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    Walkthrough by TheDreadedZero

    Updated: 07/01/07 | Search Guide | Bookmark Guide

                             T H E    L E G E N D    O F
                  Z E L D A :   M U G E N   N O   S U N A D O K E I
                                    Version 1.0
                                By MetalGearOnAcid
                            Date Started: June 24, 2007
    		           Copyright 2007 MetalGearOnAcid
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited, and a
    violation of copyright.
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    Please note this is a walkthrough for the Japanese version of the game. I doubt
    much of the game itself will change for the US release, but I'm pointing out
    the language because it will affect how you go about doing things in the game.
    For example, since you and I can't read most of the text in the game, solving
    puzzles is a bit different than it would be if we could read what was going on.
    Many times I'll be forced to say "Here is the solution" and you'll wonder why.
    I'll do my best to try and explain why the solutions are what they are, but
    for the most part you'll just have to do as I say, whether it makes sense at
    the time or not. Since the game is in Japanese, I will also provide menu
    translations and things of that nature.
    			    Concerning Spoilers
    Warning to anyone reading this guide: If you want a spoiler-free walkthrough,
    this is not it. Although most of my guide goes over gameplay, I do mention when
    something happens in a cutscene here and there. I don't understand all the
    Japanese so I won't be explaining big plot points, but if something happens
    in the game and I can tell what's going on, I usually mention it. Also, this is
    a very indepth walkthrough. If you just want to know where to go next, then
    either read the part you need and ignore the rest, or don't read it at all. I
    go through elaborate explanations of each dungeon, and what to do between them.
    As I'm guiding my readers through the game, I point out what enemies are coming
    and what items are in each location. If you want to figure this stuff out on
    your own, then as I said above: skim the section you need just to see where to
    go next, or read at your own risk. Just a disclaimer so that no one is 
    surprised by any information in here.
    0. Frequently Asked Questions
    1. Menu Translations
    2. Controls
    3. Walkthrough
    	3.01 - Arriving on the Beach
    	3.02 - Practice Cave
    	3.03 - Hourglass Castle
    	3.04 - Sailing the Ocean Blue
    	3.05 - Volcano Mt. Temple
    	3.06 - Boss 1: Sorceress
    	3.07 - Moving on
    	3.08 - Back home
    	3.09 - Hourglass Castle Challenge 1
    	3.10 - Let's Hightail It Outta Here
    	3.11 - Getting the Cannon
    	3.12 - Now We're Sailing With Power!
    	3.13 - Getting the Shovel
    	3.14 - Into the Fog
    	3.15 - Island of the Second Temple
    	3.16 - Wind Temple
    	3.17 - Boss 2: Vicious Vortex
    	3.18 - On the Road Again
    	3.19 - Hourglass Castle Challenge 2
    	3.20 - Getting the Crane
    	3.21 - At the Bottom of the Sea
    	3.22 - Sun Temple
    	3.23 - Boss 3: Crusty Crab
    	3.24 - A Minor Setback
    	3.25 - Ghost Ship Temple
    	3.26 - Boss 4: Phantom Four
    	3.27 - Almost There
    	3.28 - Hourglass Castle Challenge 3
    	3.29 - A Whole New World
    	3.30 - Goron Island
    	3.31 - Goron Temple
    	3.32 - Boss 5: Dodongo
    	3.33 - Moving Along
    	3.34 - Ice Temple
    	3.35 - Boss 6: Sea Dragons
    	3.36 - Hourglass Castle Challenge 4
    	3.37 - The Four Corners of the Earth
    	3.38 - Oasis Island
    	3.39 - Pyramid Island
    	3.40 - Sand Temple
    	3.41 - Boss 7: Stone Golem
    	3.42 - Getting the Hourglass Sword
    	3.43 - Hourglass Castle Challenge 5
    	3.44 - Boss 8: Eye Plant
    	3.45 - Boss 9: Possessed Pirate
    4. Special Thanks
    0. Frequently Asked Questions
    This section is pretty appropriately named, since I keep getting the same 
    questions over and over in my email.
    Q: "I just thought you'd like to know this so you can fix it..."
    A: I don't care. No to be rude, by I created this guide as a step by step
       process on how to reach the end of the game. I have personally beaten
       this game, so I know for a fact everything in this guide will work. I
       could care less if my translations are off or I left side quests out. I
       have removed my email address from this walkthrough because I am done
       with this guide and have nothing more to add. Please don't contact me.
    Q: Can I host your walkthrough on my site?
    A: I'm flattered, but I want to keep things simple and host my guide on just
       one site. So sorry, no. Please don't even bother emailing me and asking
       politely or trying to strike a deal. I'm fine with just the one.
    Q: When will your walkthrough be finished?
    A: I don't know. I think I've gotten pretty far considering I just started
       working on it. I pretty much haven't done anything but work on it, so
       I'd say it's coming along faster than most guides usually do. I'll probably
       be done putting up the main quest shortly. After that, I don't know if I'll
       be doing sidequests, secrets, etc. I never planned for this to be an amazing
       guide. I was just bored one day and no one else seemed to be making a guide
       for this game, so I decided to start one. The game has just been released
       in Japan, so it's still pretty new. Once things have died down, tons of
       guides will pop up and mine will seem alot less important. Right now mine
       is the only major walkthrough for this game that I'm aware of, but if that
       changes soon then I'll probably put less focus on this guide.
    Q: You said in your guide that [ insert puzzle solution ] is what you do at
       that part, but you didn't even explain why. The real reason you use that
       solution is [ yadda yadda.] 
    A: As I warned at the beginning of my guide, I can't read all the Japanese
       text in the game, so if I know the solution to a puzzle, I'm not going to
       hold out on my readers just because I don't know exactly why that's the
       solution. If I did that, this guide would never get done. Besides, once the
       American release comes out, all the names and quests and solutions will be
       easy to understand and my guide will actually look kind of inacruate and
       sad. This walkthrough is just for people trying to make it through the
       Japanese game. It'll probably become obsolete soon.
    Q: Hey. Can you help me? I'm stuck on the island where you gotta get into this
       cave. I think I need an item or something.
    A: Check the guide. If it's not in there, I don't know. The whole point of this
       guide is so that people don't need to ask questions, they can just look 
       here. If you can't find it, accept that I must not know the answer.
    Q: Can you put my name in your guide?
    A: If I feel you've helped me, then chances are your name is already in here.
       If you've helped me with one particular detail, I'll credit you after the
       NOTE of that detail. If you've just helped me in general, then your name is
       likely in the Special Thanks section.
    Q: I found you guide on a site other than Gamefaqs. Did you give them per-
    A: No. Give me their name so I can kill them.
    Q: Where did you get the names of the islands/bosses/chapters?
    A: I made them up.
    1. Menu Translations
    The first menu you will see when turning on the game has two large green boxes.
    |                            |
    |1          File 1           |
    |                            |
    |                            |
    |2          File 2           |
    |                            |
          |                |
          |  Wifi Settings |
    Choose a file. The next menu that comes up I won't even bother translating. It
    is simply the name input. Your DS user name comes up as the default here. 
    Change it if need be, The bottom right button is proceed.
    It will then ask you three questions after your name. No idea what any of this
    is. I just chose the top option for all three. Now go ahead and select your
    I won't bother drawing out this menu, but once your game file is selected,
    the bottom options are ad follows: Back, Copy, Delete, Begin. Select Begin.
    You'll be greeted with this:
    |                            |
    |1     MetalGearOnAcid       |
    |                            |
          |                |
          |   Story Mode   |
          |                |
          |   Wifi Mode    |
    Choose story mode. You are now in the game. I won't get into the Wifi menus
    because I don't have Wifi. Aha.
    2. Controls
    This game is completely stylus controlled as far as movement goes. I will
    explain all of the basic moves and how to do them with the stylus.
    Move - To move Link, simply drag the stylus in the direction you wish to go.
    Roll - Drag the stylus to the edge of the screen, and then do a quick zigzag.
    Slash - Tap the object you want to attack.
    Thrust - Put the stylus on Link and swipe it towards the object to attack.
    Spin slash - Draw a quick circle around Link when near the object to attack.
    Save - To save, tap the green menu in the bottom left corner. Then tap the
           orange menu that appears. Choose the top option.
    3. Walkthrough
    After watching the Picasso-like opening scenes, you will witness the beginning
    of the story in the graphics you'll be seeing for the rest of the game. Pretty
    nice. This game actually takes place sort of after Wind Waker, so it begins
    with Link and the pirates aboard a ship. Link awakes to see the sky out at sea
    get dark and covered with fog. A ghost-like ship appears. Tetra jumps aboard it
    and Link tries to follow. He slips and gets knocked off the side into the sea.
    And so begins your tale.
    3.01 - Arriving on the Beach
    You don't have a sword yet, so trying out some of those moves you read about
    will have to wait. Take a second and get used to the stylus controls though.
    Once you're good, head up toward the little house directly north of where you
    landed. There's an old man with a staff inside. Tap him to talk to him. When
    he's finished, tap him once more and he'll point out the dock on your map.
    Leave the house and you'll notice two barrels on the right. Tap them to pick
    them up. Toss them by sliding the stylus away from Link. As you approach the
    cave on the right, the ground will quake. Remove the barrel by the enterance
    and head into the cave. Read the sign up by the door. Damn, we're stuck. Go
    back outside and head towards the west side of the island. If you head up the
    north path, Navi will point out the enemies and warn Link that he doesn't have
    a sword. Go back down and talk to the man standing over by the west house.
    Yadda yadda. Also go to the right side of the map (as far as you can go) and
    someone will show you that the bridge is out. Phooey. Return to the first
    house we went to and talk to the Old Man again.
    Now head back to the cave and approach the sign. This time Naivi will say
    something and the screen will zoom in on the sign. This is the first puzzle,
    and ironically it's not one you could do. Basically the riddle was ho many
    trees there were on the island,  but you'd have no way of knowing that. ^_^
    Draw a 7 on the sign starting from the top left. Yay, the door opens. Open
    the treasure chest for a sword. Also check out the book over on the table.
    Upon leaving the cave, the Old Man will stop you. Apparently he has some things
    he wishes to teach you. Tap him and the training begins. 4 logs sprout out of
    the ground, and you have to use the move the Old Man tells you to destory them.
    Keep in mind you have to destory them in this order: Top right, bottom right,
    bottom left, top left. If you use the incorrect move, or break the wrong log,
    the Old Man gets pissed.
    The first move is the slash. As I said in the Controls section, simply tap the
    object you want to attack, which in this case is the logs. After slashing all
    4, the Old Man will tell you the next attack.
    Second is the thrust. Just put the stylus on Link, and quickly jab it forward
    toward the object you wish to hit. Link will step forward and stab it.
    The last move is the spin slash. Stand close enough to the log and quickly draw
    a circle around Link. After that you're free to go.
    Now guess where we can go? That's right. Up north to fight some baddies. Head
    north and take out the ChuChus. When you reach some large trees, use your sword
    to clear the path. Head into the cave. This is not a dungeon, but you'll have
    to solve some puzzles here.
    3.02 - Practice Cave
    Remove the boulders that are in your way and you'll see a locked door. Get used
    to seeing these. -_- Keep going right and you'll reach a chest with a key in
    it. That was easy. Unlock the door by tapping it. There are statues around this
    area that each give you clues as to the solution of this next puzzle, but you
    can't read Japanese so I'll just tell you the answer. Before you solve it, head
    over to the right and pull or push the block by tapping it and then tapping one
    of the arrows that appears. In the alcove on the right is a chest with a Red
    Rupee. Now head back to the main room and prepare to pull the switches.
    Pull the switches in the order 2 1 4 3 and a key will drop from the ceiling.
    Use it on the north door. This next room is infested with rats. And one of them
    has a key! He's too fast for us though, so head to the left and pull the block
    up so it's blocking the hole in the wall. Now hide in a corner and wait for the
    rat to come by. When he sees that the hole is blocked, he'll turn around. That
    is when you attack him. Use that key on the east door.
    Follow the path and you'll eventually be outside agian. But now you're on the
    east side of the map. Head over to the docks on the right, and talk to the man.
    Damn, can't leave yet. Head back left and enter the largest building. It's a
    bar. Talk to the people there. They'll point out a large building on your map.
    Guess we have to go there. There's a path to the north, so head there. Then
    head north west, as the stairs to the west are blocked by, well, blocks. In
    the next area, climb up the stairs and enter the large castle. 
    3.03 - Hourglass Castle
    Upon entering, you'll see some skeletons on the floor. Don't worry, they won't
    come to life and attack you. They're people who have died in the castle, and
    their spirits remain. Head up north and through the door. You'll immediately
    notice this room is encased in purple fog. Navi also noticed someone's in here.
    It's a pirate, and he's gotten himself stuck behind a boobytrap of spikes. I
    guess we have to save him. He'll ask if you'll help, choose the top option.
    He'll give you a lecture and then choose the top option again. Now start
    running through this area, as the longer you stay in the purple fog, the more
    health you lose. There are small sections will tile flooring. These areas
    don't contain the fog, and are safe resting stops.
    There is one such area up to the top right. It has a treasure chest. That's
    weird, there was nothing in there? Hop on over to the top left section and
    you'll see there's a little glass ball. That's what switches look like in this
    game. Whack it with your sword and the spikes will go down, freeing the pirate.
    Go back down to the enterance and talk to him. He shakes Link and makes him
    all dizzy, which is pretty funny. Link will pull out a key. 
    Run back up through the fog to the northwest door, which you can now unlock. 
    In this new part of the map, run to the top left corner and hit the switch. It
    will lower the spikes, but it's on a timer. You must quickly run past them all
    the way to the top right corner of the map and hit that switch as well, before
    the timer runs out. Just note that when you're doing this, take the northern
    path to get to the righthand switch, as the bottom path has a trapdoor. If you
    sucessfully hit both switches, the blue door opens. Behind the blue door is a 
    chest with Sea Chart 1 in it. You can now see the bottom left hand corner of 
    the sea. 
    Now that we have the Sea Chart 1, we can leave. Outside you'll be greeted by
    the Pirate. Head all the way back down to the docks and talk to the Pirate,
    who is talking to the Old Man from earlier. You'll whip out your Sea Chart,
    but hmm... where should you be heading to? Rub the stylus on the southeastern
    most island. You'll reveal a crest, Crest 1. Now we know where we're going.
    If you're ready to leave, choose the top options.
    3.04 - Sailing the Ocean Blue
    Okay, this is our first time sailing, so I'll go over the basics. To plot our
    course, you simply draw a line from our ship to wherever you want to go. In
    this case, it's the anchor down on that southeastern island. Choose GO! Once
    you're sailing, there's a few things you can do. The two boxes on the right
    are go and stop. The feather in the bottom right corner means draw a new route.
    And the botton in the center at the bottom is jump. You'll need that to avoid
    rocks or enemies. You can drag the screen with the stylus to look around you.
    Right now we have no weapons, but enemies shouldn't be a problem here. When you
    reach the island, you'll dock. This island contains the first real temple. When
    you arrive, select the first option the Pirate gives you, and you're free to
    look around. I suggest you do so and get a feel for the island. While you're
    at it, this is a great time to start practicing a nice feature in this game,
    which is writing on your map. You can make notes of important things on your
    Run around the island and explore a bit. As you approach the far right of the
    island, you'll see another one of those skeletons. Go talk to its ghost. He'll
    point out one of the houses on your map. Choose the top option he gives you.
