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______________________________________ The Legend of Zelda: Phantom Hourglass ______________________________________ ========== Temple Clear Time ========= ---------------- FAQ ----------------2.1 - The Temple of the Ocean King ______________________________________ /\ / \ / \ /______\ ´`°. /\ /\ >O< / \ / \ / \ / \ /______\/______\ ______________________________________ I. What? II. Why? III. When? (Prerequisites) IV. How? (General Strategies) .a Yellow Jars .b Wizzrobes .c Safe Zones .d Shortcuts .e Hammer Baiting .f Boomerang Tricks .g Hurricane Spin Attack V. Come again? (Detailed Plan) Floor 1F Floor B1 Floor B2 Floor B3 Floor B4 Floor B5 Floor B6 Floor B7 Floor B8 Floor B9 Floor B10 Floor B11 Floor B12 Floor B13 VI. Version History VII. Copyright Info ______________________________________ I. What? ========= The Temple of the Ocean King has to be completed before the Sand of Time of the Phantom Hourglass runs out. It is possible to finish it with a completely full hourglass (25 minutes 00 seconds). This FAQ explains how to do this. ______________________________________ II. Why? ========= You need a reason to do this? Oh... ok... well... The collections screen shows your best temple clear time. Good enough? You are also likely to receive golden ship parts for doing it. But seriously, it's because the collections screen shows your best temple clear time and you know you want that screen to be perfect, don't you? ______________________________________ III. When? (Prerequisites) =========================== You need the phantom sword to complete the temple, so you probably have everything else anyway. You also most certainly need the Boomerang, Hookshot, Hammer & some Bombchus. ______________________________________ IV. How? (General Strategies) ============================== ______________________________________ .a Yellow Jars ============== The yellow jars (or golden jars, yellow pots, golden pots...) are they key to this undertaking. You can find some of them on most floors. They refill the phantom hourglass (but only up to the original level.) Some give 30 extra seconds, some only 15. Not all of them are easily accessible so it's sometimes not worth the trouble to get them, but you definitely should get those that are on your way anyway. Since they only give back time, you sometimes want to wait using them (or pick one up and take it with you) until you can actually fully exploit them. ______________________________________ .b Wizzrobes ============ The invisible wizzrobe enemies are like evil mobile versions of the yellow jars. When killed (using the boomerang, sword or simply by throwing a jewel or pot at them) they also release some time of sand. Everything said about yellow jars above also applies to the wizzrobes. But you need to be careful! Try to kill them in the middle of a larger room, or the released time might be lost. ______________________________________ .c Safe Zones ============= Time stops in these zones. This implies that you should do almost everything while remaining in these zones: * Kill phantoms (see Hammer Baiting) * Collect things (see Boomerang Tricks) * Send Bombchus * Switch to the item you will need next Breaking red jars creates small safe zones. Use this to your advantage by throwing them to useful places. ______________________________________ .d Shortcuts ============ Using your advanced equipment makes some serious shortcuts available. The hookshot is the main tool here: * on Floor B3: use two torches to slingshot yourself to an alternative exit this saves us a key * on Floor B7: skip from the northern safe zone to the other side the key from B3 allows skipping a lot here * on Floor B10: skip from the bottom safe zone directly to the door The hammer has it's use, too: * on Floor B12: enter from B11 using the east door and jump over the wall Bombchus open up some other possibilities: * on Floor B1: The northern dividing wall (Leads to a key) * on Floor B2: The wall exactly southwards of the entry (Leads to a key) * on Floor B2: The enclosed room to the west of the exit (Hides a yellow jar) * on Floor B3: The enclosed room in the northeast (Hides a yellow jar) ______________________________________ .e Hammer Baiting ================= You can use the hammer to draw all phantoms towards you while standing in a safe zone! Simply hammer on the floor. If the phantom hears or sees this it will try to run to that position. Kill it when it turns around. This can be used on almost all phantoms for good effect. ______________________________________ .f Boomerang Tricks =================== Use the boomerang to collect keys and yellow jars whitout leaving a safe zone. A nice trick is to draw a long path for the boomerang, and while it follows this path, run to the next safe zone. This can reduce wasting of yellow jars if you already have an (almost) full hourglass. ______________________________________ .g Hurricane Spin Attack ======================== The triple spin attack (from the swordman's scroll) can sometimes be a little faster than plain running. For example the first floor 1F can be completed in zero seconds with this trick. This is not really required and more of a gimmick. ______________________________________ V. Come again? (Detailed Plan) =============================== Reference Time: It's possible to complete the floor with that time. If you can get close (within 5 to 10 seconds) to it or do even better, you should have no problem. In the first ten floors it's not really important to be quite as fast. You can still regain even 