Showing posts with label Downloads. Show all posts
Showing posts with label Downloads. Show all posts

Sunday, March 31, 2024

My Unreal Tournament 3 Map Collection

boxart of the game with various screenshots of custom maps floating around it

After documenting my Unreal Tournament 3 setup, it's now time to get into the meat of every Unreal game: the many maps. It's a big part of the reason why you can just keep playing Unreal Tournament, because with every map you can get a very different experience. All in all, I have over 150 custom maps installed. Together with the 60 official maps that's enough to entertain you forever... or at least for a while.

Most of these come from map packs, where I will list all the ones that I have. But I've already talked about the Community Bonus Packs (because they are more than just map packs) and the Domination mod, so I won't repeat that here and instead focus on what's left, which is exclusively low poly stuff. And I will also show off some standalone maps, but only some highlights.

All the praise goes to UnrealArchive.org, a website that dedicates itself to preserve custom contents for the entire Unreal series. Originally, they didn't have Unreal Tournament 3 in there, because it was a little bit more complicated, but they made it happen eventually. All download links in this post will direct you to the Unreal Archive.

Again, every community-made content goes under ..\Documents\My Games\Unreal Tournament 3\UTGame\ in Windows. Custom maps specifically go into \Published\CookedPC\CustomMaps. You can organize things there via subfolders, without the need of additional configurations, where it's generally a good idea to put map packs into their own folders and so on.


Low Poly Map Packs

HOLP Level Packs

HOLP1
HOLP2
HOLP3 Vol. 1
HOLP3 Vol. 2

HOLP stands for "Hardcore Oldskool Low Poly" and this what you download if you want your maps to look they are from the original Unreal Tournament. Well, that doesn't actually do them justice, it's mainly about building the maps via basic geometric shapes (the "brushes"), like in the old days. And some of these maps still look very pretty, where this style can lead to a very clean look, something that the stock UT3 maps won't offer.

When UT3 was still "new" those maps were absolutely essential, because they enabled you to play the game with the best possible performance. This doesn't really matter today anymore, but they are all so good from a gameplay perspective that you still want to give these map packs a good try.

 

COMP - Competitive Map Packs

COMP
COMP2

The COMP packs were made in the same vein as the HOLP series: low polygon counts, high amount of gameplay focus. All these maps were designed with competitive play in mind.

Impressively, the second pack was entirely made by the same guy, N00b_Zaibot. Many of his maps look a bit similar as a result, where I often can't tell on first glance what was what, but rest assured that the gameplay is excellent with all of these.


UOF LP Map Pack

Download

If that's still not enough low poly goodness for you, then the UOF LP map pack will have you covered. UOF stands for "Unreal Old Friends" and there are several other map packs from this line as well, where it might be worthwhile to check them all out. One of them even has Domination maps.

From those other packs I really DM-UOF-Aero, which is another good low poly map, and CTF-UOF2-Legacy, which is a fantastic CTF map, combining the ideas of Eternal Caves and Vertebrae with some beautiful outside scenery. But otherwise I'm not a big fan.


Standalone Maps

CBP3 Bonus Maps

Even if you have all five volumes of the Community Bonus Pack 3 installed, you don't necessarily have all CBP3 maps, because there were a couple of standalone releases. Here's what I could still find:

CTF-CBP3-Andhera
DM-CBP3-Daoist
DM-CBP3-Maidenlike
DM-CBP3-Radiant
DM-CBP3-Suraj

Andhera and Suraj are two more maps by nELsOn, who loved to create maps inspired by the original Unreal, which take place on the planet Na Pali. Raed and Saip are two of my absolute favorite CPB3 maps, so it's good to have more where they came from.

DM-CBP3-Daiost - a Japanese-themed temple with lots of beautiful scenery

Daoist and Maidenlike are lookers, two of the most beautiful maps that you will find for the game. I also love how Maidenlike gives you all four basegame power-ups (UDamage, Berserk, Invisibility and Invulnerability) all at once, that's just crazy. Makes you look and feel like a "Mutant" again from the UT2003/4 game mode of the same name. And it's gimmicks like this that can make a map stand out.