    He'll also show you the torch behind him. These are important, so whenever you
    see one, jot it down on your map. To do this, tap the green menu in the bottom
    left of the screenn. Then tap the yellow chart. This will bring up your map. 
    Wherever you see a torch, draw a little symbol or mark on your map in that
    spot. The locations of the torches are:
    -the southernmost house
    -the northernmost part of the island to the right of the little floating chunk
     of land
    -the little floating chunk of land on the far right
    One you've got those down, head over to the house he marked on your map. It's
    the 2nd house. Head into the basement and the door will close behind you. Hey,
    there's someone behind that door! We have to get them out. Go over to the sign
    on the wall by the door and tap it. Once you've noticed it's a map of the
    island, blow into the microphone on the DS. Select the first option the woman
    gives you. Head over to the map and tap it again. This time it stays open. 
    Draw on the map in the 3 locations that you found the torches in. If you don't
    remember them, you can look on the top screen. It shows your jotted notes. If
    you get them right, circles appear around them. The door now opens.
    Now that the woman is free, she yacks to you for a while. I just chose the top
    option for everything she asked me. You'll end up upstairs with the Pirate
    and the woman. She'll look into her crystal ball. Select the first option. When
    the pirate leaves, talk to the woman again. She'll mark a place down on your
    map. We should head there now. The door that was once flowing with electricity
    is now acessable. Go up to it and open it. Beyond the door, you'll meet an
    enemy that you don't want to get too close to: the electric chuchu. If you
    touch it or even whack it with your sword, you'll get shocked. We'll deal with
    them later. Head up the stairs and you'll see a volcano exploding. Get to it
    by going up and around from the left side and then back down the right side. At
    the enterance of the volcano are two candles. Stand close to them and blow into
    the mic to put them out, thus opening the door.
    3.05 - Volcano Mt. Temple
    Floor 1
    This is the first real temple. You'll be solving alot of puzzles in here. Walk
    through the entryway avoiding the fire. In the central room, there is a large
    wand of fireballs spinning. (Reminds you of the castles in Mario 1, no?) Follow
    it over to the right and attack the chuchu in your way. Hop over the lava to
    the platform by the door, and then hop again to the right. If you examine the
    sign on the wall, it shows you the correct path to get through the maze behind
    the door. Jot it down on your map.
    Down south in the next room, the door will close and you'll be attacked by 4
    Keese. Kill them and open the chest. Yay, a key. Head back up and open the door
    we passed a moment ago. Glancing at the map on the top screen, run through this
    area following the path you drew. It's pretty hard to screw up since the floor
    will open up trapdoors if you head in the wrong area. Grab a red rupee in a
    chest along the way. When you get to the end, stand in the center of all 4
    switches and do a spin attack. Head all the way back to the center room with
    the firestick and up the newly opened stairs.
    Floor 2
    Avoid the electric chuchu in the way and head up and to the left to a switch.
    Activate it to switch the height of the blocks in your path. Follow the path
    to the right and down into a room. The door closes and this time you have to
    fight some slime. Door opens yadda yadda. The real prize is the Boomerang you
    find in the chest. Now we can fight those nasty electric chuchus. Head over to
    the right side of the room and notice a switch sitting on a distant pedistal.
    Face it and tap the boomerang icon on the top right corner of the screen. When
    in boomerang mode, simply draw a line to determine the path of the boomerang.
    In this case, draw a line to the switch. This will put out the fire in the left
    side of the room.
    Head down the hall and in this section, two evil torches will spit fireballs at
    you. There are switches in the top left and bottom left sides of the room, each
    controlling a torch. Run into the room and quickly switch to boomerang mode.
    Aim for one of the switches and hopefully it'll activate before you get hit by
    a fireball. Run out of the room and wait for the other torch to shoot a fire-
    ball, and then run back in and hit the other switch. This puts out the fire in
    the top right. Go down the newly opened stairs.
    Floor 1
    Now we can practice taking out an electric chuchu. Aim the boomerang at him and
    fire away. Once he's dizzy, you can use regular sword attacks. There's a switch
    over in the left end of the passageway, but hitting it will block you in. So
    instead, stand to the right of the red blocks in the ground, and throw your
    boomerang around the corner to hit the switch. Now the blue path is opened to
    the south. Head south into the room and the door closes yet again. Now you must
    fight 2 flaming skulls. Use your boomerang to stun them, and then attack with
    your sword. Go up the stairs.
    Floor 2
    In this room, use your boomerang to kill the flaming keese. In the bottom right
    corner is a switch. Pull it. Then avoiding the flame stick, hop over to the 
    right platform. Avoid the flame stick there and continue to the right. Kill the
     last flame keese and a chest will appear with a red rupee. Down below, pull
    the other switch. This opens the door back on the left side, so hop back over
    there. There's another rat with a key in here, and once again he's too fast
    for us. Use your boomerang from outside the doorway to take him by surprise.
    Yay, a key.
    Now head back over to the right side of the area. Continue down the path and
    you'll see an Octorok pathetically spitting repeatedly at a wall of blocks. Go
    down and shoot your boomerang at the switch to lower the red blocks. Kill the
    Octorok and then aim your boomerang back down around the corner to hit the
    switch again. Unlock the door here and go up the stairs.
    Floor 3
    Head down to the lower part of this area past the fire stick and to the left.
    You'll notice a sign on the wall. Read it to see the solution to the next 
    puzzle. Jot it down on your map. (It's showing the room on the top right) Head
    back up north and blow out the 2 candles in this area to put out the fire. In
    the room above, shoot your boomerang so that it hits the switches in the order
    you drew on your map: bottom left, top right, top left, bottom right. A key
    will drop down. Use your boomerang to get it. Now head to the south west of the
    area and unlock the door. 
    You'll pass by a door with a giant lock on it and an eyeball. This is the boss
    door. Head left and the door will close. The room will be filled with all sorts
    of enemies. Defeat them all. Up on the next path, defeat the two flaming skulls
    with the boomerang to put out the fire. Step on the switch in the room above
    and the left most torch will come on. Take out your boomerang, and draw a path
    through the flame of the first torch and then to the other 2 torches. This 
    should light them all. This puts out the fire in the room to the right.
    Head down the path and toward the right and you'll see a big gap in the floor.
    Use your boomerang to hit the switch in the room that's over the gap. This will
    make the gap get filled in so you can pass. Up in the northern part of that
    room is a chest with the boss key. In this game, you actually have to carry
    boss keys to the boss door. It's not that hard this time. Simply walk the key
    back to where you first passed that boss door, carefully avoiding the spinning
    tri-flame sticks. If you're ever in a hurry to get away from an enemy or some-
    thing, you can always toss the key and go pick it up. Once you get to the boss
    door, it will unlock
    Floor 4
    Read both of the stones in this room. A blue portal will appear on the left. 
    This lets you warp back to the beginning of the dungeon. Head up the stairs.
    3.06 - Boss 1: Sorceress
    Oh no. It's some psychotic looking sorceror who looks like a monkey. Looks like
    a girl to me so we'll call it a she. She immediately starts by splitting into
    3 copies. This is actually pretty easy. Look above at the top screen. Each copy
    of the boss will be represented by a little purple icon. However if you look
    closely, they each have a different number of horns. This represents the order
    you must hit them in. So hunt down the girl onscreen who has the 1 horn icon
    above. That's the one we're going to start with. Now look at where the 2 and 3
    horned icons are in relation to her. You must draw a boomerang path that starts
    off by hitting the 1 horned icon's sorceror, and then passes through the 2nd
    and then the 3rd all in one move. If you do it correctly, the 3 figures will be
    dragged along by the boomerang's path and ultimately forced together.
    It's not as easy as all that though. Once they are brought together, they will
    immediately split if you don't give it one more whack with the boomerang. So
    quickly pull it back out and toss it at her once she's combined. If it works,
    she'll be knocked out and you have a few seconds to whack away with your sword.
    Do this process 3 times and she'll die. Open the teasure chest for a heart
    container, then step on the blue panel to warp back to the enterance.
    3.07 - Moving on
    Back on the island, head into the large building where you met the crystal ball
    woman. You'll get a red tear shaped crest. Head outside and talk to the pirate
    by the dock. If you're read to leave, choose the top option. Once back out at
    sea, plot a course back to the island you started on. It's always nice to 
    remember your roots, right? Once again there should be no enemies on your way
    3.08 - Back home
    You might remember that while you were in Hourglass Castle, there was a door
    with a crest on it that we couldn't really do anything with. Well now we can.
    Hourglass Castle has many floor, each with a door and a crest. One by one,
    when we get the crests, we'll come back here and get to the next floor to see
    what goodies we can find. If you don't remember how to get there, you go up
    the north path on the east side of the island and then hook around the top to
    the left.
    Upon entering, the Old Man will come and tell you about the Phantom Hourglass.
    Yay, treasure! Let's go steal it. Head up the left or right stairs and walk up
    to the Hourglass. In a dramatic cinema, you take the Hourglass and do a little
    dance. Hop back down and enter the north door.
    3.09 - Hourglass Castle Challenge 1
    Okay, this place is pretty annoying. But I'll try to keep it as easy as 
    possible. As soon as you enter the door, the Phantom Hourglass will turn, thus
    giving you a 10 minute time limit. It doesn't always count down though, only
    when you're in the purple fog. Basically, anytime you're in the fog, you lose
    time off your timer. Once the timer hits 0, you go back to getting hurt by the
    fog, in which case you'd die in a few seconds. *gulp* Better do this right then
    huh. As before, sections with tile flooring are safe spots. So in the first
    room, run through the fog to the door in the center of the north part of the
    room and open the door with the crest. Head down the stairs.
    Basement 1
    This is the first floor of puzzles.It's not too bad once you know what to do.
    The biggest annoyance is the two guards patrolling the area. If they see you,
    it goes into alert mode, and if they manage to hit you, you lose a big chunk
    of time off your Hourglass countdown. So avoid getting hit at all costs. When
    Navi and the red fairy give you their speech about the guards, choose the top
    option and head on your way. Since the guards appear on the top left and bottom
    right ends of the area, head down the center aisle to the right and go up.
    You'll see a switch by a door. Hit the switch. This makes a torch down at the
    botom of the area light up. Pay close attention to where the southern guard
    is and where he's headed, and run down to the southern end of the area as quick
    as possible. The switch is timed, which is why we need to hurry. You should be
    able to head straight down and to the left, as the guard should be starting to
    head north.
    When you get to the lit torch, pull out your boomerang and send it through the
    lit torch and then through the other torch on the left. This will remove the
    fire over in the southwest corner. This will likely alert the guard who's over
    there, so hide until you see him heading back up. Once he's moving north, run
    behind him and take a breather on the left section of floor tiles. Quickly
    run up past the guard, (it's ok even if he sees you) and turn right at the top
    hallway. You'll see a red pot. Smash it qickly and stand on the glowing circle
    that appears in its place. This is an invisibility spot. The guards can't see
    you when you're on it. The guard will shrug and head back down. Keep going to
    the right and step on the switch. This opens the path in the top left corner
    leading to a key. Go grab it. The guard should still be walking down the hall-
    way. Follow him as before, and hide in the spots on the sides of the wall. If
    you press tightly against the side of the tiled area wall, the guard won't even
    see you on his way back up.
    Quickly run down one he passes you and head towards the 2 torches. For me, the
    other guard was on the right side of the hall, heading down. So I went up the
    middle row and then down the right aisle. Turn up and head back up to the door
    that has the lock. Use the key. At this point I had about 8:49 left, but if you
    have less don't worry about it yet. Enter the door and go down the stairs.
    Basement 2
    This room is a bit harder. Still the same basic issues though. Still 2 guards
    patrolling the area. There's a guard standing in front of a switch, so we'll
    need toget him to move. Head straight down and smack the glass switch. You
    won't be able to tell, but this alerted the guard up above. He'll come running
    down to investigate, so quickly backtrack up the RIGHT aisle (the left one 
    will lead you right face to face with the guard!) and pull the lever at the
    top. This puts out the fire down below. Continue to the left and stop to hit
    another switch. This one drops a key. You can't get it yet though. Move south
    through the area that was previously blocked by the fire.
    The guards will be hot on your tail now, so quickly turn left and run all the
    way to the end of the hall. Smash the red pot and stand on the circle to be
    invisible once more. Once the guards are gone, stand infron of the fire block-
    ing your path. It looks like you're stuck, but pull out your boomerang and toss
    it over the fire and to the left to hit a switch. This turns off the fire. 
    There's another guard down here, so watch out. Wait until the guard heads all
    the way over to the right and then up, then quickly follow him and make your
    way to the small alcove in the bottom right hand corner. Smash the red pot and
    stand on the circle. When the guard comes back down and heads to the left, run
    up north. 
    When you stand on the switch in this section, the spikes will go down, but only
    as long as you are on it. So use your boomerang to grab the key. Head back down
    and stand on the invisible circle in the bottom right corner again. Once the 
    guard comes by and heads up, run to the center area and head up over the blue
    blocks. Hit the switch there to raise the blue blocks and lower the red ones.
    Then head up and unlock the door with your newfound key. You should have over
    6:00 left, but once again, if you don't, don't sweat it. Head down the stairs.
    Basement 3
    The 3rd and final room. This one's a little bit different. You still have the
    guards patrolling the area, but we're on a little bit of a fetch quest here. 
    A guard is coming your way, so quickly run down and to the right, then up and
    towards the skeleton. Run all the way down the hall to the left and you'll see
    a chest. Open it to get a Triforce Shard. We have to carry these damn things
    like we did with the boss key. The guard should be on the bottom hallway moving
    to the right, so head down the left path behind him. You should be just behind
    the two guards as one of them heads up and the other heads right. Go up the
    small stairs to the triforce room and tap one of the 3 slots to drop your Shard
    Now for the 2nd Shard. Paying attention to where the guards are, head down to
    the bottom left corner of the map. There's a lever there. Pull it and it will
    stop some fire over on the right side of the map. Head over there and enter the
    newly opened area. There's a floor switch. Wait until you see one of the guards
    coming, and shortly after he passes over the spikes, stand on the switch to
    open a trapdoor in the floor. The guard will fall and he'll drop a key for you.
    Go back down into the main area and carefully cross over the spikes when they
    go down and grab the key. In the southwestern part of the map is where the
    locked door is. Go and open it to reveal a chest with the 2nd Triforce Shard.
    Bring it back to the triforce room like you did before.
    The last Shard is very easy. It's in a chest in the bottom right hand corner of
    the map. The guard is gone so just run down there and get it, and bring it back
    to the triforce room. Phew. Glad that's done. Head north down the stairs. There
    is a crest door here, but as I said before, you can't open it yet. Head left
    and up the stairs to open a chest containing... Sea Chart 2! Yum. A blue portal
    will appear over to the right. Go step on it. 
    3.10 - Let's Hightail It Outta Here
    We have no more business here, so head back to the docks. Talk to the pirate
    and he'll see that you have the Sea Chart 2. But it's all dirty. :(
    Blow on the mic to blow the dust off of the chart. Hey, the next crest. That's
    where we're headed. Since we're ready to go, select the top option.
    3.11 - Getting the Cannon
    We want to get to that crest, but first we need some weapons. From now on there
    are going to be enemies in the water. How will we fight them without weapons?
