Prologue - The Legend of Zelda: Phantom Hourglass Guide - IGN (2024)

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Andrew Eisen,Peer Schneider,Matt Triplett,+476 more

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Before using this Walkthrough, we need to go over a few details to avoid confusion and because introductory rambles are always fun...

The walkthrough for Phantom Hourglass was designed with the wish to transmute mostly text-based directions into something workable that can be both convenient for the reader-in-need (you) and effective at liberating him or her of Zelda-related woes. Having said this, we have incorporated a flowchart system into the standard walkthrough so that the reader has the choice of following the full-fledged, detailed accounts of Link's quest, or referring to just the flowchart for a gentle push in the right direction, or both.

The purpose of the flowchart here is two-fold: one, to list the sequence of events that should occur in order for the story to progress; two, to act as a bullet list of objectives that are further expanded upon in the written walkthrough. Think of it as a bare bones walkthrough while telling what the walkthrough therein would discuss, or better yet, as an outline for a term paper. Take note that the events are listed in our suggested order with the ultimate goal in mind: to get you past any particular segment of the game. It is encouraged that you follow what we have spread out for you, but no feelings would be hurt—for the most part—if you were to shun our methods as well.

In addition, there will be features littered throughout listed as "Enemy Sightings!" These give a close analysis of a new type of enemy that you will meet or have met for the first time. Within we discuss its weaknesses and tips on how to easily manage them. Although you are likely to come across the same enemy time and time again, we will be listing them only once, when you first meet them.

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One final note (we promise): all the possible treasure and goodies you can discover in the game will not be covered in the walkthrough. We will touch on some if it is convenient, but generally those extras, such as the Spirit Gems, Treasure Maps, Heart Containers, etc. have a whole other section devoted to them, so go peruse the Appendix for those.

Prelude

Flowchart
  • Prelude
  • Meet Oshus
  • Obtain a weapon
  • Go to the Mountain Passage
  • Get through the Mountain Passage
  • Explore the port town
  • Find Linebeck
  • Grab your first Treasure
  • Go to the Temple of the Ocean King
  • Return to the port town
  • Ready up and set sail!

Every grand adventure cannot properly begin without our green-clad boy hero being roused by the persistent nagging of a familiar-looking fairy named Ciela. Ciela will act as your guide in more ways than one. Listen to her, as she often has important (although sometimes obvious) knowledge to impart. Regardless of what you named your alter ego, we will be calling him Link throughout the walkthrough for the sake of consistency. When you finally gain control of Link, you should first take a few moments to accustom yourself to the controls. You will have to learn to love and live by the stylus.

Tip

When you are standing idly and doing nothing, Ciela will hover over objects of interest. Likewise, Link will turn his head in the direction of things that deserve your attention. Keep an eye out for subtle hints such as these!

Meet Oshus

Ciela suggests speaking with her caretaker, Oshus, who resides in the hut shown in the camera pan moments before. It sits on a plateau just a little north of where Link was first washed ashore. The various pots and barrels inside can be picked up and thrown, which shatter on impact to often times reveal a Rupee! You can unearth Rupees and hearts hidden in pots, barrels, rocks, bushes, etc. by smashing or cutting them. Don't you wish you could smash up your furniture and find sandwiches or something hidden within? Ah, one could dream...

Tap the short, old man in the hut to initiate a conversation, during which Oshus suggests you turn to a fellow sea-savvy sailor by the name of Linebeck, who's currently docked at the harbor to the southeast, as indicated on your map. So, that's where you should be headed next!

Obtain a weapon

Although serene-looking at first glance, Mercay Island is wrought with dangers that may bring harm to inadequately equipped adventurers, such as your current self. Venturing up the path leading north, Ciela quickly points out Link's vulnerability to these hostile creatures.

Careful

Although Link has had his fair share of saving princesses and fending off evil overlords, swimming is definitely not his forte. Steer clear of the waters here or anywhere else, as falling in each time takes away half a heart.