As for Radiant, there is a CTF version of the map in the packs, but you can also play it in other modes via this DM version. Given that you like Spider Mines. It's also a bit more gimmicky, but I've enjoyed it quite a bit back in the day.


HOLP4 (Inofficial Collection)

You can also find a variety of standalone maps in the low poly style from the authors of the HOLP packs, like the sharp-looking DM-Saturation for example:

DM-Saturation

There were even plans to make a HOLP4 in late 2010 / early 2011, but that never came to be. Still, I was able to collect twelve more of such maps to make my own inofficial version of HOLP4, which I'm going to share here for the first time ever:

HOLP4 (Inofficial) Download

Here is also a list of the individual maps found in this pack:


The Keepers

As already said, I won't be going through every single map that I have outside of the Community Bonus Packs and other map packs, even though it's actually not that many. But I wanted to list my absolute favorites, where I think that these maps should be in every UT3 collection:

CTF-Mako
DM-Aelon
DM-Crash
DM-Phera
WAR-Araja][-SE

Now, let me explain what makes each of them so great...

CTF-Mako

CTF-Mako is similar to CTF-1on1-Joust from UT2004, which means that you will spawn inside the enemies' base and can grab their flag immediately. So, this is essentially a duel map for Capture the Flag, but it also works well enough in 2v2, where this one is a bit larger than Joust used to be and gives you underwater routes.

The map offers a clean low poly style with high poly elements mixed in, where it offers both visual clarity and some eye candy, kind of like how some UT4 maps were designed (thinking mainly of Sector 23). Speaking of, the author Stevelois seems to be still quite active making maps for UT4, according to his blog, which makes me want to check out that game more.

DM-Aelon screenshot

DM-Aelon was made by XYZ 8000, also know as DeathoX 8, who has contributed quite a bit to the HOLP and COMP packs. All his (or her?) maps are recognizable by a signature style, where Aelon is no exception, but it also offers very beautiful visuals on top, instead of the low poly style from those packs.

The architecture is a typical DeathoX 8 map, it even has those single-block-elevators, but it's inside a cave, which looks all so natural and smooth. It's really the best of both worlds.

DM-Crash screenshot

Next we have DM-Crash, which is a remake of a 1on1 map from UT2003 and UT2004. You can actually find plenty of good remakes of maps from the original Unreal and Unreal Tournament. And I'm talking about proper remakes here with updated visuals, and not just some conversions. But with UT2004 it's a different story... There's Torlan, of course, but otherwise there aren't that many.

And this makes this remake of Crash stand out, especially since it perfectly captures the look and feel of the original, but with the possibilities of UT3/UE3. However, it may suffer a bit from the same problems as some of the base game maps, where it's visually too busy.

DM-Phera screenshot

DM-Phera is yet another Na Pali map by nELsOn, who I've already mentioned above, and it's probably my favorite from all those. It takes place on a clocktower of a Nali church, which got hit by a flood and is now surrounded by water. The top of the tower spawns a Redeemer and the bell will ring whenever that happens. There are also Nali Healing Fruits all over the map as a replacement for health pickups and overall this is a very tight map for lots of memorable action.

It uses one of the music tracks from the Community Bonus Packs, CBP3-Velocity, but the map also works great without music, because it has such a strong ambient atmosphere, using a variety of sounds from the original Unreal. If you love the atmosphere of that game, you will like this map for sure.

WAR-Araja screenshot, flying through some mountains in a Cicada

Last but definitely not least, we have another map taking place on the planet Na Pali and the only Warfare map in this list: WAR-Araja][-SE by minifloppy. You can also find ONS-Araja for UT2004 by the same author, where this is a remake of that and an impressive one at that.

The environments look really beautiful and I like the Nali crosses on top of the mountains, that's such a nice touch. And of course I adore the usage of sounds from Unreal, especially those howling wind sounds. This really takes me back. But it's not just nostalgia for Unreal what makes this so great, but also nostalgia for UT2004's Onslaught mode, where this map is a lot more extensive with its seven Power Nodes than what you will usually find in UT3.

The "Classic" link setup doesn't work as intended, however. It tries to remove the additional orb spawners, but the orb will still spawn there and just float in the air... But you can just use the "No Orb" mutator if you want things to be more like Onslaught.