    Plot a course to the island southwest of the island we just left. This island
    is very small, but there's still some stuff to do here. Head up the stairs and
    you'll be greeted by a little winged guy in a toga. It's the mailman! After he
    flies off, head into the building. Talk to the orange haired man and he'll open
    the gate for you. Head back outside and through the gate.  
    Follow the path along, killing the chuchus along the way. I hope you've been
    collecting rupees and not just ingoring them, as you'll need some soon. I had
    about 140 at this point, but you don't need that many. Once you head up the
    little stairs, follow the path down and you'll notice some bees buzzing around
    the trees. They can actually hurt you so head south past the first intersection
    and you'll eventually reach a cave. In the cave you'll see some bomb plants.
    Pick one up and toss it at the boilders blocking your path. In the next room,
    there's a boulder blocking, well, a block. So go back and grab another bomb
    plant, run back over here and toss it over the fence. Now you can push the
    block out of the way. Before we leave, head back and grab one more bomb. This
    time, run all the way to the right, very quickly, and toss it at the crack in
    the wall. There's a chest with a red tear shaped crest.
    Go back over to the fence and head up. Push the first block down all the way.
    When it stops, go around the left side of it and pull to the left. Now go up
    and pull the 2nd block upward. You can now enter the top area. Oh, but there's
    a boulder in the way. Go back down and grab the bomb plant. Run back up and 
    toss it at the boulder. Head up the stairs. Once outside, use any of the bomb
    plants on the boulders. Down the road there'll be two more. Do the same. In
    this next section, grab a bomb plant, drop down off the ledge to the north and
    chuck the bomb at the boulders blocking the path. Run back around back up to
    where you just were by heading right, down, and then left up the stairs. Once
    you're standing at the top of the ledge again, take the one bomb plant that is
    kind of by itself, drop down off the ledge to the north again, and this time
    run to the right through where the boulders had just been. Quickly toss it
    over the fence and blow up the 3 rocks on the other side. You should barely
    be able to make it. Now head left, up, and then right to enter the path you
    just opened. Enter the strange looking building.
    There's a man in bandages. Select the first option he gives you. Then select
    the first option again and you get the Cannon! It costs some rupees though, so
    say bye bye to some of your cash. Exit this building via the left door and
    you're back in the gatekeepers house. We have a cannon now, so head back to
    your ship. The mailman stops you on your way. He asks for your signature, so
    give it to him. The left button is OK, the right button is Start Over. Talk to
    the pirate and choose the first option to leave.
    3.12 - Now We're Sailing With Power!
    Now we have the cannon. To use it, simply tap the screen where you want to 
    fire. Yay. To get to the top portion of the map, we must first go through the
    line of rocks on the left. There's a spot on your map where it looks like there
    is a gap in the rocks. There's actually some boulders there right now, but the
    map doesn't show that. Head over that way but be sure you don't plot your 
    course to actually go through that area, or you'll hit the boulders and lose
    some ship heath. Along your way, you'll encounter some enemies now. They 
    usually jump out of the water, and you'll have a moment to tap them to hit them
    with the cannon.
    About a third of the way there, the ship will stop and you'll see some little
    blockades sitting in the water. Start your ship on its path again and press
    the jump button at the bottom of the screen to leap over these obstructions.
    When you get near the boulders, tap them to blow them up. Now we can chart a
    course beyond this area.
    3.13 - Getting the Shovel
    Once you get a little ways in, you'll be stopped. Hey! It's that ghostlike
    ship we saw earlier. We better follow it! Chart a course to follow the ghost 
    ship and it will begin moving north. Man it's gotten foggy. Try to follow the
    ship up north and eventually you'll get lost and be kicked back south. Hmm. 
    This sucks. We need to find a way through that fog. Head south for now so we
    can do some exploring.
    Plot a course for the only island you see here. This island's pretty small so
    this should be simple. There's a feather in the 2nd house. The rest of the
    island is filled with different family members. Talk to each of them. They 
    won't seem to let you in the northern cave. Go around the island talking to
    all of the family members and eventually they'll let you pass. Follow the paths
    in the cave, going left, then hopping over all the platforms to the right.
    Before you reach the top, someone will jump out of the water and attack. Use 
    your boomerang to go behind him and hit his back, then attack him repeatedly.
    When he dies, the blue door will open.
    In the next area, follow the path until you reach a bomb plant. Bomb the crack
    in the wall and enter. Read the book, and open the chest for a shovel! To use
    the shovel, press the orange menu on the bottom right corner of the screen, and
    switch it from boomerang to shovel. You can test it out on the little dirt
    patch in this room. Head outside and to the left for a chest containing a crown
    Now that we have the shovel, wander around the island a bit and any time you
    see one of those stone tablets in the ground, pull out your map and mark it
    down. Once you have all of them marked, you'll see it makes an X shape. Go to
    the center of that X and there'll be a palm tree. Use the shovel to dig below
    that tree, and you'll discover a hole. Hop down in there. Here, read the book
    on the table. Open the chest and a red X will get added to your Sea Charts.
    Most importantly, read the picture on the wall. It shows the top left quadrent
    of your Sea Chart with some arrows written on it. Pull out that part of your
    chart and copy it down. We'll need this in a bit. Ok, we got what we came here
    for. Let's blow this popcicle stand. Follow the path to the right, ignoring
    the door and hop down into the other part of the cave. Exit and you're back up
    on the surface.  Head back to your boat.
    3.14 - Into the Fog
    Head back up north now that we know the route through the fog. When you reach
    the foggy area, you can see on your map though that were are a series of rocks
    you must navigate around. If you try to just rush straight through the center 
    of the fog, you'll get lost and wind up back at the beginning. Now is when you 
    pull out that twisty arrow we just wrote down from the island with the shovel. 
    It's the route to get through the fog.
    It is as follows:
      /  * \
     |   __ \   *
     |  /  \ \____---->  
     \ | * |
      \|__/  ___  
       | *  /   \
       \___/  * |
       *   /   *
    There are alot of enemies along the way, so make sure to pay attention and lay
    the smack down on them with the cannon. Note that you can't blow up the rocks
    with your cannon, so don't get too close to them or you'll take damage. Also
    note that when you get to the very last rock, if you're aimed too far south 
    when you exit, you'll be taken back to the beginning. Once you're clear of the
    fog, head to the anchor on the island with the blue crest.
    3.15 - Island of the Second Temple
    As soon as you land, you'll see you have some mail in the mailbox up a little
    ways. Check it and the postman will do his thing. Walk up the stairs and you
    will notice what's annoying about this town. The wind is very strong and makes
    it harder for you to walk. Fight or avoid the enemies here and move to the 
    right. You have to hop across a series of gaps, making sure that the wind is
    not blowing when you jump, or you will be dropped into the water. This area is
    pretty straightforward, jumping from place to place until you get to the right
    side of the island and go up to a sign. 
    Down the stairs, fight the enemies here. Then grab a bomb plant and toss it at
    the crack in the northern wall. Be sure the wind is not blowing as you throw
    the bomb or it will get swept away. Enter this area and open the chest in the
    next room to get a green tear shaped crest. Read the book on the table. Then
    notice a sign on the wall. Read it and it will show you a map. Call up the 
    north western section of your Sea Chart and copy down what's on the map.
    Go back outside and return up the stairs. Stop at the sign. This time, we want
    to wait for a strong gust of wind, and then run to the left so that our jump
    is stronger and we land on the ledge to the right of the door we just came out
    of. Once you're up there, jump again to the left in another gust of wind and
    we're now in a new section. Head up to the left and enter the door. In this
    cave, head to the right and you'll eventually  notice some statues on the wall
    spitting out gusts of air. Wait until they stop and quickly run past them.
    There'll be two sets of these and then a single one.
    Down in this area, defeat all the enemies and a chest will appear containing a
    sea chart with an X on it. The chest below it contains a blue tear shaped crest
    for you. Exit out the south door.
    Outside, there's a hole in the ground shooting out air. Ride in upward, and
    when you reach the top, jump to the left during a strong wind gust to land on
    the western platoform. Head up one screen and check out the sign on the wall
    there. Copy the X down onto your map. You'll notice the door to the Wind 
    Temeple is here, but we can't enter it yet due to the gusts of wind. Head back
    down and ride the little air stream up. The next area has a blue door that's
    closed, so head down to the left. 
    In this area, there's a bunch of piles of dirt on the ground. You can dig them
    up with the shovel. The one on the far left takes you to a chest with a red
    tear shaped crest. The one in the center of the northern part lets you continue
    on. On the next screen, dig up the left pile and float up. Use the shovel on
    the next air spout you see to cover it up, allowing you to walk across. Ride
    the next one up. Now you'll come to 4 air spouts. Ride one up onto the platform
    and you'll see a sign on a wall. Examine it and it will show you 3 mark on your
    map. Copy them down. Go back down and cover up the two lower of the four air 
    spouts and remove the boulder.
    In the next area, there is a giant worm under the dirt, so run as fast as you
    can. If it eats you, rub the stylus back and forth and it will spit you out.
    Grab a bomb plant when you come to them and feed it to the worm to kill it.
    You'll see that there's actually a few of them. Kill them or avoid them. Now
    do you remember those 3 swirl marks we just jotted down? Those are the location
    of the propellors we need to turn on. There are a bunch of steps leading to
    propellors in this sandy area, we need to start the 3 we marked down. Glancing
    at your map above, run to each of the spots marked by a swirl. When you reach
    each propellor, blow into the mic for a few seconds to keep it going. After 
    you've started the 3 propellors we marked down, the blue doors will open and
    the wind blocking the Temple door will shut off. Head back down to where the 
    Temple enterance was and go on in.
    3.16 - Wind Temple
    Head in and you'll see a pit on the left and air blowing on the right. Wait
    till the air stops and run across. Do this again on the left side. Now you'll
    stop and see a bomb plant, with a bunch of bomb plants lining some switches.
    We saw a puzzle almost exactly like this in Ocarina of Time. Pick up the one
    lone bomb and toss it right in the center of the group of bomb plants. The
    explosions will make bridges appear. Cross one of them and move on. In the next
    area, you must push the block to the right and stop it infront of the first
    airstream. Then hit the switch to stop the 2nd airstream and run across. Open
    the lower door here and step on the floor switch to creare access to this area
    Climb the stairs to the right and wait for the airstream to pause, then run
    across. Do the same with the next 2. Hop over the pits and run down the stair-
    way to enter the north room. The door will close and all you have to fight are
    a few purple snakes. Keep moving to the left until you reach a block. Push it
    to the left and enter the sandy room. Ignore the airspouts for now and move on
    to the left. Grab the air statue and pull it downward and to the left so that
    it lines up with the ledge in the next room. Run with the wind and leap over 
    the pit. Step on the floor switch to open the light blue door and head down the
    north stairs.
    Basement 1
    The door will close behind you. Huh? But I don't see any enemies? There are 3
    armored chuchus hiding under the boulders. Toss bomb plants at them and then
    attack with your sword. When you're done, the doors will open. Take the one on
    the right. In the center of the next sandy area there is a floor switch. Step
    on it to open a blue door in the southeast. Head over that way. In a chest in
    the far lower right hand corner is a ring. Back track to the stairs above where
    the blue door opened and head north. Ride the airspouts to the top for a chest
    containing a green tear shaped crest.
    Go back around to the stairs above the blue door again and this time push the
    box over the 2nd to last airspout. Ride the first few airspouts until you land
    on the box. Walk off to the right to land in an enclosed area. Follow it around
    to a staircase and take it down.
    Basement 2
    Use a bomb plant to blow up the crack in the wall. Damn, there's more of those
    giant worms out there. Head to the stone island in the center of the map. Read
    the sign on the wall and you'll see four x's. Mark them down as usual. These 
    are the spots you'll have to dig. So, go do so. It's a pain avoiding all the
    worms, because they come back even if you kill them. The chest over on the left
    side of the room contains a red tear shaped crest if you want it. Once you have
    all four spots dug, the four torches will be lit and two blue doors will open.
    Take the bottom left blue door and follow the path until you come to an air
    statue. Pull it to the left until it sits on the mark on the floor. It's making
    the propellor spin. Cool.
    Head back around and go through the blue door on the north wall this time. Use
    a bomb plant to destroy the blocks and head north up the stairs.
    Basement 1
    Once again, simply move the air statue to the left so it sits on the marking.
    Not hard. A key will drop. So should you. Hop down and get it. Go back up the
    stairs in the bottom right hand corner and float onto the block again. Go right
    once more and down the stairs again.
    Basement 2
    Run north past the worms and unlock the door in the top right corner. Open the
    chest to get... your own bombs! Now you don't need those stupid plants. So head
    back out of here and over to the top left corner of the worm room where you'll
    see a crack in the wall. Blow it up with your new bombs. 
    In the next room, it's a puzzle we've seen in Twilight Princess. Toss a bomb
    onto the airspout and it will rise and blow up the block that's in your way.
    Ride the spout up and head up the stairs.
    Basement 1
    In a combination of the first bomb puzzle we saw earlier and the one we just
    did now, we now have to toss a bomb on an airspout so it sets off a chain
    reaction and hits the switch. Head through the now open door. This is a timed
    switch though so make it fast. In this next area, there are a bunch of armored
    chuchus hiding. Kill them and then place a bomb on the lone floor tile to find
    a path into the upper area. Follow the path until you reach a door. Open it
    and head up the stairs.
    Floor 1
    Once again there are hiding armored chuchus. Take them out. Once again there
    is also a lone floortile. But this time it's on the other side of the wall.
    Look for it and place a bomb on the tile below that one on your side of the
    wall. Head north and then west and you'll come across the same puzzle for the
    third time. Toss a bomb in the center of the bomb plants blah blah. This time
    you need to use two bombs. Big whoop. Run down through the door and open the
    chest for... the boss key! Drop to the area on the left and set the key down
    somewhere safe. Place a bomb on the aircurrents to have it rise and blow up
    the blocks. Then grab the key and head on up there. 
    3.17 - Boss 2: Vicious Vortex
    This boss looks like a blue Octorock in a whirlwind. Don't waste your own bombs
    here. Use the bomb plants. Toss one into a vortex as his shadow passes over it
    and the bomb will be tossed into the air and hit him. If it's a direct hit, 
    he'll drop to the bottom screen where you can whail on him with your sword. You
     guessed it. Do this four or five times and he's history. A very easy fight. 
    His only real attacks are sending some extra whirlwinds down at you, and some-
    times coming down himself and trying to plow you over. Both of these are easy
    to avoid. After you've finished him off, get the heart from the chest as usual
    and step on the glowing panel. 
    3.18 - On the Road Again
    Head back to your ship when you're ready to go and choose the first option to
    set sail. If you haven't figured it out yet, you need to return to Hourglass
    Castle after each temple. We don't have to go all the way trough the fog again
    though, so just head south. Once you dock back on the first island, just head
    straight to the Hourglass Castle. Nothing new or strange about getting there.
    You can bomb a few areas on your way there now that you have your own bombs if
    you want to create some shortcuts or pick up a red tear shaped crest.
    NOTE: I realized at this point that this Zelda game doesn't start you off with
    a small sized wallet like most Zelda games do. Already this early in the game
    I had 1038 rupees. o_O
    When you get to the Hourglass Castle, enter as usual. When you walk through the
    next door, the hourglas will flip, only this time you have 12 minutes.
