new threat may prove pretty painful. Rolling back and forth along the corridors are these massive logs dressed in razor sharp spikes. Move as they do and retreat into alcoves if need be to avoid being mowed down by them. When you've reached the north end and before starting your way east, closely examine the northern wall on the map. You will notice a rectangular area of open space. This is a secret corridor. Heave a bomb toward the wall separating you from the secret corridor, which will open up and permit you to open a chest containing a treasure. Nice catch! Now work your way to the eastern hallway, heading south. After passing the first couple wood crates, be aware of the spikey device lying in wait between the two crates a little further down. Dash straight across, tricking it to fly northward; while it slowly spins back to its original position, slip through the crates and high tail out of that death trap (note that it can also launch itself south). Step on the floor switch at the south to lower the door in front, which establishes the first temple shortcut. Waiting at the top of the stairs is a chest that will yield the dungeon's first Small Key. This one grants access to the northeast portion of the first floor. Get Small Key #2 You will be (surprise!) trapped in the coming large room to square off against a new kind of enemy: the Moldorm. These hard-shelled insects are immune to your physical attacks everywhere except for its red tooshie. Aim for that soft, vulnerable spot to make short work of these guys. Do not be alarmed if you having difficulty hurting them. Just keep circling around them until you get a clear shot at their tail. ENEMY SIGHTINGS! Moldorm Appearance: Segmented worm with a shiny red butt Damage: 1/2 heart By all accounts, Moldorms are just oversized caterpillars that have, over the course of evolution, developed a sturdy exoskeleton to protect it from its predators (though nothing can really feast on these guys anymore). Their incredibly tough outer shell acts as an impenetrable defense against all kinds of physical attacks. The trick to inflicting any sort of damage is to aim for the squishy, red tail. That is their only weak spot, but their constant winding and coiling make it difficult to ever reach the spot. The tail, however, is physically weak enough to be polished off from a distance with the Bow once you've acquired it. Before then, however, you can employ a hit-and-run strategy that involves you running away from them and, when they uncoil to turn their attention elsewhere, making a quick lunge at the tail. Just avoid crashing into their pincers while attempting this. Afterwards, the way to B1 becomes available. Alarmingly, B1 is comprised mostly of open space—the only way of getting around the room is via automatic moving platforms that transport you to a fixed position on the floor. There are a number of different routes to go, but you want to aim for the staircase directly west of your starting point. Your first brush-in with the Shell Beast is nothing to worry about—simply flick it off the platform into the darkness of the abyss. When you cross paths with an red-glowing orb, change its color to blue with a swing of the Boomerang and continue to the stairs. ENEMY SIGHTINGS! Shell Beast Appearance: Bug hidden under a big, blue shell Damage: 1/2 heart This well-protected insect is encountered only in this temple, and in places surrounded by a bottomless pit. Slow-moving but persistent, these little buggers remain abundantly defended against physical attacks due to its super durable blue shell. Instead of killing them off the traditional way, whack them to bounce them backward like a hockey puck and slap it into the abyss. Gooaaal! The stairs lead back into an unexplored part of 1F. Another new enemy, the Winder, awaits here along with a few Green Slimes. Avoid the Winder unless you like getting an unpleasant little jolt. Stay away from the Winders at all costs. In the room at the end of the hallway (if you cannot get past the red blocks, then you must return to B1 and hit the red orb to lower them), you will find two tablets. Place a bomb between the two tablets to blow a chunk through the wall and into a new room. The chests in there hold a ship part and a Power Gem. Transcribe the writing as exact from the map hanging on the wall onto your map. This will be important later, as will the hints from the two tablets. ENEMY SIGHTINGS! Winders Appearance: Floating orbs Damage: 1/2 heart Winders is an enemy that is to be avoided at all costs, not because it is all-powerful but simply because it cannot be harmed. Ever. In fact, attempting to do so will only afflict further harm upon Link. The hovering trio of electrically-charged orbs creeps along corridors hoping to collide with a foolish warrior, at which point a powerful electrical charge is transmitted to the unfortunate victim, paralyzing him and causing great grief. Don't be that guy. Blast through the blocks to the east to face against a Green Chuchu. Deliver a stab to end it quickly. Any other attacks will just convert it to a puddle form. The northern raised platform features a tablet and a raised block with an imprint in the middle. Hm. The southern platform, on the other hand, is occupied by a bouncing rabbit head called a Pols Voice. Regular sword attacks seem to have little effect on it, but the secret rests within one of the tablets you'd just read—the one about loud noises. Blow into your DS mic to cause the Pols Voice to shrink back in terror, then deliver the coupe de grace to claim the Small Key it leaves behind. ENEMY SIGHTINGS! Green Chuchu Appearance: A green colored Chuchu Damage: 1/2 heart The green variation definitely can be a tricky bunch to outdo. No matter how many times you slice through it, the resilient Green Chuchu becomes whole again after momentarily withdrawing into an invincible puddle form. The secret, though, is just to simply execute a thrust attack by dragging the stylus toward it to deal an instantaneous death. ENEMY SIGHTINGS! Pols Voice Appearance: Gigantic bunny ears Damage: 1 heart An Enemy Sightings double feature! We are pleased to introduce to you an old school, familiar face: Pols Voice! These fuzzy wuzzy bunnies of doom seemingly have no weakness, but a loud yell into the DS mic will have the Pols Voice taken aback and vulnerable to attack. In this weakened form, a single sword slash gets the job done. The key you had just wrung from the corpse of the adorable Pols Voice takes you to the temple's 2F. This part features a maze of sorts jam-packed with dangers permeating through every corner. If you're not steering clear of the shockingly dreadful Winders, you're sneaking past towering security devices called Beamos, which fire off a searing beam that burns through intruders. At four locations around the maze, you'll also find pull levers. Remember that crucial tip mentioning the up, down, right, and left directions? That specific order applies to the pull levers here. The pull levers are firmly situated at the north, south, west and east positions. You must get to them and pull them in the proper order. ENEMY SIGHTINGS! Beamos Appearance: Rotating stone pillars Damage: 1/2 heart Watch out whenever you encounter this tough sentry. You are completely defenseless against its attack. The Beamos' head rotates in a 360-degree angle, scanning all within a small radius. If you are within sight when the eye turns toward you, you will get painfully burned by its laser. Stay out of its range of perception, use obstacles to block its sights or free an arrow into the lone eye to disable it, allowing you to proceed past it without incurring its wrath. Doing so will earn you a square crystal, which is to be used on the pedestal you saw on 1F. Place it firmly onto the pedestal to open up the door to the north, which takes you back to B1. Zero in on the Shell Beast coming at you from the east and knock it off into the abyss. Did you notice how it was able to float across the abyss like Jesus? As it turns out, there's an invisible path weaved around the pillars. The map you inspected earlier drew out the route for you. Follow it exactly, lest you wish to go the way of that doomed Shell Beast. You will find this perilous journey well-worth it, for at the end awaits in its full glory the Bow and a bundle of starter arrows! You will now be able to regularly find arrows when you smash things open. The Bow is put to immediate use in order to get off the platform. Aim for the eye crest on the north wall—it will connect a bridge to the southern platform. You will find the platform already occupied by a Moldorm, however. Just retreat to the bridge and strike when the red tail flicks toward you. To the right, you may notice an odd orb of some sort. Hit it three times to rotate it around until it the arrowhead faces west. This will allow your arrows to find their mark from much further away. Prepare an arrow and fire it at the orb, which will re-direct the arrow at another similar orb in the middle that will, in turn, ricochet it to an orb you need activated. Nifty, eh? Get Small Key #3 If you shot the orb earlier, you will pass through this corridor with no resistance until you reach the large room ahead. The two Moldorms can easily be bested from a safe distance using the Bow. Ready an arrow and wait for the prime opportunity to unleash it upon their soft spot. You will find a square-shaped pedestal like the one you came across before. Continue east through the empty corridor. Shoot the eye crest on the east wall to lower the right-hand door, which leads back into a previously visited room. Hey, maybe we can re-use the square crystal! Pry the crystal from the pedestal and lift it overhead, then walk it over to the new pedestal in the southwest. This makes the southwestern portion of 2F accessible. Here, the room is dominated by Octoroks, as well as an assembly line of well...hyperactive Octoroks, steadily pumping out balls of pain. From the alcove, draw the bow string and start picking off the Octoroks you can reach. When the number of Octoroks that are directly in your way has dwindled down, dash past the wave of projectiles (though if you're worried for Link, he's a beefy tyke and will use his shield to repel any incoming projectiles) to the opposite end and snipe the last few Octoroks from this vantage point. When the chaos subsides and the only one left standing is you, a bridge will extend over the chasm. Traveling through the next area can be done only via the moving platforms. Wait patiently for them to arrive, then step off at the stops and wait further for the connecting rides. It's also useful to note the two eye crests along the northern wall. When both are reddened, a chest will appear in the center platform. You can ride up to it to get your hands on yet another Power Gem. The last moving platform drops you off in a narrow corridor, in which you will be confronted by the spikey devices from the beginning of the dungeon. Watch as they fling back and forth, and dart across right as they pass you. Beyond the spikey traps lies a Beamos. Leap across the first small gap to the south and blow the breakable rock to dust. Be careful, though, as a spikey blade will fly your way as soon as the