Instead, I've replaced it with two link setups of my own, which I personally found more fun than the default one. There is no node editor in UT3, but you can still create your own link setup by providing a config file for the map in question. If you want to try my setup for this map, open the \Config\WAR-Araja][-SE file and replace its contents with the following:

Another thing worth pointing out about this map is how it makes great use of the Stealthbender vehicle from the Titan Pack, which is a very rare find. Only two official maps have it. In general, I'd wish there were more such large high quality maps, which embrace the variety of vehicles this game has, instead of always going for the same stuff...


Honorable Mentions

Here are some more good maps, which I wanted to share, but where I don't feel as passionate about them, probably because they are lacking in one aspect or another. So, they might be great visually, but not so memorable in gameplay. Or the other way around. Still, they are all worth checking out:

CTF-EpicBoy
CTF-Eternity
CTF-Eurus
CTF-Pistola
DM-Acquisition
DM-Eggshell
DM-Gardenia
DM-Liandri
DM-Malevolence-LP
DM-Purgatoria
DM-Rankin-2010
DM-Restrict
DM-Rustees
DM-Valon
DM-Ventilation
VCTF-HangingGardens
VCTF-HangingGardens-Nightfall
WAR-Bittersands
WAR-Flare
WAR-IslandHopSE

Friday, March 13, 2009

DM-1on1-Hopeless

Unless I find DM-Instinct somewhere, this will pretty much be the last of my old maps being released here. This is my only UT2004 map and basically this is still a beta version, since I've actually never finished this map. Doesn't really matter though, everything making this blog less boring is welcome, I guess. I've even mentioned this map before, it's a remake of my favorite map from the N64 game Turok: Rage Wars called "Hopeless".

"Rage Wars" had a limit of four players, so basically all maps in this game were very small. Though this version is a bit larger, it's still meant for 1on1 only. The original setting was somehow futuristic, but this remake uses an atmospheric industrial setting, pretty much like DM-Rankin did. There are some triggered sounds, you will hear when somebody walks over metallic stairways or wooden ramps. Each of these spots have their unique sound, so if you study the sounds, you will know exactly, where your enemy is. The new sound effects are imported from Unreal and Unreal Tournament (basically like in DM-Spirit), I love the sound effects in these games.

The layout stayed true to the original version. And I've put the weapons in places, I've associated with the corresponding weapons the most. For example the Rocket Launcher is located, where you could find an explosive ammo pack in Rage Wars. There are a lot of weapons for a small map like this one in DM-1on1-Hopeless, but I "like to have my options open". :D However, that's it. There's still an UT2003 version of the Quake III Arena map "Fatal Instinct" I've made, but I can't find it anymore. And the rest of my selfmade maps are just crabby tryouts and already in digital heaven. I haven't worked on any new maps for four years now, which is actually pretty sad, because I had so much fun doing it. But I plan to get a new rig in the near future, which should give me the possibility of mapping for UT3. I would really love to create some maps for the newest installment of the Unreal series, maybe even a new and more finished remake of Hopeless.


Download

Thursday, March 12, 2009

DM-Molten

Time to add something to my old map collection. I've found two more maps on my old home computer while visiting family. This one was actually never released before, in many cases. DM-Molten was an official map, which was planned to be included in UT2003, but never made it. It was released in Unreal Championship though, but unlike CTF-Smote it still didn't find its way into UT2004. So, back then I've decided to make this map playable using a file from the beta version of UT2003 (build 927).

DM-Molten is pretty much just a larger version of DM-TrainingDay. It isn't really a good map, but it's fun. Since I've never played the UC version of it, the weapon and pick up placements may be different. Here's the list of things, I've added to the original beta version of the map:

  • removed floating weapon bases
  • added new weapon bases
  • weapon bases now provide weapons
  • added ammo, health and adrenaline pick ups
  • added SuperShield and DoubleDamage in the long corridors
  • fixed positions of some static meshes
  • added some path nodes for bots
  • added music
  • added player count, author and level information
  • added 3 screenshots for the menu


Screenshots:



Download

Wednesday, February 25, 2009

DM-Spirit

"Dark! Haunted! Scary! - Desert of Three Features"

I've decided to release another of my old UT maps to add some more custom content to the blog and to boost the Unreal section a little more. Though this map is pretty much total crab compared to DM-1on1-Neglect. It's the first map I've made for UT2003 and I pretty much just wanted to try out the terrain editor. Called "Spirit Desert", the map features a spooky ruin swallowed by sand in a haunted wasteland, somehow inspired by the desert in The Legend of Zelda: Ocarina of Time. The map is huge (compared to other UT2003 maps), wide opened and it definitely doesn't win any awards for best gameplay. But it features some of the very shiny wind sound effects from Unreal and Unreal Tournament, which were ten times more atmospheric than all the sound effects in UT200x.