    3.19 - Hourglass Castle Challenge 2
    To get to the second challenge, you have to go through the first challenge 
    again. I'm not going to bother writing anything about it since it's identical
    to the first time. There are a few shortcuts here and there thanks to your new
    shovel and bombs, but otherwise it's the same. Try and go as fast as you can
    since whatever time you have leftover will be how much time you get to complete
    the second challenge.
    I had about 8 and a half minutes when I got there. The second challenge begins 
    when you complete all three floors of the first challenge again and reach the
    crest door that we couldn't get past last time. Now we can. Enter the crest
    door and head down the stairs.
    Basement 4
    Oh boy. Those little blue things you see on the map are alarms. So in addition
    to guards patrolling the area, we have alarms. You can't get past any of the 
    three airstreams blocking your immediate paths, so head to the right and then
    down. Stop above the bottom airstream and shoot your boomerang below it to hit
    a switch that turns it off. As soon as you do, hit the blue thing with your
    boomerang to knock it out cold and then attack it. We don't want any alarms 
    going off, do we? Head down and to the left, then up the aisle and to the left
    some more. Another blue thing! Daze it, attack it. Continue left and turn down
    the left most aisle and you'll see the last blue thing. Boomerang it and kill
    it and a treasure chest will appear on the right side of the map.
    Continue down to the bottom of the map and you'll see a patch of dirt. Use
    your shovel on it and ride the aircurrent up to reach the switch. This turns
    off all the airstreams on the map. Nice. In the center of the left area of the
    map you'll come across a crack on the wall. Bomb it and enter to find a switch.
    This switch lowers the spikes on the right side of the map, allowing you to go
    nab a key. Do so. The locked door is on the bottom of the map dead center. Go
    there and down the stairs.
    Basement 5
    Run across the spikes on the left when they go down. Head up the next passage
    and into the room and the door will close behind you. Defeat the four electric
    chuchus and you'll be rewarded with the doors opening and a gold pot that adds
    seconds to your time limit. Head over to the right. The door closes behind you
    once more. Defeat the enemies. The doors open, and you get another gold pot.
    Head up and toss your boomerang to the right over the pit to hit the switch.
    A chest will appear containing a red bottle. Head left past where the airstream
    had just been and head down the stairs.
    Basement 6
    Wait in the doorway and when the blue thing comes around the corner, whack it
    with your boomerang and kill it. This room contains 6 large stones. You can
    go up to each one and read what's on them, but since there's purple gas every-
    where and time is counting down, I'll save you the trouble. Near the bottom of
    the map a little right of the center is a floor switch. Step on it to stop the
    air currents and approach the big red door. Tap it to zoom in. It represents
    the layout of the room. The large stones in the room were laid out like this:
       1   2
       x   x
       3   4
    So draw an hourglass shape on the door, starting from point one, going to two,
    and then down to three and across to four, then back up to 1. The door should
    open. In the next room, approach the large sunlike object. It will zoom in on
    a map. Open your Sea Chart and select the south west quadrent that resembles
    this map, only upside down. Close the DS. When you reopen it, the circle on
    their map will have transferred to yours.  Hop on the blue panel that appears
    and we're outta here.
    3.20 - Getting the Crane
    Okay, so now we know where's something deep in the ocean. But how do we get it?
    Time to make a little pit stop. Where do we go when we want new stuff? The 
    small island where we got the Cannon of course. Head back to the dock and set
    sail for that island. Upon arriving, you'll get mail once more. Enter the house
    and enter the small door into the second room where you met the man in the cast
    and bandages. Talk to him and select the first option. A few lines of text will
    go by, and there will be a pause, as if he's done talking. He's not. At this
    point, blow deeply into the mic. Keep this up until he speaks again. He'll 
    offer you the crane, but if you blew correctly, he'll drop the price down from
    1,000 rupees to 200. Quite a deal. Accept. Now you have the crane! We don't
    need anything else from these guys so head back to your ship and set sail for
    that green spot on your map.
    3.21 - At the Bottom of the Sea
    Once you're over the green spot, tap the green icon in the bottom left hand
    corner to bring up the menu, and then press the treasure icon. Use the sliding
    scale at the bottom of the screen to lower the crane beneath the surface of
    the water. Watch out for mines and other obsticles. Once you lock on to the
    box at the ocean floor, you have to bring it back up carefully. Move the slider
    left and ride to avoid hitting things, and pull it up or down to speed up or
    slow down the rate of the crane's rise. Once you've pulled it back up to the
    ship, you'll open it to find... the sun key!
    Okay, now we have to head back to the island where we got the shovel. Plotting
    a course there sounds easy enough right? It seems like it until you get near
    the island. You suddenly get attacked by a giant sea plant. It will spit sets
    of three green things at you. Hit them with your cannon or move to avoid them.
    When his yellow eye gets revealed, hit it with the cannon. He'll close it
    and go back to shooting green things at you. Wait for him to open his eye
    again and attack it. Repeat this about five times until it dies. 
    NOTE: TX-7410 has pointed out, that if you simply sit and wait, he will not 
    open his eye. You must move your ship or else he'll just continue to spit at
    Phew. Now we can dock at the island.
    Once there, head to that hole we made last time we were here. Jump down the 
    hole and head toward the door we skipped last time. We can now open the sun
    door. Up the staircase, you'll end up outside. If you dig on the funnylooking
    green patch, you can hop down another hole for a blue tear shaped crest. Head
    back up the stairs and continue to the left. Along the way, you should see a
    strange stone head sticking out of the ground up on a grassy ledge. Climb up
    the stairs across from it so you are level with the ledge and toss your 
    bommerang over to hit the head. It will shoot a blue beam out of its mouth.
    Follow this rather linear path until you reach the temple. We can't get in yet
    though. Head down to the right and whack the strange head statue. Tap it and
    turn it to the left a few times so it's aimed at the temple door. Now head
    down to the left and you'll get ambushed by two large creatures. Use your
    boomerang to hit them from behind and then whail on them with your sword. Once
    they are dead, another stone head will rise out of the ground. Whack that one
    too. Spin it so it also faces the temple door.
    The temple door will open once all three head's beams are aimed at it. So go
    back and enter the temple. 
    3.22 - Sun Temple
    When you enter the temple, head north along the set path until you see a 
    rolling log with spikes moving back and forth. Follow it and tuck yourself in
    on the east wall so it will pass you by. The little yellow floortiles are safe
    spots. Keep moving further down the hallway avoiding the spiked logs. When you
    get to the last one, go down and you'll see a little yellow thing with blue
    blades on it. It reacts to movement, so quickly run infront of in and then hop
    out of the way. It takes a second for it to return to its original spot, so
    sneak behind it and make your way down. Once you're past it, hit the floor
    switch to open the blue door. Then head up the staircase to find a treasure
    chest containing a key.
    Head back around through the rolling spike logs again, but this time, when you
    reach the last one, you should notice a small discoloration on the wall behind
    it. Use a bomb to reveal a new path. Open the chest in this new path to get...
    coral? Head back down and to the right and use the key on the door. Follow the
    path until you reach a door that closes behind you. To defeat the catterpillar
    creatures, attack the red spot on their butt. Go down the staircase beyond the
    blue door.
    Basement 1
    Ride the moving block over to the left. On the second platform, knock the blue
    creature into the pit. Take the next moving block further left. Move down onto
    the passing block which is going right. It will stop and then head further 
    left. On your way to the left, be sure to toss your boomerang at the switch up
    above. Once the block reachest the furthest platform, move up the stairs. 
    Floor 1
    Avoid the electric ball snake here and head north and over the blocks which are
    now down thanks to that switch. Place a bomb in the center of the northern wall
    here to reveal a room with some important stuff. A new part for your boat, a 
    red tear shaped crest, and a picture on the wall. Examine the picture. Open up
    your B1 map and copy down the arrow. Head back into the main room. Toss a bomb
    at the bricks to the right and kill the green chuchu. In the area to the right,
    head down the left aisle and climb up the large platform. A giant yellow Pols 
    Voice will drop down. Blow deeply into the mic and the Pols Voice will shrink 
    in fear. Then attack it. It drops a key. Step on the floor switch down here to 
    open up the path for later, then head back up north and use the key on the 
    north door. Head up the staircase.
    Floor 2
    The puzzle solution for this room is something you'd never get, once again
    because a gossip stone tells you the answer in Japanese. So I'll just tell you
    now. You must pull the switches in the order: north, south, east, west. Avoid
    the statues with the laserbeam eyes and the electric ball snakes. Pull the
    levers in the proper order and a treasure chest will appear in the center of
    the room. Go open it to find a square shaped crystal. Carry it to the door and
    back down the stairs.
    Floor 1
    Go to the small platform in the center of the area and place the crystal in the
    square on the floor. A door opens up north, so head there. 
    Basement 1
    This room looks like a giant pit. Glance up at the top screen at your map and 
    you will understand what the arrow you drew is. It's a hidden path. Carefully
    follow the invisible path along according to how it's written on your map. You
    may see some enemies floating in the air towards you. Attack them quickly so 
    they don't knock you into oblivion. When you reach the end of the hidden path,
    you'll come off at a platform with a treasure chest. You got the bow and arrow!
    Use your new item on the eyeball on the north wall to create a bridge. Follow 
    the bridge down. Hit the weird light blue thing so it's facing to the right. 
    Shoot an arrow at it and it will send the arrow to a switch. Head up the 
    Floor 1
    Defeat the enemies here and then shoot an arrow at the eyeball on the right. 
    This opens the door right above you. So take it up north. Go back to where you
    placed the crystal in the ground and take it back out. The door will close, but
    now you will have the crystal again. Bring it back down through the door you 
    just came out of and place the crystal in the second floor slot in the bottom 
    left corner of the map. Head up the newly opened stairs.
    Floor 2
    In this room, use your bow to shoot the far off octorocks. Kill the ones on the 
    center platform with your sword. Once they're all dead, a bridge will appear. 
    Cross it. In the next area, ride the first black down. Get on the second block,
    but turn and aim north. Pull out your bow and shoot the first eye. Cross to the
    middle block and then the right block. Turn north and shoot another arrow at 
    this eye. A chest will appear in the center of the north wall. Go back to the 
    center block and ride it forward to get the chest. It's a red tear shaped 
    crest. Now hop back on the center block and then the right one. Take the last 
    block up and step off to the right. Avoid the spikey things and the laser eye
    in the next room.
    Head to the bottom left section of this little room and hop over the gap in the
    floor.  Lay a bomb by the brown block to blow it up. Head back up into the room
    and this time jump over the gap in the south east side. When the spikey enemey 
    is on the right side of the screen, push the block down. Now head back into the
    room around to the left side again. Push the block to the right. Head up and 
    open the chest for a necklace. Then go down the stairs.
    Floor 1
    Avoid the electric ball snakes and hop over the gap on the left. Step on the 
    floor switch to open the door and head down the stairs. Ride the block across 
    to the right, and then step on the block moving north. Pull out your boomerang
    and set its path to go through the first torch on the right and then through 
    the remaining unlit torches on both sides. This will lower the spikes up north.
    Jump onto the northern platform and take out the enemies here. Shoot your 
    boomerang at the light blue thing in the air until it faces west. Then shoot an
    arrow at it to hit a switch. Now you can head up north.
    Through the door, you'll see another Pols Voice. Blow into the mic as you did 
    before and kill it. He'll drop a key which you can use right on the door there.
    Go up the stairs.
    Floor 2
    This room contains a funky little puzzle. The blue block you see is magic. It
    follows whatever path you draw for it on your map. So pull out your map and 
    draw a large path around the room, to get a feel for it and where the eyes are
    that you must hit with your arrows. They're on the poles that you can see on 
    your map. Lead the block in a circle around the room passing by each pole and
    hitting the eye on each one as you go by. The only trick is that you have to 
    hit them in the same order you pulled the levers earlier: north, south, east,
    west. Once you're finished, lead it back to the starting point to open the 
    chest with the Boss Key in it. Take the key and lead the block to the southwest
    end of the room. Open the door and head on in.
    3.23 - Boss 3: Crusty Crab
    What do we have this time...? A giant enemy crab. Flip it over and attack its 
    weak point for massive damage! Just kidding. Okay, for the first part of this 
    fight, it goes invisible. The freaky part is that the top screen shows things
    from the crab's perspective. This helps you out. Pick a spot and hold your 
    ground. Pull out your bow and ready your arrow. When the crab sees you, it'll
    come rushing towards you. When he does, turn yourself so that you're facing the
    camera on the top screen. In other words, if on the top screen Link is looking
    back at you, it means the crab is right infront of Link. Which means we know 
    where he is. Which means we can shoot him. So right before the crab reaches 
    you, let loose an arrow in his face. 
    Now the crab's perspective will no longer be viewable, but you'll see a map 
    like usual. It's too hard to find the front of the crab and shoot it though. So
    fart around for a while and he'll go invisible again. His perspective returns 
    to the top screen. Attack him the same way you did before. This time his shell 
    will start to crack. Run up to him and hit him with your sword to help it 
    along... Now he'll be naked. He has a blue thing on his tail. Run around back
    of him and attack the end of his tail. If you're having trouble getting around
    to the back of him, shoot an arrow at his face and he'll put his claws up for a
    while. This gives you enough time to sneak around back. Hit his tail a few 
    times and you're done.
    Grab the heart in the chest as usual and head to the portal.
    3.24 - A Minor Setback
    Now we can head back to the docks. Just as we get there, the postman comes. And
    this time, we actually care. Because someone sent us a present! A new part for 
    our ship. How thoughtful. I'd like to know how he fit that in his toga. Anyway,
    just as you get to the ship, you'll see the Old Man from the first island. He 
    talks to Navi, and Link pulls out another Navi. The two Navis combine into a
    new yellow Navi. Yay! Red and Blue will come out to play too. Now we can board
    our ship, but we're not going straight home like normally. The Old Man says we
    need to make a pit stop. 
    As you set sail however, you spot another ship nearby with a woman standing on
    it. She fires a warning shot at your ship. Fire one back at it and it will pull
    up beside you. You'll board her ship. Down in her cabin, she'll come downstairs
    and begin a fight with you. Don't bother trying to use arrows or bombs on her.
    She's pretty good with that sword. Wait until she uses a thrust move where she
    dashes forward and yells, then hit her back while she's vulernable. Do this 
    three times to win. The pirate guy from your team pops out of a crate and you
    get a blue rupee. Now you're back on your ship and free to sail.
    UPDATE: This above event has actually happened to me more than once, so I am
    assuming it is not part of the mandatory storyline, but rather something you
    can come across while at sea.
    Instead of heading home, we need to hunt down that ghost ship from earlier. If
    you remember, when we were going throug those winding rocks, the ghost ship was
    heading north. You don't have to go through the fog again to get there. You can
    just go north from wherever you are on the lower map, and then on the top map
    head northwest until you're above the rocks. You'll enter your ship. Talk to 
    the pirate and he'll send you outside to steer.
    Your Navis will come outside and join you. They will beep when you are getting
    closer to the ghost ship. If Navi starts to beep quicker, you're really close.
    If the beeping slows down, turn the steering wheel until you're close again.
    Once you find the ship, you'll get on board.
    3.25 - Ghost Ship Temple
    Head left into the next room. Head left again and the door will close behind
    you. Defeat the three ghosts. When you do, the doors will open. Continue left
    and talk to the lady. Choose the first option. Head up north and you'll be
    blocked by some spikes. Toss your boomerang up and to the left to hit the
    swtich. Watch out for annoying Skultulas that try and knock you into the pit.