Defenseless and forced to take a detour through the dangerous mountain pass, you are left with no choice but to seek out a weapon. Oshus surely would have some advice. Alas, he provides little help, but the kind-hearted and persevering Ciela would have none of that! If you move a little east of the hut, you will come to several barrels, one of which is blocking the entrance to a cave. Pick it up to free up the pathway and head in. Inspect the sign to solve the game's first riddle of sorts. Starting from the top left, write a big number "7" as clear as possible. And the reward for solving this puzzle is exactly what you needed.

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With Oshus's Sword in tow, you'll be taken to Oshus' hut for a quick lesson in swordsmanship. Despite his outward kind demeanor, Oshus is a stern teacher. Follow exactly as he says or you won't be able to leave before perfecting your sword-swinging techniques! You must use specific sword swings to destroy the four dummies that pop out of the ground.

Head to the Mountain Passage

Now you're starting to look the part of a legendary hero! Before we set off to untold dangers lurking within the Mountain Passage, you might want to visit the lone farmer off to the west. It seems his lazy bum is unable to remove the boulders from his farm. For your efforts the cheapskate gives you 1 whole Rupee, but quickly gives up additional information regarding some valuables hidden up north. Mark the indicated spot by first pressing MENU and MAP, then drawing, say, a tree on that point for personal reference. If you go to this location later on, roll into the tree to shake out a 100 Rupee prize!

Enemy Sighting

  • Red Chuchu
  • Appearance: Red, fish thing...
  • Damage: 1/2 heart

For the sake of completism, even these goofy-looking, brain-dead fish things will not be overlooked in our feature of Enemy Sightings! Red Chuchus appear, well, red, and shuffle slowly towards you. They hardly can be considered a threat. These are enemies you can easily tap and kill without a second thought.

When ready, take the north route to the cave entrance. The enemies here are nothing to sweat over, especially now that you are properly equipped. At the far end is a gray stone, which when struck with your sword will give a nice tip. Cut down the shrubbery further down and head into the dark cave.

Get through the Mountain Passage

Mountain Passage

Welcome to an introduction to one of Zelda's iconic features: dungeon-crawling. This is rather short and painless, depicting only a fragment of what a real dungeon would feel like.

Get Small Key #1

Trek further in and remove the boulders that stand in your way. The large, locked door is one of many you will be seeing. These can be unlocked by finding disposable keys, often tucked away in chests in other rooms. Convenient for you though, the chest a little further to the right holds the first Small Key. Careful going to it, however, as Red Chuchus will drop mysteriously out of nowhere for an ambush.

Get Small Key #2

The large room ahead features four levers that must be pulled in the correct order. The stone slabs located in the large room and side rooms contain hints that help you figure out the order. You will also find 20 Rupees in the right-hand room. Not bad!

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Enemy Sighting

  • Keese
  • Appearance: Winged creatures that resemble bats
  • Damage: 1/2 heart

Due to their erratic flying, Keese can be more difficult to target and slay. When gathered in larger numbers, they will become more than just a nuisance to their prey. Trace circles around Link to perform the 360-degree spin slash to make short work of them in a quick and easy fashion. Later on, when you've acquired the Boomerang, these can be quickly (and more safely) dispatched from a distance.

As for the proper sequence: assume that the levers are labeled from 1 to 4 starting with the left most lever. Pull them in the following order: 2, 1, 4, 3. A successful endeavor lands you with the next Small Key. If pulled in the incorrect order, you are instead treated to some unpleasantness that do not involve a chicken suit. But fret not! You can try again.

Enemy Sighting

  • Rope
  • Appearance: Purple snake
  • Damage: 1/2 heart

While not a threat in the slightest, they are enemies nonetheless, designed to hurt you or at least annoy you. Ropes can strike with surprising speed and precision, but those qualities are offset by the fact that they are so easily killed off by simple attacks or even thrown objects.