Screenshots:




Download

Saturday, January 24, 2009

Smash Bros Brawl Stages IV

Only two stages this time. Made them about a week ago, but didn't feel like creating any new stages.

  • Name: Small Fortress
  • Comment: Small Tower 2
  • Size: Small
  • Music: Preparing to Advance
  • Download

This is a remake of my first stage, "Small Tower", using the mountain theme. I also wanted to create a third version of this stage in the factory theme, however, this somehow let to the idea of the "Sanctuary" stage.

  • Name: Sanctuary
  • Comment: Spacejump Arena
  • Size: Medium
  • Music: Multiplayer (Metroid Prime 2: Echoes)
  • Download

This arena was built for airfights, the spring at the bottom fires you up in the tunnel, where most of the fighting will happen. It's lots of fun. Music comes from the multiplayer of Metroid Prime 2: Echoes and the name of the stage was inspired by the Sanctuary Fortress from the same game.

To play the stages, simply download the files in the \private\wii\app\RSBP\st directory on your SD card. Enjoy.

If you're looking for older stages, just visit the Download section.

Thursday, January 15, 2009

Smash Bros Brawl Stages III

You see, I love the Stage Builder. Things like that definitely help to keep the game fresh, don't they? So, again I have 5 new stages for you. This pack features some nice successors to previously made stages.

  • Name: Small Tower
  • Comment: -
  • Size: Small
  • Music: Attack
  • Download

This is the first stage, I've ever created. No, wait, actually it isn't. I've made a large stage called "Tower", which was similar to this one, but way too large. So, I deleted it and made this smaller version. It isn't anything special, but if you want to know, how I've started using the Stage Builder, take a look.


  • Name: Laddering Place
  • Comment: -
  • Size: Small
  • Music: Unfounded Revenge
  • Download

Spiritual successor of the Crumbling Place, but this time it's all about ladders. Well, don't let the picture fool you, there are two more ladders on the sides, that got cut off on the image. I prefer to close ladders with a block on the top, because it looks better and it's tricky to jump on the top of the blocks from the ladder.


  • Name: Bouncing Place
  • Comment: -
  • Size: Medium
  • Music: Underground Theme (Super Mario Land)
  • Download

Spiritual successor to both the Crumbling Place and Laddering Place, but this time it's all about jump springs. But like in it's predecessors before, it's not overdone, there are four springs in the stage and you can bounce from one to the next all over the place. Gameplay is still fine.


  • Name: Tetris Terror 3
  • Comment: -
  • Size: Medium
  • Music: Tetris Type A
  • Download

There are three different themes availabe in the Stage Builder, so it was only a question of time until I've done a third Tetris stage for the remaining theme. This time the stage is more solid, the blocks are connected with thin platforms, so you don't have to be so afraid of falling into death like in Tetris Terror 1 and 2. There are ice blocks again and a large spring in the center. It could be considered a normal stage, if the blocks wouldn't have the shapes of Tetrinos.


  • Name: Deck 17
  • Comment: Unreal Tournament 2
  • Size: Medium
  • Music: Theme of Solid Snake
  • Download

This is the successor of my Deck 16 stage, this time mirrored and in the castle style to look like Deck 17 from Unreal Tournament 2004. There is spring in the lower area to feature the steam jump pads of the original version. Music comes from Metal Gear, again. I've also improved the old Deck 16 stage, so take a look.


To play the stages, simply download the files in the \private\wii\app\RSBP\st directory on your SD card. Enjoy.

Also, take a look at previous releases:
Smash Bros Brawl Stagepack I
Smash Bros Brawl Stagepack II

I've also uploaded (most of) the stages on AllisBrawl.com, in case you've wondered.