    Hit the seconds switch on your way past and continue down the path. When you
    reach the fire blocking your path, hop over the pit to the platform down south.
    Run over the two sets of spikes over on the right as the go down. Open the
    chest to get a triangle piece. Walk the piece back over the spikes and into the
    area you came from. Carefully toss the piece over the pit and onto the northern
    section of land. Hop over and pick up the piece, and set it in the triangle
    base. This puts out the blue flames.
    Go back to where you got the triangle piece, and this time hit the switch. Head
    up north and talk to the lady. She'll join you. Lead her out into the open area
    and down the newly opened stairs. 
    Basement 2
    If you get attacked, the stupid girl screams and alerts the spectral guard. So
    try to kill enemies before they hit you. If she screams, you have to tap her to
    talk to her before she'll continue following you. There's one spectral guard
    patrolling the north area. Just lead the girl around the retractible spikes and
    head towards the top left corner of the map. Also note, if you run too far 
    ahead, the girl also gets scared and stops following you.
    When you reach the top left corner, hit the switch and open the chests for a
    yellow bottle and a silver rupee which brings another guard. Carefully avoid
    the guards and lead her to the center of the room where you see a treasure
    chest. Open it to find a square crystal. We need to bring this back upstairs,
    so head back up the staircase in the center of the southern wall.
    Basement 1
    Once upstairs, place the crystal in the slot. The blue fire will go out. Follow
    the linear path and lead the blue cloaked girl to the red cloaked girl. Looks 
    like we need more. Head back to where you put the square crystal in the slot
    and head back down the stairs.
    Basement 2
    If you'll notice, there is now a yellow cloaked girl icon in the top left
    corner of the map. Head up there (which should be easy without a girl following
    you) by avoiding the guard and talk to her. Leading her up to the other girls
    is basically exactly what you just did with the last one, so it shouldn't be
    anything new. Just retrace the same path you just used. It's pretty simple.
    Looks like we're still not done yet though. Head back downstairs.
    Basement 2
    This time we wanna head to the bottom left hand corner of the map. There's a
    staircase there. Once again this should be easy without a girl following you
    around. Make your way down the stairs.
    Basement 3
    Down here, run all the way to the right and enter the far room. The door will
    close. Kill the 5 Skultulas and the door will open and the fire will go out.
    Go up a little and to the left to find a switch. Hit it. This lowers some 
    spikes but also calls a guard. Avoid the guard and head further to the right
    to see a stone in an alcove. Read it and it will say 2 4 5 1 3. Ok. Now head
    back to where you saw the spikes open. Unfortunately there's a trapdoor right
    beyond where the spikes were, so we can't just walk across. Luckily we have
    the puzzle solution.
    The numbers here don't refer to the switch numbers to hit, though. Instead they
    refer to which switch you should hit first second third and so on. For example,
    2 4 5 1 3 doesn't mean pull the 2nd switch then the 4th switch and so on. Don't
    read it from left to right. Instead, see how the 4th number is a 1? That means
    hit the 4th switch first. Get it? So if you assign the switch numbers to the
    puzzle solution, it'd look like this:
    switch:  1  2  3  4  5
    puzzle:  2  4  5  1  3
    So hit the 4th switch, then the 1st, then the 5th, then the 2nd, then the 3rd.
    Once you do this, some spikes will go down. Run up and around to the left to
    reach that area. In the room you can now access, you'll see tons of barrels. 
    Remove the ones on the west wall and you'll see a floor switch. Step on it to
    put out the last blue fire. Head up and around to where the blue fire was, and
    you'll come to a dead end. One of the barrels is shaking however. Pick it up
    to reveal a green cloaked girl under it. Time to lead her back.
    Making it through this first room isn't too hard. Just be careful that all the
    Skultulas that drop down don't scare her. Make your way to the staircase.
    Basement 2
    From here it's just more of the same. Lead her around by following behind the
    path of the Spectral Guard. There's 1 or 2 Skultulas along the way. Make your
    way to the central stairs and head up.
    Basement 1
    Nothing new here. Just lead her to the left and bring her to the others. Yay!
    We finally got them all. But what's this? They turn into ghosts. They attack
    you and a fight begins.
    3.26 - Boss 4: Phantom Four
    They will immediately begin floating around and shooting lasers down at you.
    These lasers are pretty much constant so you have to move around alot to avoid
    them. When they start shooting balls of light down at you, hit the balls with
    your sword to knock them back up. (Phantom Gannon fight from Ocarina of Time,
    anyone?) Do this twice and the red one will be defeated. The blue one will try
    shooting the balls of light now. When you knock them back now, they won't just
    hit the ghosts and hurt them. They will get knocked back to you, and you will
    have to hit them back a 2nd time. Sometimes it will bounce back and forth
    between them also. That gives you a breather for a moment, then when it comes
    back down just hit it again. One by one the ghosts will die if you keep doing
    this pattern. When there's one ghost left, it will shoot 3 energy balls out,
    but only one of them is solid. The other two are swirly. The swirly ones can
    not be knocked back, and they will hurt you. They also split apart into 4 small
    energy balls if you don't hit them when they hit the edge of the ship, so be
    Once you defeat the last ghost, you will receive the Phantom Key! A chest will
    also appear with a heart container. When you're done, step on the blue light.
    Before we leave, we have to go use this key. Do you remember a little skull
    icon on your map that we haven't done anything with? That's where you go. So
    head down to B2 and in the upper right corner you'll see the door. Use the
    key. There'll be a cutscene where you see that Tetra has been turned to stone.
    The Old Man appears and gives you a big long story. When it's finished, talk to
    the pirate and you'll be on your way.
    3.27 - Almost There
    Ok. Now take a look at your Sea Chart. A while back we saw a map that had some
    X's on it, so we copied them down. Well, let's go see what all that fuss is 
    about. Sail a little east of where the pirate ship just was until you reach the
    X you drew on your map a while back. You'll come to a small round shaped 
    island. When you arrive, you'll immediately see that you have mail. Yay, a new
    boat part. Head over to the only house on the entire island. From the look of 
    it, it's a blacksmith. Talk to him. Then check out the picture on the back wall
    to see that we need to draw a triforce symbol on the door in the Hourglass 
    Castle. Now we can proceed.
    First, let's make a stop though since it's on the way. We may as well check out
    the other X we marked down on our maps before. So get back on your ship and 
    head to the X we drew under the rocks south east of here. You'll spot another
    island and dock there. When you land, you'll notice this place has no map. How
    annoying. Anyway, there's a bunch of gossip stones on this island. We need to
    hit them in a certain order. Since this island is shaped like a whale, we'll 
    call the locations: Center, Tail, Spray, Fin, Eye. It sounds weird but the
    locations will be totally obvious to you as you look around. Once you've hit
    them in the right order, a bridge will apear leading to a cave. Head in there.
    Go down into the next door and a Giant Gold Frog will give you a chalkboard.
    This will eventually let us warp places on the sea, so yay for us. Now we can
    finally get back on track. Head to your ship and set sail for the island with
    the Hourglass Castle.
    3.28 - Hourglass Castle Challenge 3
    Once you're back at the Castle, there will be a loud rumbling and the ground
    will shake. Enter the Castle and take a moment to smash the pots in the entry
    room to stock up on arrows and bombs. We don't want to have to leave the
    challenge because we're out. When you're ready, walk through the door. You'll
    notice we get 14 minutes this time, but since we're going further down this
    time we'll need them. Run through the first area and down the stairs.
    Basement 1
    Uh oh. Looks like we won't be rushing through this again after all. The guards
    are now glowing red. That's not a good sign. Never the less, carry on as you
    normally would and try to get the key to the door as quickly as possible. We
    have done this several times now so it should be pretty easy. Try to use less
    than a minute. 
    Basement 2
    Same thing for the next room. You know what to do, so do it as quickly as
    possible. I'd say under a minute again. So by now you should still have 12
    minutes left. 
    Basement 3
    This one takes a little bit longer than a minute. I had around 10:50 left.
    Basement 4
    Yadda yadda keep going. There's a pot here with +30 seconds in it if you want
    Basement 5
    Almost there.
    Basement 6
    Finally. Get to one of the floor switches to stop the air currents. Head to
    the red door. This time, we're going to draw a triforce, remember? It must be
    drawn like this:
    1        /        5      /
            /               /
           /               /
          /               /______
         /               / \    /
        /               /   \  /
       /               /_____\/
    2        /        6      /
            /               /
           /               /
          /               /______
         /               / \    /
        /               /   \  /
       /_____          /_____\/_____ 
    3        /        7      /\
            /               /  \
           /               /    \
          /               /______\
         / \             / \    / \
        /   \           /   \  /   \
       /_____\         /_____\/_____\
    4        /
         / \    
        /   \  
    In the next room, there's a few nifty things. Talk to the skeleton on the left
    and he'll open up a yellow portal. The yellow portal lets you warap to this 
    floor of the Castle. That's right. We NEVER need to do these first 6 floors
    again. Whew. There's also some pots to break, and a crest door. We want to move
    on through the door.
    Basement 7
    You'll notice there's no ground. Lovely. Wait for a platform to slide in front
    of the door and step forward onto it. Ride it to the left and then shift to the
    next platform. Some arrows will shoot out of the left wall, so avoid them. Take
    the last platform up and step off to the west.
    The skeleton will talk to you. You'll notice that whenever you step through
    the water, it makes a noise. Annoying. Run down to the bottom of the map and
    when the guard isn't looking, head down the stairs.
    Basement 8
    When you get here, if you wait and watch your map, you'll notice a guard 
    walking over what appears to be the pit on your map. How can this be? Wait till
    he's out of the way and then head over to where you saw him walking. Step onto
    the air and you'll see there's an invisible bridge. Take it across to the right
    side of the room and head up the stairs.
    Basement 7
    The switch we need to hit in this room is in the bottom right hand corner, but
    there's a guard watching over it. Head around the door you came out of clock-
    wise and smash the red pot. Stand in it and wait for the coast to be clear. 
    Move down the hall south a bit and dip into the space in the wall. Pull out the
    boomerang and draw its path down and behind the guard to hit the switch. Once 
    the switch is activated, quickly run to the fire that was just put out and hop
    on the platform. Ride the platform up north. Switch to the second platform and
    avoid the arrows. Get off on the left when you reach the end. In the chest is
    a circle crystal. Step across the platform to the area on the right. Head south
    to the lower part of the room now that the fire is gone. Step on the invisible
    spot if you need to hide from the guard. Go to the very bottom and head in the
    Basement 8
    Carry the circle crystal across the invisible bridge and make your way 
    carefully up to the hall in the top left corner of the map. Avoiding the guards
    there, place the crystal in the circle crystal slot in the floor. The spikes
    right above you will drop down, so head into that room. Step on the floor
    switch which activates an air stream. Head north into the door.
    Basement 9
    Open the chest for the triangle crystal. There's fire in the way here, so head
    back up the stairs.
    Basement 8
    The triangle crystal needs to go in the area thats in the yellow squares on the
    map. It's in the top right section of the room. Carefully walk the crystal down
    to the southern part of this floor. Walk across the invisible bridge once again
    and make your way back to that red pot. Set your crystal down to re-smash the
    pot and then grab your crystal and stand in the invisible spot. When the guard
    passes by heading south, run to the west and set the crystal down. Quickly bomb
    the block infront of the yellow squares, and set the crystal in its place. The
    spikes to the south will lower, so head over there. Hit the switch in there to
    open the door to the north. Then head to that door.
    Basement 9
    The last crystal we need is being held by one of the guards. Watch out for the
    ghsot enemies that randomly come out of the walls. If they hit you you'll lose
    time off your clock, but if you hit them you'll gain time. Make your way down
    the right side of the map and then turn left near the bottom. You'll see one
    of those light blue arrow devices. Use your boomerang to flip it so it's facing
    left and then shoot an arrow in it. The arrow will kill one of the ghosts,
    giving you some time. Flip the device again so it's facing north, and then time
    an arrow so it hits the eye to the north when it's open. This will lower the
    spikes to a small area on the left. Head over there and you'll see a floor
    switch. Press it once to see what trapdoor it activates. When the guard with
    the crystal walks over that area, step on the switch. Now go grab the crystal.
    This last crystal just goes in the top left hand corner of this room, so walk
    it there and set it in place. The fire will go out and you can leave via the
    Basement 8
    What we need to do now is get all three crystals and place them by the big door
    on B9. Great. The first one's easy. Walk a little south and turn right and you
    can take the crystal. The spikes go back up, so head to the left and then down.
    There's a little airstream on the right, so ride it up to the wall and walk 
    around until you're near the top. Then hop down by the door. Go down the stairs
    to B9.
    Basement 9
    Put the crystal in its slot in front of the huge door at the center of the 
    north wall. Then hightail it back upstairs, this time via the door on the right
    side of the room.
    Basement 8
    Wait till the guard is out of the way, then grab the crystal and bring it back
    Basement 9
    Do I really need to say anything at this point? Once you get the crystal in,
    you can grab the last crystal which is right here in the top left corner. Get
    it and put it in its place. The door will open and you can head in. Open the
    chest to get... the Sea Chart 3! This place was really long and annoying, so
    let's get outta here. Take the blue portal.
    3.29 - A Whole New World
    Now that we have the East map, we should head over to that quadrent. As you
    will probably notice, we'll be passing right over a red X on our map. So take
    a moment to drop the crane down there if you want a boat part. Otherwise move 
    on toward the east. When you appear on the next sea map, head toward the low
    island closest to you. I got attacked by pirates at this point, but again, I
    think this is random.
    As you get near the island, a vortex will spin you around and the sky will grow
    dark. Remember that one eyed plant we fought outside of the island with the
    shovel? This is like that. Except it's an ugly black flying whale thing. Yea.
    He has three glowing eyes on each side of his body. You want to aim for these
    with your cannon. I'm pretty sure you're a sitting duck during this fight,
    meaning you can't move. Just hit three of the eyes on one side and he'll twirll
    over. Hit the other three while avoiding the enemies and electricity balls he
    shoots at you. You can knock the electricity balls away with your cannonballs.
    Once he's dead, dock at the island.
    3.30 - Goron Island
    There's a bunch of Gorons outside here. Talk to each of them along the way,
    including the ones inside the caves. (Which are actually their houses...) 
    There's a shop in the bottom left hand corner of the island if you need it. 
    Make your way over to the left, then up, then right. You'll reach a sign, and
    the screen will pan down to reveal that there's a little Goron a little south 
    of you standing by a switch. We want to get him to hit the switch for us. So 
    position yourself at the edge of the landmass facing towards him and yell into 
    the mic. He steps on the switch and a bridge appears for you. Before crossing,
    head north to talk to a Goron in a cave and a Goron to the left. The one on
    the left will complain about the electric chuchus in the area. Go back down
    and cross the bridge. 