path is freed up. Hop back across toward the Beamos and back again to the movable gray block. Push it down, then circle around to get behind the block so that you may push it eastward and protect yourself from the otherwise unavoidable spike trap. Corner the trap and proceed northward when able. The contents within the chest ahead turns out to be a treasure. Shiny! Now take the stairs back to 1F for one last time. Ease past some Winders and hop the gap. Some stairs lead downward, but you should first step on the floor switch to create another quick shortcut back to the temple entrance. In B1, head eastbound on the platforms. Access to the north platform, however, is cut off by a set of spikes. Maybe those rows of unlit torches has something to do with it. Let's find out! Draw a Boomerang pathway that sends it over all six torches in one full flight, starting with the only lit torch. Only when all the torches have been set ablaze will the spikes slide back into the ground, but stepping onto the platform you discover yet another obstacle barring you from going where you need to go. Floating off to the east is one of those familiar arrow orbs. Send the Boomerang at it twice to shift it westward, then follow up with a single arrow. This elaborate scheme levels the red columns, opening access to the north corridor. This corridor, in turn, leads to a small room, in which you will be ambushed by a single Pols Voice. Its weakness hasn't changed, so make some noise to weaken it. Eliminating it rewards you with the Small Key you need to move away from the room. Get the Boss Key Before your impatience to finish the level gets the best of you, return to B1. Spin the orb around until it faces northward. This will guide any succeeding arrows toward an out-of-the-way eye crest that will make a chest materialize on your current platform. Kick the chest open to find a Wisdom Gem. This part of 2F lacks those automatic moving platforms—in their place floats a giant blue block. The interesting thing about this block is that it caters to your needs. When you stand on it, it answers in earnest, waiting to take you to your target location. Call upon your map and draw out a route going anywhere on the map. When you are satisfied, simply exit the map and the block will begin moving on its own accord. It will continually stick by this route unless you erase it and start anew. The overriding aim, then, is to travel to the pillars erected at four points in the room and hit upon the eye crests in a specific pattern: north, south, east, west (up, down, right, left). When the patterned activation is effected, the chest of the Boss Key will appear on the beginning platform. You are now nearly ready to face the boss! The entrance to the boss's lair is located to the southwest. Defeat the dungeon boss There's no hurry to defeating the boss—he'll still be there even a million years from now. After creating the blue teleport, go behind the staircase to find a weakened wall. Oh, look, a chest! Pummel that wall and gain access to the precious Courage Gem. Now proceed up the stairs to meet the master of the dungeon. What could it be this time? BOSS FIGHT Crayk, Bane of Courage Damage: 1/4 heart for every second you are in his grasp Damage: 1/2 heart for everything else Despite this bulky, pink-shelled crustacean's tremendous size, his surprising speed and dogged perseverance prevent him from being a total pushover. The top screen of the DS is devoted to viewing the battle from Crayk's perspective, which is both interesting and useful for battling him. Watching the top screen, you will notice Crayk's view slowly shift around the room, seemingly in search of something. Once Link is within sight, Crayk will zero in on him and charge with frightening speed. However, by simply moving out of Crayk's range of perception, he will be left confused and again begin peering around the room in search of the runaway quarry. Therein lies the secret to defeating him. Watching the battle through his eyes means you can approximate his whereabouts. This is essential because he normally cannot be seen and will not come out of hiding unless he's got you clenched between his powerful pincers, in which case you need to vigorously rub the stylus to wiggle free. Stay in one area long enough so that Crayk has ample time to find you. As soon as he rushes you, gauge his location and nock an arrow in his general direction. If the arrow makes contact, Crayk will re-appear and take refuge in his giant shell. That is your cue to go in and target the purple soft spots just poking out of the hard shell. Eventually, you will crush the shell armor and force Crayk to shed it away, leaving him naked and exposed. This stripped down version of him is far more of a pushover than imaginable. He still can seize you in his pincers and shake the snot out of you, but without his protective covering he is also more inclined to shield himself with his pincers. Clanging your sword against his tough skin causes him to freeze in place for a few seconds, giving you some time to transfer pain to his weak tail. As soon as he puts his guard up, dash behind him and swipe his blue tail. Keep at it, and Crayk will disintegrate and become added time for your Phantom Hourglass. Following the battle, the Spirit of Courage is released and joins your party like the rest of the friendly fairies but on some strange terms. As per the standard routine, claim your Heart Container from the chest and continue into the blue light. Hurry and go see Linebeck to hear what sage advice he can give you this time |
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