Get Small Key #3

The second floor of the dungeon is littered with icky Rats. One of them holds in his foul mouth the key to your way out. Literally. Finding a way to catch him is the puzzle in itself. He's a fast bugger and scares easily, leaping away in the opposite direction as soon as he senses you. However, we can outsmart him by choking off one of his escape routes; first pull and then push the nearby block into the hole in the upper left corner of the map. Now move back the way you came, as if you were returning to the first floor of the dungeon. Confident that it is safe for him to scurry about, the little troublemaker will come out and bound toward the other hole you sealed off. Quickly follow him and slash frantically before he realizes his mistake and attempts to return into hiding.

Enemy Sighting

  • Rat
  • Appearance: Purple rat
  • Damage: 1/2 heart

Common fuzzies that occasionally make off with Small Keys. These little critters are much too quick for you to catch by conventional means. Aside from the occasional mischief, Rats are fairly tame and do not aggressively attack Link without cause (most of the time). A single sword hit will do them in for good.

The Small Key is all that's left of the poor thing, so take it and use it on the locked door in the northeast. You will be met by more Keese on your way to the exit, but the short walk will pop you out just a little north of the quiet port town.

Explore the port town

Mercay Island's port is a small one with little to see and do at the moment, but take in the new surroundings and talk to the locals. There's a shop lady in the southern most teepee that sells interesting wares. The Treasure in the shop is an anomaly that changes every time you play. A Wooden Shield is up for purchase in the shop as well. You can choose to fork over the 80 Rupees now, or wait until later when you've saved up enough. You don't really need it now anyway.

Tip

Short on Rupees? Be sure to smash and slash everything in sight, including grass, barrels, pots, etc. Mowing the lawn may especially prove lucrative as sometimes you may get a surprise blue Rupee that is worth 5 Rupees! Simply popping between the town and the hills causes the grass to instantly re-grow.

Find Linebeck

Linebeck's ship can be found anchored to the southeastern dock, but it seems Linebeck is nowhere in sight. The admirer nearby tells you to check with the barkeeper in the port tavern—he might know something. Well, leave the crazed stalker to his own obsessions and get the scoop on Linebeck from the barkeeper, who is located in the big, blue-tiled building in the center of town.

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Following an unfortunate tradition of bad timing, you discover from the barkeeper that you have just missed him. It appears, though, that he has headed off to the Temple of the Ocean King, which is the large silver structure located in the northwest on your trusty map. Needless to say, the Temple of the Ocean King just became the next site to visit on your jam-packed itinerary.

Grab Your First Treasure

Your keen treasure radar probably caught wind of that treasure chest sitting atop a small plateau in the southwest part of town. A gap, however, separates the steps leading to it. Link isn't athletic enough to clear the gap on his own. With a little creativity and a can-do attitude, overcoming this is a cinch. Wandering around the small port town is a small, white Cucoo. Slowly approach one by lightly tapping the stylus millimeters away from Link and grab it. With it in Link's hands, run to the southwestern edge and leap straight across to the opposite edge. Its frantic fluttering makes a great parachute to keep Link aloft long enough to coast across without falling into the water.

Open the treasure chest at the top of the steps to receive a randomized Treasure. Keep these around for later.

Go to the Temple of the Ocean King

The north exit of the port leads into the hills that take you to the temple entrance. Be on the lookout, as you will come across many wild, unfriendly creatures on your way there. Remember the tree the farmer pointed out on your map? Now would be a good time to go investigate. Locate the north most tree and somersault into it. You will get 100 Rupees for your trouble. Guess he wasn't such a bad guy after all. If you haven't gotten the Wooden Shield yet or were a bit hesitant to invest in a potion, your new earnings should surely ease the tension on your wallet.

Enemy Sighting

  • Crow
  • Appearance: Darkly colored bird
  • Damage: 1/2 heart

These airborne thieves perch themselves on tree tops, awaiting the perfect opportunity to swoop in on unsuspecting travelers and filch a Rupee or two. When you see a Crow come off its perch in preparation for an attack, run far away or prepare a well-timed slash to meet it. If the Crow does manage to free up a Rupee, quickly go retrieve it and slip it back into your wallet.