    Talk to the Goron who stepped on the switch, along with the one in the far east
    cave, and the one blocking the path to the north. There's also one between the
    bridge and the cave. He will point out a spot on your map. So head up north and
    enter the door. Talk to the Goron chief and his son. When you're done, head 
    back to the Goron who was complaining about the chuchus. Use the shovel to dig
    up the dirtpatch and ride the airstream to the high platform. Use your bow to 
    shoot the chuchus from across the gap. The little Goron will give you a map, 
    marking a red X on your 3rd sea chart. No good deed goes unrewarded. Now head
    back to the chief. (You'll know you've talked to every Goron when Navi pulls
    you aside)
    First he'll charge you 20 rupees. Accept by choosing the top choice. He will
    then ask you 6 questions. The questions are always the same, but the order
    is random. So I'll list them by the choices he gives you: 
    If the choices are:                     Then the answer is:
    4, 5, 6  				6
    12, 13, 14  				14
    12, 14 					14
    3, 4, 5 				4
    5, 6, 7 				6
    7, 6, 5 				7
    6, 7 					6
    36, 46, 56				46
    Different Japanese symbols		Top option
    3, 4, Japanese symbol			3
    (Thanks to Heeroryu for figuring out the solution to that last question.)
    As you can see, there are more than 6 questions he might as, but he'll only
    choose 6 of them. There may even be more than the ones I have listed here. If
    anyone comes across any others, please e-mail me and let me know.
    When you're finished, he'll scare you by getting a mean look on his face like
    you failed, but then he'll smile and throw confetti. Yay. Talk to the son and
    he'll go run off. Go talk to the Goron who stepped on the switch for you. He'll
    highlight a spot on your map to the left. Go to that spot. You'll see him but 
    he'll disappear again. Talk to the switch boy again to find his new location. 
    It's by the blocked path on the east. Head to that place next. The gatekeeper
    will let you through. Head north.
    Ooooo... a maze. It's not really much of a maze. Just blow up all the cracks
    in the walls. You'll find a floor switch in the center which lowers the spikes
    so you can reach a chest in a bit. The only "hard" part about the maze is that
    you'll be stuck in there forever if cracks are the only thing you're looking
    for. You'll notice that whenever there's a crack, the floor on the otherside
    of the wall will have a swirly marking on the floor. There's one spot near the
    left side of the maze where the floor up to the north has the swirly marking,
    but there's no crack on the wall. Bomb the wall anyway and it'll create an
    opening just like the cracked areas do. Proceed. Head down and to the right
    once you're out of the maze if you want the chest with a red tear shaped crest.
    Kill the creature in the sand with some bombs and the spikes will go down. Step 
    on the floor switch to connect this area back to the front of the island so we
    can get back easier. Then enter the building.
    3.31 - Goron Temple
    Okay. When you enter, there will be a few things to note around you. There's 
    some pots of hearts up north. There's some quicksand to the northeast. Touching
    it at all will make you sink. You can't wade in and out of it like in Twilight
    Princess. Head over to the southeast, avoiding the statue with the laser eye.
    Go up and around to the left avoiding another laser eye and step on the floor
    switch. This lowers the spikes up north. Unfortunately, they go back up as soon
    as you step off. So head up a little ways and tap the statue to begin dragging
    it down. Pull it along the path on the floor and rest it on the switch. Now you
    can pass.
    Moving up you'll see a big gate. Continue past that for now until you reach a
    statue that will begin hopping towards you when you get near it. Pull out a 
    bomb and toss it at the statue to make it stop. Drag it up the path and rest it
    on the switch to get that gate door we saw to open. Head back to the right and
    up through where the gate was. This room has another one of the statue guys in
    it, so bomb him and drag him to the left to open a bridge up north. Pull out
    your shovel and dig up the dirt patch at the top of this room. Ride the current
    As you probably noticed earlier, there was a switch underneath where the bridge
    just appeared. So take the bomb plant in this area and toss it down under the
    bridge. Then make sure you're over by the little square on the east part of the
    floor to open the chest that will appear for two or three seconds before it
    disappears. It contains a map with a red x on it.
    Run along to the left and pass over the bridge. Hop down into the room on the
    left and toss a bomb between the two statues that leap at you. The south gate
    will open. Move down into the next room and step on the floor switch to lower
    the spikes. Now stand over on the east edge of this area and shoot an arrow to
    the right at the eye in the distance. It will make a chest appear with a red
    Head over to the left. You'll see a crack in the wall. Bomb it and enter the
    hole to see that you're blocked in by quicksand. You can tell from in here
    though that there is another door immediately to the east. So leave the room
    and this time bomb two wall sections to the right of where the crack was. Enter
    the hole. Go down the stairs at the north end.
    Basement 1
    The door will close behind you and you'll have to fight two flaming skulls. 
    Don't run recklessly into the room though since there are some laser eyes here.
    Once the skulls are defeated, the door will reopen and some spikes to the south
    west will lower. Head down there. Work your way along the path until you get to
    an item plant. Link will notice the little Goron trapped over on the right. 
    Select "OK" when you're given a choice. A blue creature with one eye will 
    appear right next to you. Use your arrows to hit his eye, then attack with your
    sword when he's dazed. After you defeat him, the little Goron will speak again.
    Choos the first option. Press the new icon at the top of your screen to switch
    to the little Goron.
    Take a second to get use to controlling the little Goron. Tap him and move
    around and he will roll. You can break rocks and kill enemies this way. Have
    him roll over all the armored chuchus that are hiding in the area and the
    spikes by Link will lower. Switch back to Link and head south. There are some
    sand LikeLikes here, so feed them bombs. Stepping on the floorswitch here
    doesn't look like it does much, but step on it anyway and then switch back to
    little Goron. The spikes in his area are now lowered. Roll him fast and he'll
    leap over the pit to the left. Stand him on the switch and swap back to Link.
    Have Link open the new treasure chest for... Bombchus! Sweet. The spikes below
    little Goron will go down, so switch back to him. Have him roll over all the
    enemies in this area to open the gate. Switch back to Link and have him back-
    track to the left and down the now-open gate. Defeat the enemies here for a
    chest. You got a yellow... thing!... with a ... bug in.. it? Ok. The spikes
    to the east will lower. Take out your newly aquired bombchus and send one in
    the little hole. You do this by drawing a line of where you want it to go on
    the map. Have it go through the hole and around the corner down to the switch.
    This will lower the spikes on the left. Little Goron heads into the hole over
    on his side, so don't worry about him. Head through the left hall. Head down
    the north stairs above.
    Floor 1
    Send a bombchu through the hole to hit the switch on the left. This makes a 
    bridge leading back to the exit. Now go back down the stairs.
    Basement 1
    This time head down the lower staircase.
    Basement 2
    Kill the Like Like and head up to the top. Kill the armored chuchu hiding in
    this area and the position yourself near the switch. Pull out a bombchu and
    plot its course to go down, up through the hole in the wall, up through the
    next hole and to the switch. When the bombchu reaches the switch, have Link
    attack the switch he's standing next to. If you hit them both at the same time,
    the spikes to the left will go down. Head down the new stairs. 
    Basement 3
    Defeat all the enemies here for a chest with a red rupee. Hit the red switch
    to turn it blue which lowers the red blocks up above. Send a bombchu through
    the hole, and as it passes over the red blocks, have Link hit the switch again
    so the bombchu can pass over the blue blocks. It should hit the switch to lower
    the spikes to the north east of you. In that area, toss bombs at the hopping
    statues and drag them onto each of the floor switches. After you get all 4,
    the spikes to the south east will go down. Follow the pathway and you'll see
    there's a boss door here. Go up the stairs for now.
    Basement 2
    Step on the floor switch to the left to make a bridge appear, making a shortcut
    here for later. Head through the door and it will close behind you. Defeat the
    two cyclops creatures the way you did before. Exit to the upper left when 
    you're finished. Along this path you'll see a switch. Don't bother hitting it 
    now. Kill the enemies in this area and head up to the spikes in the upper left 
    region. Send a bombchu down to hit the timed switch. Run over the spikes when
    they go down. In the next room, wait for the snakes to come attack you and kill
    them. Some of them probably won't notice you, so use bombchus to kill the ones
    that are far off in the quicksand. Killing them all earns you a chest with 
    another yellow bug-filled thing. Yay. Send two bombchus to the far corners of 
    the quicksand to hit the switches, making a big chest appear. Head back to 
    where the spikes are blocking you and send a bombchu down to the left to hit 
    the switch. Run across and go claim your chest. As expected, it's the boss key.
    Take the key back down to B3.
    Unlock the boss door. Head through the cave and stock up on hearts. Go down the
    Basement 4
    Stock up on Bombchus and then head through the door.
    3.32 - Boss 5: Dodongo
    At the start of the battle, little Goron will come out of a hole at the north
    end of the stadium. You'll be given control of him. To switch back to Link,
    use the botton at the top of the screen as before. For the most part we want
    to use little Goron for now. Roll repeatedly into the Dodongo's side, and he 
    will eventually fall over and be "knocked out." If you just try to control 
    little Goron by dragging the stylus, you will just keep getting repelled off
    Dodongo because of the armor plating. You have to repeatedly double-tap the 
    Dodongo for little Goron to do a powerful roll which will be strong enough to
    start tipping him. So it's tap tap, quick pause, tap tap, quick pause. Once 
    he's knocked out, quickly switch to Link and send a bombchu over to Dodongo's
    mouth. Also pay attention during this entire ordeal to each character's icon at
    the top of the screen. If it says Danger! switch to that character and get rid
    of the snakes that are usually the cause. After Dodongo eats three bombs, he 
    will collapse and the door will open. Little Goron will leave and a bridge will
    But wait, there's more! The bridge diappears and Dodongo wakes up. Now Link
    must fight this battle alone. You'll notice he now has a big blue thing on his
    back. Interesting. Avoid the large spray of flames that he'll start off with.
    Then avoid the fireballs he spits. When he begins sucking in, you'll see a
    little whirwind infront of him. Toss one of the bombplants into the vortex and
    he'll accidentally eat it. When he collapses, hit the blue ball on his back
    with your sword as many times as you can. Repeat this entire process three or
    four times. In between each time you're waiting for him to inhale, watch out
    for his attacks, especially his flamethrower attack since it has the longest
    range. Once you've hit him enough times, he'll die, this time for real.
    Open the chest to claim your heart. This time there's no portal, so head north
    through the door. Head up to the stairs and take the red crystals. Little 
    Goron will leave and now you're portal will appear.
    This time, we don't head right off to our boat. Instead, report back to the
    chief Goron. He'll applaud you for saving his son. You'll get some rupees as
    a reward. Now you can leave. Head to the boat and we're on our way.
    3.33 - Moving Along
    Once at sea, plot a course for the other major island in this quadrent, in the
    top right corner. You should be able to get there without any problems. Once
    you arrive, some flying enemies will appear. They respawn, so take them out if
    they're in your way, otherwise ignore them. You'll notice we can't actually
    dock here since the island is covered in ice. So plot a course in a circle
    around the island and shoot at the sections of ice with your cannon. Make sure
    to hit each section, and eventually the island underneath will be revealed.
    Dock at the southwestern corner and head onto the island.
    This island is home to some strange penguin like creatures with antlers. Head
    to the third house and speak to the one with the beard. Choose the first option
    he gives you three times. Now head out and go up to the top of the island where
    there are 6 houses. Enter each house and speak to its inhabitant. After you've
    visited all 6, head back into the one in the middle of the top row. Speak to
    the penguin creature again and choose the first option twice. He'll reveal that
    he's not really one of them, he is a yeti.  
    Go back to the chief's house and report to him what you've discovered. Now head
    to the east side of the island where a penguin creature is blocking your path
    to the cave entrance. Choose the first option, and he'll let you pass. Head 
    through the cave and out the other end.
    In this inclosed area, there are several yetis. Kill them by tossing a bomb at
    them when they are sucking in air, and then whailing on them when they're dizzy
    from eating the bomb. There are bomb plants, but I prefer using my own bombs
    so that I don't have to worry about them blowing up early. After you defeat the
    entire group, the ice spikes to the north east will melt. Head up there now.
    The spikes will rise up behind you and the yeti from the village will attack.
    Kill him the same way you fought the others. He doesn't even take any more hits
    than they did. Head up to enter the ice temple.
    3.34 - Ice Temple
    Walk into the temple and head north. This first section is nothing you haven't
    done before. Hit the switch to lower the blocks. Step over the first set and
    then boomerang the switch to lower the second set of blocks. Walk over the ice
    bridge avoiding the spikey enemies. Head to the left and step on the floor
    switch to open the door. Head back up the ice bridge. Standing at the top, send
    a bombchu down over the bridge (carefully) and into the main room to hit the
    switch. Take the staircase.
    Floor 2
    Take the staircase.
    Floor 3
    Some more simple puzzles. Head to the bottom of the room and cross the ice 
    bridge. Hop up onto the post and toss your boomerang north to hit the switch.
    Head over to where the spikes melted and cross the ice bridge. There are hints
    to the order you must pull the levers in this room, but they're in Japanese, so
    I'll provide the answers. Pull the levers in this order: 1, 4, 3, 2. This will
    open the staircase just south of you. Head over there and climb the stairs so
    you're on the higher level of this room. Take the ice bridge up north. Kill the
    skulls up here and take the ice bridge left. Kill more skulls here and take the
    ice bridge south. Toss a bomb over the edge of the wall to the west and have it
    hit the switch down below. This will switch the red blocks to the up position
    but lower the blue blocks.
    Head back around to where you first climbed up on to the higher level of this
    floor and walk left across the newly-opened ice bridge. From this little island
    you are capable of hitting all 4 switches on the higher floor in one boomerang
    path. So draw a line with your boomerang hitting the switches in this order:
      2      1
      3      4
    A key will drop. Use the boomerang to snatch it. Head back to the right and
    then up to unlock the door. Take the stairs down.
    Floor 2
    The door will close behind you and you will have to face two yetis. They're
    just as easy to take out as before. Open the chest that appears to get... the
    hookshot! You're able to use this on all those polls you've hopped on to in
    the past. So take out your new toy and hookshot over to the pole in the upper
    left corner. Climb down the south stairs.
    Floor 1
    Kill the enemies here. Now stand a little ways infront of the center statue
    on the north wall, and use your hookshot. The statue will now match the other
    two and the ice spikes will melt. Hookshot over to the post in the southeast
    side of the pit. Step on the floor switch to open the door. We're back in the
    main hall! Now that we have the hookshot we can lower both statues. Do so. The
    ice spikes in the left room will melt, so head down the stairs. 
    Basement 1
    Bomb the crack in the wall. Step on the floor switch to make a chest appear.
    Go back down and hookshot across the pit by locking onto the chest. Open it
    for a red rupee, then step on the floor switch to create a bridge. Bomb the
    wall north of the chest and head up. Use your boomerang to hit all 4 switches
    in a circle, which will melt the spikes. Draw a hookshot line from one of the
    posts to the one across the pit. It will form a tightrope. Walk to the center
    of the tightrope and shoot an arrow north at the eye. This will melt the spikes
    back in the far left room. Continue to the right and move along the path until
    you see another statue in the top right corner. Pull out your hookshot and keep
    as far away from the statue as possible, then lock it on. You'll pull the
    tongue out real far This will melt the spikes in the bottom area temporarily.
    Run as fast as you can to the area the spikes were in and cross over them to
    get a key from the chest. Push the block up north out of your way.
    Step on the floor switch to make a bridge and head back to the left. Go back
    up to where the statue was and unlock the door. Stand outside the doorway and
    shoot your boomerang in to hit the switch. With the red blocks down, you can
    now hookshot your way to a post in the west side of the room. No point in doing
    that yet since the door is locked. So tightrope your way back to the west side,
    and head back to the area next to the staircase. Wind your hookshot for a few
    seconds once again as farth south as you can go, and hookshot the statue. You 
    now have a few seconds to get all the way to the north door. Hoo boy.