Tuesday, January 6, 2009

More Smash Bros Brawl Stages

As I promised, here is the rest of my selfmade stages. There aren't as good as the stages I posted here, but better than nothing.

  • Name: CD Factory
  • Comment: Get Stickers and CDs
  • Size: Small
  • Music: Underground Theme
  • Download

This isn't actually a real stage to play with, but one to get lots of CDs and stickers, which helps you completing the CD collection very fast. Just plug in a second controller and let it use a character, who doesn't get in your way, like Pikachu. Deactivate all items except for Mr. Sandbag and turn the item rate on "high". Then select Bowser for yourself and start a match, preferably a Special Brawl using Metal, Heavy, and Fast rules. Move the fake second player on the ice platform under the left conveyor, station your own character right next to the ice blocks, where the conveyors end, and start smashing the sandbags for CDs and stickers. You probably already seen this on Youtube, the only difference is, in my version there is a wall in your line of fire, so the sandbags won't fall off as easily as in the common version. And on the top of that wall I put a conveyor, so you won't miss any items.

Note, if you got all the CDs but like to collect all stickers, use 5 to 6 minute matches, because there's a limited collection of stickers during a match, which repeats itself after a while. Which means, after approximately 6 minutes in a Metal Heavy Fast Brawl you should get all the stickers obtainable in one match, so you should start a new one.

*updated on January 20th, 2009* I've improved the stage a bit, making it more compact.


  • Name: Ice Peak
  • Comment: -
  • Size: Medium
  • Music: Step: Subspace Ver. 3
  • Download

Something for the Ice Climbers fans. It's a small and nasty map.


  • Name: Fearsome Ruins
  • Comment: Very scary ruins
  • Size: Medium
  • Music: Snowman (Mother)
  • Download

This is an exact replica I've made of the example stage found on the official Super Smash Bros. Brawl site, the Smash Bros. DOJO. So, if you want to play this "official" map, but are too lazy or unskilled to use the Stage Builder, just download it from here.


  • Name: Crumbling Place
  • Comment: -
  • Size: Small
  • Music: With Mila's Divine Protection
  • Download

There isn't anything special about this stage, it's small and you have a lot of crumbling blocks on the ground to add a lot of chaos.


  • Name: Windmill
  • Comment: Go Around, Go Around
  • Size: Medium
  • Music: Song of Storms (Ocarina of Time)
  • Download

Finally something related to a game, The Legend of Zelda: Ocarina of Time to be more accurate. This level uses one of those funny wheels, you can unlock, so I added the Song of Storms as a background music, to give this level a little windmill like feeling. Go around, go around.


To play the stages, simply download the files in the \private\wii\app\RSBP\st directory on your SD card. Enjoy.

Wednesday, July 30, 2008

Smash Bros Brawl Stages

In this post, I will show some of my self made Brawl stages here on this blog. Even better, you will be able to download and play them as well. I made about 20 stages by now, but I will only show you the best of them. At least for now, maybe I'm going to release some more later. Well, the stage builder is actually pretty limited, so don't expect anything on Unreal Editor level. When I started creating levels with Brawl's stage builder, I randomly placed some structures, I wanted to use, and built the rest of the level around it. Sounds lame, but some of the results were pretty good. An example for one of those maps is "Sector 23", you can see below. I also built a lot of smaller Battlefield type of stages, but while they are good, they are nothing special at all. However, I soon realized that the stages from the stage builder are not only lacking in visuals but in something else too. What's it, what makes a Smash Bros stage a real Smash Bros stage? Right, it has to be connected to a certain game or franchise, or else it doesn't feel like part of the whole SSB universe. That's why I concentrated on creating some stages, which are related to other games. Unreal Tournament, Metroid Prime Pinball and Tetris specifically.

  • Name: Sector 23
  • Comment: -
  • Size: Medium
  • Music: Sector 1
  • Download

This is one of my stages, which was created by random input, I've mentioned above. But it's actually pretty nice, there are a lot of ways to go and run. Music is Sector 1 from Metroid Fusion, which why I've named it "Sector 23". I picked the 23 because of obvious reasons.