30 seconds or so on later floors. The last few floors are much more important and require a bit more precision. N: S: E: W: north / up south / down east / right west / left * Indicates things to do from a safe zone -> Run to / Do while not in a safe zone Some steps are optional, some additional things or alternative ways probably work just as well or better. If you can get a good time on a floor with a different approach feel free to use that instead. ______________________________________ Floor 1F ======== Reference Time: 25:00 -> N (Optionally use the Great Spin Attack) ______________________________________ Floor B1 ======== Reference Time: 24:45 * Send a bombchu up to destroy the wall * Optionally kill phantom -> E, N, W, activate the floor plate, get the key -> back E to the door ______________________________________ Floor B2 ======== Reference Time: 25:00 * Kill the blue phantom (remember hammer baiting!) * Send a bombchu staight S to destroy the wall * Send a bombchu W to activate the timer * Send a bombchu S to complete the timer (or use the boomerang) -> W to the lever and pull the lever -> S on the floor plate, boomerang the key, run to the door * Send a bombchu W, boomerang yellow jar ______________________________________ Floor B3 ======== Reference Time: 24:59 * Kill both phantoms * Pick up key (This key is used for a shortcut on Floor B7 -> W, N, E to the torches -> Break yellow jar -> Hookshot both torches and catapult yourself to the exit * Don't take the yellow jar just yet! (You should still have an almost full hourglass without it) ______________________________________ Floor B4 ======== Reference Time: 24:57 * Send a bombchu to the switch * Optionally send a bombchu to kill the N/E phantom eye -> E, fire an arrow in the eye -> S, W, get key * Kill phantom -> N, back to door to B3 * Pick up and carry yellow jar to B4 -> W, N, W, break yellow and red jar * Send bombchu north -> Door ______________________________________ Floor B5 ======== Reference Time: 24:53 -> E to door ______________________________________ Floor B6 ======== Reference Time: 25:00 -> S to red door * Draw hourglass * Get yellow jar * Draw triforce * (Don't return to the entrance if you want to keep the key from B3 in B7!) ______________________________________ Floor B7 ======== Reference Time: 24:59 -> S Moving platform -> N Moving platform -> W Moving platform -> E Hookshot to chest -> E take round jewel to door, open door (using key from B3) -> W Back to safe zone * Boomerang yellow jar -> Door (don't forget round jewel) ______________________________________ Floor B8 ======== Reference Time: 24:55 * Throw round jewel down * Pick up yellow jar and jump down * Throw jar to red jar -> Take time and break red jar * Send bombchu S, W, N, E to switch * Optionally kill phantom -> Door (don't forget round jewel) ______________________________________ Floor B9 ======== Reference Time: 25:00 -> Bring round jewel to safe zone -> Optionally kill some wizzrobes while doing that and collect their time (don't waste it!) -> Kill phantom and bring square jewel to NW -> Get triangle jewel to safe zone -> Get square jewel to safe zone -> Kill wizzrobes and get their time (don't get hit!) * Put square, round and then triangle jewel in sockets and enter the door * Take yellow jar with you ______________________________________ Floor B10 ========= Reference Time: 24:56 -> E to pole, consume jar, hookshot to safe zone * Push boulder S on phantom -> S * Boomerang trick yellow jar (long boomerang path can help here) -> W * Wait for phantom and hit it with arrow, get key with boomerang * Stand on pole -> Hookshot to chest, drop to door ______________________________________ Floor B11 ========= Reference Time: 24:54 * Optionally kill phantoms * Optionally get two yellow jars in N (not really worth it) -> E to door ______________________________________ Floor B12 ========= Reference Time: 24:53 * Hammer-jump wall -> Kill phantom (don't get it's force gem yet) -> S, E, N * Optionally kill phantom eye -> N, get force gem * Kill phantom -> Hammer floor plate, bring force gem to socket (releases a wizzrobe) -> W, N, get force gem * Kill phantom -> Bring force gem to middle, kill wizzrobe and get it's time -> Bring force gem to socket (releases another wizzrobe) -> Get force gem (from first phantom in middle arena) -> kill wizzrobe and get it's time -> Bring force gem to socket ______________________________________ Floor B13 ========= Reference Time: 25:00 -> E, get red jar, W jump down and throw red jar S * Kill all 9 phantoms -> N, pick up yellow jar, jump down and throw yellow jar to door -> get time and enter door almost at the same time ______________________________________ VI. Version History ==================== 1.0 2.0 2.1 2007 November 3 2007 November 6 2007 November 7 Initial document Major rewrite Minor additions ______________________________________ VII. Copyright Info ==================== Copyright (c) 2007 RupeeMan Permission is hereby granted, free of charge, to any person obtaining a copy of this document, to deal in the document without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the document, and to permit persons to whom the document is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the document. THE DOCUMENT IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE DOCUMENT OR THE USE OR OTHER DEALINGS IN THE DOCUMENT. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Acknowledgements: MoogleNo9 theycallhimjim Various other forum posters ______________________________________

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