    This should be fun. Quickly run over the bridge and head north. Hookshot the
    post on the ice island in the nortwest. Walk to the north edge of the island
    and hookshot the post on the island north of here. Run to the east edge of
    this island and hookshot to the post to the east. Keep doing this until you
    reach the door. When you make it, ignore the boss door and head to the right.
    Go down the stairs. 
    Basement 2
    In this room, head to the upper left hand corner. Hookshot to the torch across
    the pit. Move along to the right and the door will close behind you. You'll 
    have to fight another yeti. The ice spikes melt, revealing a post. Use your
    hookshot to make a tightrope. Cross it carefully. Kill the skull to the north
    first and then make another tightrope. Once you've crossed that, make a new
    tightrope on the two posts. Don't jump on it though, instead move around to
    the left side of it and walk to the right. You'll lean back on it like a 
    slingshot and shoot yourself over to the west island. Head up the stairs and
    hit the switches with a spin attack. 
    Hookshot back over to the post on the right. Work your way back to the southern
    room. You'll see a new chest has appeared but there's spikes in the way. So
    move along to the right where a new door has opened. Create a tightrope on the
    two torches and shoot yourself onto the ice above. Then hookshor yourself left
    and then up, until you see an eye. Fire an arrow at it. Hope down and enter the
    Hop to the line in the center of the room and stand at the north end. Create a
    tightrope across the two posts. Then, facing south, shoot an arrow down at the
    rope. It should bounce back and hit the eye. Do this for both eyes. Open the
    chest that appears for a key. Head south and then east and step on the floor
    switch to create a bridge. Unlock the door in the east. Head into the next
    room and the door closes. Kill the yeti and the skulls. Leave this room and
    enter the now open door on the right. Hookshot to the south end of the room
    and then hop on the post. Hookshot to the post slightly north. Hop onto that
    post and hookshot to the highest one. Step on the floor switch to melt some 
    spikes a little to the west. Hop down and enter the new area.
    Carefully follow this thin ice path until you reach a floor switch. This melts
    the ice spikes blocking the treasure chest. Finally. By now you should be
    praying that the treasure is the boss key. Luckily it is. Take it up the stairs
    and unlock the boss door.
    3.35 - Boss 6: Sea Dragons
    I originally said here that this boss was hard to get back to if you died, but
    as Peter Butler has pointed out, if you tap the gravestone looking thing on the
    right just before the boss then it opens a warp to allow a teleport from the 
    start of the dungeon to the boss. So there ya go.
    Okay, this is pretty easy. There's two dragon heads on the top screen. On the
    lower screen Link is standing on a platform with 4 posts. As usual, we have to
    use our new toy. Basically what we do is create a tightrope that causes the
    enemie's projectiles to bounce back and hit his partner. So if these are the
        1      2
        3      4
    then I can use numbers to describe how to make each tightrope. If the left head
    shoots a fireball at you, create a tightrope from 1 to 4. If the right head
    shoots a fireball at you, create a tightrope from 3 to 2. After their fireball
    bounces back and hits the other dragon, one of them will lunge forward and bite
    your tightrope to destroy it. They come down pretty far so stand as far back
    as you can. They may also lunge foward a second time to try and bite you. Avoid
    this as well.
    After hitting them 2 or 3 times, they'll sink into the water. As soon as they
    do, hop up onto one of the four posts. A tidal wave will wash over the screen,
    but Link will be protected. Some chunks of ice will then fall and float down
    towards you. Hop down and avoid them. The dragons will come back and you'll
    have to repeat the first process. This time, their masks should come off. Hop
    on a post again as the next tidal wave comes.
    After avoiding the ice chunks again, the dragons will rise once more. This time
    they will keep lunging forward and trying to bite you. With their masks off,
    you can now see that their tongues have a hook on the end. After they come in 
    to try and bite you, they'll move back and stick their tongues out. Attach your
    hookshot to one of the 2 remaining posts, and then lock the other end onto one
    of the dragon's tongues. There'll be a little glowing mark when you're success-
    ful. The dragon will collapse on the platform and you're free to whail away at
    him with your sword. Do this 2 or 3 times and they'll dive under water again.
    Time for another tidal wave and more ice chunks.
    This part is pretty easy, because if you stand far enough back on the platform
    the dragons actually can't reach you. So keep doing this until you've killed
    both heads. When you're done, get the heart from the chest and move forward
    since there's no portal. Go up the stairs and take the blue crystals. Your
    portal will appear, so you may now go step on it.
    We now have everything we need to visit the Hourglass Castle again.... oh joy.
    Luckily we have that yellow warp that will let us skip the first 6 floors. The
    routine is the same, so I'll assume you can make your way back to the castle
    from here. If you take the southern route back, you'll probably come across a
    golden frog. It's just a little south of the center of this quadrent. Hit him
    and he'll show you the Omega symbol. 
        /    \
       |      |
       |      |
      __\    /__
    Now we have this as a warp point. Continue on to the Hourglass Castle.
    3.36 - Hourglass Castle Challenge 4
    When you enter, step on the yellow panel to warp to the 6th floor. (Or go redo
    floors 1-6 again, if you want to.) You'll lose whatever time it took you to get
    there last time off of your counter. The hourglass gives you 18 minutes total
    this time, so it'll subtract it from that. Head down the stairs to B7. We have
    to do floors B7-9 again, with a slightly different twist at the end. So if you
    need your memory refreshed, go back up to the Hourglass Castle Challenge 3 part
    of this guide. Follow it until you get to the large door in B9. This time, when
    putting the crystals in the slots, do it in this order: square, circle, 
    triangle. Head through the door. The screen will shake. Collect the items from
    the pots and then head back out of the room. You should have about 9 and a half
    minutes left at this point. (including the +30 you get from the pot in this
    room) You are now magically on the 10th basement floor. 
    Basement 10
    The guards on this floor can teleport. Great. From the doorway, use your
    bombchus to take out 2 of the blue alarm things through the hole. Then use a
    bombchu to hit the switch where the blue alarm thing on the right was. This
    will lower the spikes on the left hallway. Head over to the top left corner of
    the room and you'll see a boulder. Stand north of it and push it downward. It
    will roll and kill the guard holding a key in that aisle. Head down a steal the
    key he drops. Run back up the aisle and head to the right side of the map when
    the guard on that side is heading south. Step on the post you see at the north
    wall and hookshot to the next post. Stand on that post and hookshot to the last
    post. Push the rock up here south to kill the 2nd guard. This makes a chest
    appear back on the left side, but inside the walls where we can't reach.
    Head down south to the bottom of the map and you'll see a section of the wall
    that you can bomb. Move along inside these walls and you eventually come around
    to the chest. It contains a large rupee. Use your shovel to dig up the dirt
    patch to create an airstream. Hit the switch below you to lower the spikes on
    the right side of this inner area. Head around to that side and enter the next
    layer. Kill the last blue alarm thing and a chest will appear. Head around to
    the left and you'll see a floor switch down south. Step on it to lower the left
    set of spikes. If you want the chest, you'll have to exit out to the outter-
    most area and stand on the post at the south end of the map. Then you have to
    hookshot to the treasure chest. I wouldn't bother since it's just another large
    green rupee. Unlock the door in the center of the maze.
    Basement 11
    Hoo. There's a lot of stuff going on in this room. Try to kill as many of the
    blue alarm things as you can from the doorway with your boomerang. Carefully 
    head up and around to the northeastern corner of the map. Pull the level to
    make a bridge extend. Killing the blue alarms along the way and avoiding the
    guards, make your way to the top left corner and pull the lever there too. Now
    head just south of where you pulled the right lever and you'll see a dirt patch
    on the floor. Dig it up and ride the aircurrent onto the higher platform. Step
    on the floor switch on the right, and then head down the bridges to step on
    the floor switch on the left. Hop back down and head to the very south wall,
    coming at it from the left. There will be another dirt patch. Dig it up and
    ride the aircurrent up. Step on the floor switch here.
    Now for the hardest part. We need to hit the switch in the very bottom right
    hand corner of the map to make the last bridge appear, but this one's on a 
    short timer. So position youself in the very center of the aisle that has the
    three doors and send a bombchu over to hit the switch. As soon as it's on its
    way, run to the left and down and ride the aircurrent up to the next level.
    Just as you get up there the bombchu should be hitting the switch, so the
    bridge will appear. Quickly run to the left and cross the bridge, and step on
    the floor switch. This is the last one so the blue door on the left will open.
    Drop down and enter it.
    Basement 12
    Pull the lever here to lower the spikes. Head around the corner up north, kill-
    ing the blue alarm thing. Run to the very top left corner of the map and smash
    the red pot to make an invisible spot. Open the chest at the top of this room
    for a Triforce Shard. Doing this will make a new guard appear. Use the 
    invisible spot as needed and carefully walk the Shard to the room in the center
    of the north area. The floor to the south is all covered in water, so walk
    slowly. Avoid the guard down here and head to the south east. Kill the blue
    alarm thing. Head north to the top area and break the red pot. Same deal here.
    Triforce Shard in the chest. Guard appears. Yadda yadda. Walk this shard all
    the way around avoiding the guard in the center of the room and place it in its
    The last shard is held by the guard. Use your hookshot to snatch it, and put it
    in the last slot. The door will open, so head down the stairs.
    Basement 13
    Open the chest to receieve... Sea Chart 4! A blue portal will appear in the
    top left corner, so let's mosey on out of here.
    3.37 - The Four Corners of the Earth
    Head to your boat and set sail as usual. Move to south east quadrent of the 
    map, and then plot a course for the new north east quadrent. When you get there
    you'll notice two major islands. One blocked off by a rocks and a whirwind and 
    the other surrounded by just rocks. Head to the second one. Watch out for
    sharks in this area. If you take the southern route here, which I don't see
    why you wouldn't, you'll probably come across another golden frog. It's by the
    three rocks in the south east. He'll show you this symbol:
        / |
       /  |
    We now have this as a warp point. Continuing on, there seems to be an abundance
    of pirates and sharks in this area. So be really careful. When you make it to
    the island, dock and enter.
    3.38 - Oasis Island
    Enter the cave and read the book on the center table. Then read each of the 
    books on the tables along the north wall. Now head to the exit to the left. 
    Outside, kill the two rupee LikeLikes with bombs. Watch out for the skeletons
    along the path, as these ones aren't the friendly spirits you've seen around.
    Attack them once and their heads fall to the ground. Then attack their head to
    kill them. Head to the tree in the very bottom right hand corner of the island.
    Standing on the last little tile on the ground, move thirteen floortiles to the
    left and then seven floortiles up. Dig on the grass to find a hole. Jump down
    in it.
    Bomb the crack and head in the opening. Get the rupees and the chest here and
    head back out. Follow the path along avoiding the boulders and keese and head
    up the stairs. Ontop this high platform, shoot your boomerang at the switch to
    the left to open the graveyard door. You can also get a treasure map in a chest
    up here to the right. Hop down and enter the graveyard. 
    Make your way to the north east corner and enter the pyramid. Kill the 
    skeletons here and read the gravestones. They give you the order for the 
    pyramid puzzle. So head out of here and make your way to the north east corner
    of the island and enter the pyramid. This place is like the Lost Woods. Go the
    wrong way and it just keeps repeating. The correct path is north, east, south,
    east, east, north, north. You'll end up in a room with 4 pillars. Head up and
    talk to the spirit. Choose the top option and he'll open the door. Head on in.
    Open the chest up here for a pendant. The spirit will come out here and yack
    some more. Choose the top option. Now we can leave. Hop down and head to your
    boat. This pendant will help us get through the whirlwind blocking the other
    island in this quadrent. So head there now. Once again, be careful of sharks
    and pirates.
    If you want to speed things alot, we can practice warping right now. Tap the 
    green icon on your map and then tap the chalkboard. Draw the symbol we learned
    recently on the chalkboard. You'll be teleported to where the frog was on this
    quadrent. Nice. So head a little further to the left and try to enter the
    island. The whirlwind will shrink and you are free to dock.
    3.39 - Pyramid Island
    Upon landing, head north into the cave. Go around the path and the door will 
    close behind you. An enemy will leap out of the water and you'll have to fight
    him. When you defeat him, a bridge appears, so cross it. Leave the cave. Out-
    side, you'll begin a "maze." It's actually pretty easy, so I won't bother to
    write out directions. Just watch out for the LikeLikes hidden all over the
    paths. When you finish, head up the stairs and hop off the platform to the
    right. Kill the skeletons and follow the tiles on the floor around. Avoid the
    boulders and keep climbing the stairs and following the grass until you reach
    the pyramid in the top left corner of the map. Exmaine the large object with
    the keyhole on it and then move to the back of the pyramid and talk to the
    spirit. Pick the top option both times. Now head back out.
    As you leave, a bridge will extend. Take this new bridge and once again follow
    the tiles on the floor. Ignore everything along the way and head to the right
    and then up to the pyramid in the north east corner. Avoid the boulders and
    arrows, and watch out for the trapdoor before the stairs. Continue till the
    end and speak with the spirit here. He'll give you a gold key. Exit the room.
    You can just hop off here to get to the exit door.
    Now that we have the key, head back to the north west pyarmid again and use the
    key on the lock. This will cause the water level to drop. Go outside and move
    to the east side of the island. Only this time, head south once you're there. 
    Roll the boulder on the right out of your way so you can pass. Climb up the 
    stairs and roll the other boulder to the left so it smashes another boulder to
    the left. Hop down and enter the new area. Defeat the skeletons here and then
    stand south of the boulder. Push it up once, and then roll it to the right. It
    should roll across the bridge and smash another boulder. Head up and open the
    chest for a blue tear shaped crest. This time, push the first boulder to the
    right once, and then push it down. It will smash a boulder to the south letting
    you continue. 
    Climb the stairs to the left and step on the floor switch to connect the 
    islands. Then head around the back (north) end of the pyramid and hook around
    to the front. Enter. Speak to the spirit here and he'll open the blue door
    outside. Leave the pyramid and head through where the blue door was. The 
    tablets on this island tell you what to draw on the red door at the end. I'll
    provide it here:
    start ---->
         |  o  |
         | / \ |
         |/   \|
         o     o       
    The door should open. Head up and kill the skeletons. When you get to a bridge,
    2 large enemies will jump out. Hit them from behind and kill them. The blue
    door to the north opens. You may now enter the temple.
    3.40 - Sand Temple
    This temple is full of boobytraps, so be careful. When you enter, you'll see
    two switches to the north. Head up to the left and step onto the moving blocks. 
    While standing on the left block, pull out your boomerang and have it go around
    the corner to hit the left switch. Immediately run to the left (against the
    north wall so you don't fall in the trapdoor) and pray that the moving block is
    close enough to you that you can hop on it and ride it to the right. If not 
    then just repeat the process. Once you get on the platform to the right, run up
    the bridge before it disappears.
    Then up and enter the room up north and the door will close behind you. Kill 
    the two skeletons and a bridge will be made. Take it up and step on the floor 
    switch to light the torch. Leave this area by going back down and this time 
    walk all the way around the hall to the left and step on the floor switch to
    open the door and connect the areas. Follow it back to the starting area. This
    time, head to the north east and set a bomb on the discolored floor tile to 
    create a hole. Go back down and stand between the hole and the switch on the 
    right. Send your boomerang down to hit the switch, and then run up through the
    door but watch out for the trapdoor. Cross the bridge and head down to the
    right. Step on the floor switch to make a shortcut, then head back up and go
    through the door. It will close behind you. Once again defeat the skeletons. 