Journeying further west, you may notice a large crack in the mountain wall. When you have the appropriate tools in your possession, you can crack it open, but for now ignore it and continue to the entrance steps. Ciela gives a brief history lesson that does not seem to bode well for you. Shrug off any doubts and enter the temple, brave one.

Temple of the Ocean King

  • Key Items to Obtain: Sea Chart
  • Enemies: n/a

Find Linebeck

This ancient temple was once a magnificent shrine built in honor of the Ocean King, but those times have long since gone. The temple now plays host to a malevolent curse that slowly drains the life out of those who dare enter its ruined remains. The skeletal remains of thirsty adventurers are enough proof of this. For now, the entry hall is devoid of any dangers—both obvious and hidden ones. Other than marveling at the odd hourglass sitting at the top of the stairs, you can do nothing more in this room. Continue forward to the next room.

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A faint voice calls out, but who could it be? Going further into the room, Link and Ciela find themselves face-to-face with the brash and helpless Linebeck. It seems he's somehow gotten himself trapped and requires your help to free him from his spiky prison.

Disarm the trap

The smooth-talking Linebeck bestows upon you the task of finding a way to lower the spikes, but not before warning you about the evil force hanging over the temple. The purple, swirly patches of ground are "safe points." These are displayed on the map as well. Moving away from these safe points costs Link his health—he loses about a quarter of a heart every three seconds, so be sure to keep moving and smash pots constantly for extra hearts. It would be wise to plan out your route before wandering recklessly through the poison.

Dart to the northwestern purple space; attack the unlit orb that sits in the corner to disarm the trap, freeing Linebeck who runs off at the first opportunity. Chase him down back at the entrance.

Find a lead on the Ghost Ship

After the whole nice-to-meet-you spew, the Jack Sparrow wannabe—er Linebeck—gives you a Small Key to get you started. The key unlocks the door to the northwest.

After unlocking it, travel to the northwestern safe zone to find another unlit orb. This time, however, the moving spikes are only momentarily suspended from operation. The timer begins as soon as the orb is hit. Whack the orb and immediately begin racing to the far northeast safe zone, following along the wall north and avoiding the floor trap. Slash the orb here to open the door in the middle, which takes you to a chest containing the Sea Chart.

Go see Linebeck back at the entrance to show him your findings. Alas, that scoundrel took off at the first opportunity! Exit the temple to find Linebeck waiting for you outside. With the realization of the map's contents dawning over him, Linebeck runs off to his ship...with your map! The nerve of him! Not only does he abandon you in the treacherous temple, but also makes off with your hard-earned map. Chase him down to give him a good earful.

Return to the port town

Steer your way through the rolling hills once more back to the port town. Not much has changed since your short absence, so cut straight to the docks to find Linebeck, surprisingly accompanied by Oshus. When presented with the map, start scratching the southeastern most island on the map until an orange and red symbol is made fully visible. Called the Isle of Ember, the outlying island is home to a fortune teller named Astrid. Oshus suggests seeking out this Astrid for possible whereabouts of the Ghost Ship. It's a shaky lead, but it's all you've got!

Ready up and set sail!

The buzzing excitement about sailing and exploring new lands has lifted everyone's spirits and set their eyes on the horizon ahead. With nothing to lose, Linebeck eagerly beckons everyone to hop onboard. If you have a few last minute errands to run, select Not Ready and go finish whatever it is you need to do.

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If you haven't already done so, now would be a good time to purchase that Wooden Shield from the shop lady. Danger and peril lie in wait at every turn; better to be well-equipped for anything. When you've done all you can at Mercay Island, speak with Linebeck and head to the high seas!

Up Next: Chapter 1

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Prologue - The Legend of Zelda: Phantom Hourglass Guide - IGN (1)

The Legend of Zelda: Phantom Hourglass

Nintendo EAD

ESRB: Everyone
Wii UNintendo DS

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Prologue - The Legend of Zelda: Phantom Hourglass Guide - IGN (2024)

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