    Take the new bridge up and step on the floor switch to light the other torch.
    The spikes will drop and you can proceed down the stairs.
    Basement 1
    Kill or ignore the skeletons and head south. Cross the bone bridge and head up
    the stairs.
    Floor 1
    You can't do anything here yet so avoid the shells and head up the stairs.
    Floor 2
    Open the door and follow the path through the maze. There are lots of Rupee
    LikeLikes hiding here so be careful. There's a chest with some coral(?) on the
    left. Take the east side down to find the stairs to exit. There's yet another
    switch you can't seem to hit yet so head up the stairs.
    Floor 3
    The door will close behind you and you'll be faced with some skeletons and a
    Rupee LikeLike hiding on the right side. Defeat them and a chest will appear.
    Open it to receive... the hammer! I bet I know what we can do now. Head back
    down the stairs.
    Floor 2
    Whip out your new massive hammer and hit the floor switch to open the blue door
    to the north. It's funny how you use it. Your fairy actually holds it for you
    so Link doesn't even need to be near the object you want to smash. Heh. Anyway,
    in the next room, use it on the button on the floor, but hold the stylus on the
    hammer for a second before you smash it down and it will get larger, making the
    attack stronger. You'll flip over into the next room. Keep using it on the
    buttons you see until you're up on a platform with more shells. You can use the
    hammer on them to flip them and then kill them. Hope down to the right and go
    back down the stairs.
    Floor 1
    Kill the shells here and pound the switch to open the door. Head down the 
    Basement 1
    Head up the stairs on the very left and push the boulder to the right. It will
    smash the other boulder, so cross the bone bridge, then over the left one. Pass
    through the door and it will close. Kill the two skeletons. Head down the
    Basement 2
    Pound both switches to get the spiked log moving. Head down to the pit. Wait
    for the moving block and then step on it. Have your hammer out and pound on all
    the switches off to the left and right, along with the skeletons. Switch to the
    second moving platform when it reaches you. When you hit the last switch, the 
    spike log at the bottom of the area should move out of your way. There's a
    green tear shaped crest down in the bottom left corner if you want it. Head up
    the little stairs here and open the chest for a key. Take the stairs up.
    Basement 1
    Step on the floor switch to open the door to the north. Cross the bone bridge
    up above and unlock the door with your new key. Hit the pyramid in this room
    to flip it and lower the water level. Hop down onto the brown tiles and head to
    the left. Head west until you see a bunch of red and blue tiles with X's and 
    O'son them. The tablet here says we need to get them to all be O's. When you
    hit one tile, it inverts that tile and the ones around it. So hit the tile in
    the center will your hammer and all 9 will flip to O's. That was easy.
    Head south and up the stairs. Hit the button with your hammer to flip yourself
    onto the higher platform. Shoot the pyramid across the gap with an arrow to
    raise the water level. Take the bone bridge down to another tile puzzle. This
    one's a bit harder. I don't have an exact solution down. Just use your head and
    keep hitting them logically until you get a grouping that you can easily flip
    to make all O's. Like two rows of X's and a row of O's:
    x x x
    x x x
    o o o
    Now if you hit the middle x in the top row, they'll all become O's. Anyway,
    once you do that, shoot an arrow at the pyramid to drain the water again. Head
    to the right and hop down. Go down the stairs.
    Basement 2
    Yay, another tile puzzle. One thing I realized which makes these puzzles easier
    is that you can actually hit the grey tiles outside of the puzzle area, and it
    will flip just the puzzle tiles touching the gray tile. In other words, if you
    get it so that it looks like this:
    o o o o
    o o o o
    o o o x
    You can actually hit the gray floor tile to the south east of the x and it will
    flip just the x, as opposed to hitting the x itself and ending up flipping the 
    three o's around to it. This should make things a little easier. Solve the
    puzzle and a bridge appears to the right. Take note of the boss door up north.
    Head up the stairs.
    Basement 1
    In this room, head up the stairs and catapult yourself up twice, until you're
    standing on a gray tile. Turn to the right shoot your boomerang at the light
    blue device to turn it downward. Now fire an arrow at it so it hits the pyramid
    to the south. Cross the bone bridge and we're off to solve another tile puzzle.
    This time it's a bit different. The goal isn't to get them all to be O's. The
    tablet says we need to "copy an earlier pattern." This refers to the pattern
    on the puzzle just south of this platform. Lower the water level again if you
    need to be refreshed on what it looked like. This one is pretty easy if you
    use the trick I mentioned. Get it right and the blue door opens. Make sure the
    water's drained and head over to the left into the new area.
    Head up. Push the boulder onto the catapult and hit the button. Climb the 
    stairs and push the boulder to the right. Grab the key in the chest below and
    then catapult yourself up to the next platform. Ignore the stairs up here and 
    walk around the north east hall until you come down south to a locked door.
    Unlock it and you'll see a boulder on a catapult. Hit the button to shoot the
    boulder up. Now shoot yourself up. Launch the boulder again. Climb the stairs
    and launch the boulder once more. Climb these stairs and do it one last time.
    Catapult up and push the boulder to the left. Go climb the stairs and open the
    chest for the boss key. Drop down and walk the key around to the staircast in
    the south west.
    Basement 2
    Set down the key here and ride the platform along first, killing the skeletons
    with your hammer. Then ride it back and grab the key. Step off at the end and
    unlock the boss door. Use the catapults to reach the north door and enter it.
    3.41 - Boss 7: Stone Golem
    Read the tablet before you head through the final door. This creates a portal
    so you don't have to redo half the dungeon if you die.
    The first part of this boss is very simple. Head to the nearest catapult while
    dodging the golem's arrows and fists. Position yourself on th catapult and have
    your fairy hammer it to send you into the air. For the few seconds you're in
    flight, repeatedly tap any of the red circles you see on the golem's body.
    These will break away the outer parts of his rock body. Doing his chest and leg
    buttons is pretty easy. Getting his upper arms and back is a little more
    challenging, but not by much.
    To reach them, you'll have to move in a little bit closer to the center of the
    circle platform. This is a little bit dangerous, but as long as you keep moving
    you should be fine. Run around the back of the golem and he will slowly try to
    spin around too. We're alot faster than he is though so eventually you should
    be facing his back. Spring up off a catapult and attack the circles on his arms
    and back. The one on his head should take the most tries, because it's so high
    up that it only ends up on the bottom DS screen for a split second. You'll have
    to hit it once and then spring up again and hit it a second time, etc etc.
    Finally once you've broken off all his outer rock parts, he'll reveal some more
    red buttons on his mechanical body. Time to hit those. He's moving alot faster
    now though. Catapult into the air and hit all the red buttons. (He has less now
    so you can actually hit them all in one shot through the air.) He'll collapse
    and only his head will remain. We can't simply catapult into the air now and
    attack him at any time. His head has to be close enough to a catapult that you
    can land on it and attack the gem on his head. Run around avoiding the arrows
    he shoots and wait for him to get near a catapult. When he does, spring into
    the air and aim for his head. You'll land on it, where you can whail away at
    the gem. Do this whole process twice and he should be destroyed.
    Claim your usual heart and head down the staircase with the railing. Speak to
    the pharaoh and then go take the green crystals. Then head south to the blue 
    portal. That's one more dungeon under our belt.
    3.42 - Getting the Hourglass Sword
    Much like collecting the elements to fuse our sword with power in Zelda the
    Minish Cap, we need to get a more powerful sword with all these colored 
    crystals we've been collecting. And who makes swords? The blacksmith. So head
    back to the blacksmith's. If you don't recall how to get there, it's in the 
    north west quadrent of your sea charts. We can't simply go left from here, 
    since there'll be a path of rocks blocking us on the next section, so instead
    pull out your chalkboard and draw the omega symbol to warp to the south east 
    sea chart quadrent. The head to the left to the next quadrent, and then move up
    to reach the top left quadrent. It's the island directly in the center of the 
    north area. 
    Once you arrive, dock and head into the blacksmith's house. Speak to him and
    you'll hand over the crystals. He'll begin working on your new sword. Head out
    and walk towards your ship. As you pass the mailbox, you'll get a letter. It's
    from the female pirate you've probably run into at least once. Board your boat
    and head out to sea. Look for the icon of the girl on your map and head to it.
    When you get close to her ship, you'll enter it and you must fight with her
    (as usual.) Wait until she yells something that sounds like "ahh hight" and 
    then slash her back. Do this a few times and you'll knock her sword out of her
    hand. She grabs her sword and gives it one last go. Just hit her once more. 
    Speak to your pirate friend who is hiding in the box. You'll have a long chat.
    Then head back up to the blacksmith's island to see if your sword is done. 
    Dock and enter his house. Sure enough, he's putting the finishing touches on
    the blade. He gives it to you, but you don't have a handle. Hop back on your
    ship and head south to the island with the Hourglass Castle in the south west
    quadrent. Dock at the island and head left over the bridge. Enter the Old Man's
    house and speak to him. In a funny scene, Link will go to dramatically take
    out the Hourglass (like when he normally takes an item out of a chest) but the
    Old Man grabs it from him and the music cuts off. The hourglass fuses with the
    blade and you now have received the Hourglass Sword. This means we can enter
    the Hourglass Castle for the last time. So head there.
    3.43 - Hourglass Castle Challenge 5
    On your way to the castle, you'll see the pirate. Talk to him and then continue
    on. When you enter the castle, step on the portal to skip the first few floors.
    Now we have to get back to basement 10 like last time by putting the shape 
    crystals in their slots in the order square, circle, triangle. The best part
    about this is that your new Hourglass Sword can finally kill the guards. You
    just have to hit the eye on their backs. Don't alert them with noise or walk
    in front of them. Attack them from behind and they'll be gone. This should save
    you loaaaaads of time because you won't have to constantly be waiting for them
    to pass.
    Once you've made it back down to the large door, insert the crystals and head
    into the room. You'll hear a rumbling again and when you exit you'll be on
    basement 10 once again. Continue redoing this area until you've made it back to
    basement 13. If you don't recall how, see the earlier part of this guide.
    Okay, once you've made it to basement 13 (which should be simple now that you
    can dispose of all the guards) three guards will appear in the center of the 
    room. Go to the north east corner of the room and pick up the red pot. Carry it
    down to the lower level of the room in the center section. Smash the pot 
    somewhere in this area. Stand on the spot you made with the pot to hide, and 
    use your hammer to make noise so the guards come to investigate. When they get 
    close, slash their back to kill them. After killing all three, three red guards
    will appear. Do the same to them. Three yellow guards will appear. Repeat the
    process one last time. Once all three sets of guards are gone, a door will open
    directly north. Enter it.
    The bridge will drop behind you. Choose the top option the faries give you and
    a portal will appear. Head up the long staircase to the north. 
    3.44 - Boss 8: Eye Plant
    This fight takes place on three floors. For the first part of the battle, the
    plant will float in the little pool in the center of the first floor. Use your
    hookshot to pull off the little purple clouds of dust protecting the plant. He
    will spit out purple gooey enemies, get used to this. Attack them when they
    get too close to you, otherwise keep pulling off the purple clouds. When you've
    removed them all, use the hookshot to pull the plant to you and then whail away
    on him. He'll eventually get pushed away, so just hookshot him again and attack
    some more. After about two or three times of doing this, he'll climb up to the
    next level.
    Take the stairs up to the second floor. Here the plant will expose his armlike
    vines with eyes on the ends. Pull out your bow and arrow and shoot each of the
    eyes. The plant will ocassionally try to smack you with its vines, and more of
    the purple enemies will drip from the ceiling. Kill them if they get close and
    finish shooting all the eyes. Once you do, the plant will drop back down to the
    first floor. Head back down and repeat the first process. Once you've cleared
    the purple clouds and hookshotted him, attack him and he'll head back up to the
    second floor.
    Follo him up the stairs and repeat the arrow shooting process. Only this time
    he will close his eyes and only open them briefly every now and then. Try to
    kill off the gooey enemies quickly and then aim at an eye even if it's closed.
    As soon as it opens, shoot it. If at any point you run out of arrows, kill some
    of the gooey enemies and you should eventually get some. Once you've shot all
    of the eyes, a cutscene will take place. 
    For this last part, you will be given the power of the Hourglass. Run all the
    way back down to the lowest floor again and the stairs will break away. The
    plant will begin circling the room. Tap the hourglass icon on the bottom of the
    screen to create a yellow viewfinder on your screen. Use the stylus to draw an
    hourglass in this viewfinder, like this:
    \        /
     \      /
      \    /
       \  /
       /  \
      /    \
     /      \
    Once you do, time will freeze. Run to the front of the plant and attack the eye
    on his head repeatedly. After a few moments, time will unfreeze and you'll lose
    the hourglass ability for a brief moment. Wait until it returns and then repeat
    this process. Two or three times through and the plant will die. After this 
    there will be a cutscene and Tetra will be revived.... then taken. This isn't 
    over yet.
    You'll sail your ship alongside the demon ship, which is now covered in purple
    eyes. Pretty much its only attack is the ocassional orbs of energy it shoots at
    you. Destroy those with a cannonball before they hit you and keep attacking the
    eyes on the ship. You'll circle it a few times, just continue shooting at it
    and once all the eyes are gone, you'll get another cutscene.
    3.45 - Boss 9: Possessed Pirate
    Now we're given the Hourglass power again. Tap it to bring up the viewfinder,
    then draw the hourglass. Time freezes, but unfortunately there's nowhere to
    hit on the enemy. Once time returns to normal, he'll grab your fairy. 
    Now our hourglass is out of power, but we don't have a fairy to refill it. So
    lure the enemy into a corner if you can and attack with your sword several 
    times. The reason he needs to be in a corner is that if you try to duke it out
    in the center of the platform, he will leap to your side and attack you. So try
    to lure him into a corner. His side attack can technically be avoided if you
    quickly tap him when he jumps beside you, but why risk it? Once he's in a 
    corner, attack him with your sword a few times and you'll get the little "rub 
    your stylus back and forth" bubble you get when you're swalled by a LikeLike or
    swordfighting a pirate, so do as your told and rub the stylus back and forth. 
    You'll catch the enemy offguard, and now you can get a quick hit in. When you
    get your free hit, your fairy will refill your hourglass power.
    The only trick now is not wasting it. The top screen shows the back view of the
    enemy. Tap the hourglass icon to bring up the viewfinder, but don't draw the
    hourglass symbol unless the eye on his back is open on the top screen. When it
    is, draw the hourglass to freeze time, then whail on the eye on his back. When
    time returns to normal, you'll have to go back to cornering him and repeating
    the earlier process to refill your hourglass magic.
    Continue filling your hourglass, freezing time, and attacking the eye on his
    back. After a few sessions of this, he'll go down. If at any point you die and
    have to redo this fight, you can press start and tap the arrow to skip the
    cutscenes and get right to the battle. Anyway, once you're done, you've 
    successfully finished the Japanese version of Zelda Phantom Hourglass.
    4. Special Thanks
    Special thanks to:
        DarthLoaded - For giving me the space to host the guide (Geocities sucks.)
        t3h butt3rs - For random help here and there.
        Nintendo - For making the game.
        Keitaro Urashima - For pointing out a Goron question I missed

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