  • Name: Deck 16
  • Comment: Unreal Tournament
  • Size: Medium
  • Music: Yell "Dead Cell"
  • Download

In Nintendo's first attempt of allowing the creation and sharing of user created content, of course the one game has to be honored, which was groundbreaking in this field and even brought custom content to video game systems: Unreal Tournament. You have to use your fantasy here, but this stage is meant to be the original Deck 16 in cross-section. The ramps are there and one of the structures is used for the small catwalk, where the Shield Belt was placed. Because there is no bio waste acid or other hazardous fluid availabe in the stage builder I used spikes on the ground level. Too bad it's not possible to use your own mp3 files or I would have used the original "Go Down" theme for the stage. Instead one the Metal Gear tracks is played, which comes close to the techno style music from UT.

*updated on January 14th, 2009* I got rid of unnecessary walls and the stage is now of medium size for better gameplay.

  • Name: Smash Pinball
  • Comment: -
  • Size: Medium
  • Music: Main Theme (Metroid)
  • Download

To be totally honest here, I saw this stage somewhere on YouTube and reconstructed it by myself. So, it's basically not my idea, but still a good stage though. The idea is simple, the stage is built like a pinball table. There are conveyors on the lower level, which lead to a pit, springs to push you up as well as ice and falling blocks on the upper level. Everything is always on the move in this stage, which makes pretty fun and intense gameplay. The music track is the guitar version of the Brinstar theme, which is played in Metroid Prime Pinball all the time. Plus the whole space station theme shows, that I had Metroid Pinball in mind, when I built this stage.

  • Name: Tetris Terror
  • Comment: -
  • Size: Medium
  • Music: Tetris Type B
  • Download

This idea is definitely the most obvious one. I mean, when you first start the stage builder and see all those square blocks, you first think about making either a Mario or a Tetris map. Nintendo even put remixed versions of the original Tetris music in the game, though there is no official Tetris stage, so the whole thing screams practically after one. And there are a lot of them out there. So, this is my version of this idea, plain-colored with a lot of falling blocks to fit the Tetris concept. Actually the falling blocks can be used as a nice strategy here, if you let them crumble in the right moment, they can push down or hinder your enemies. I had a lot of fun playing this stage with some buddies, but be prepared for a lot of suicides.

  • Name: Tetris Terror 2
  • Comment: -
  • Size: Medium
  • Music: Tetris Type A
  • Download

This is my newest stage, built it yesterday. And, as you have with no doubt surmised, it's again about Tetris. This time, it's multi-colored and more solid. Only the big square block is a falling one, the others are either ice or normal blocks. Again there's a ladder and some moving platforms to help you moving between the blocks.

To play the stages, simply download the files in the \private\wii\app\RSBP\st directory on your SD card. Enjoy.

Thursday, June 12, 2008

DM-1on1-Neglect

Just look, what I've found. After I released my old Ocean King Temple guide here, I thought, I could show you another piece of my old work. And this one is definitely old, it's an Unreal Tournament map, I've made in the year 2003. I really love the original UT, I loved to play it and I loved the cool editor, that was shipped with the game. So, I've created some maps. And this here is my best one.

I've also tried to create maps for UT2003 and UT2004, but I've been as satisfied with them as with the games theirselves, not very much. The original Unreal Tournament is still the best, if you ask me, along with the original Unreal. The whole style, the sounds, the music, the gameplay... it was perfect. UT2004 didn't live up to that, the game was awfully colorful and tawdry, the weapons were too weak and most of the maps were lacking gameplay. UT3 however, looks okay, but at the moment I only own a 3 year old notebook, which isn't actually the best choice to play games like that, as you can tell. But maybe in one or two years I try myself again in mapping, you'll never know.

Back to topic, DM-1on1-Neglect is set in an old, neglected industrial facility. I really payed attention to the atmosphere of the map, you don't need next generation graphics to produce that, an important factor are the sounds. The wood floors are creaking, the wind is blowing, I just love that. It's one of the things I really like in Ocarina of Time or Majora's Mask for example, too. And it's something, I absolutely miss in modern games like Twilight Princess. So, in case you have still the original Unreal Tournament installed on your computer, like I do, go check it out.

Download.

For installing just unzip the file DM-1on1-Neglect.unr to the UnrealTournament/Maps folder.

Wednesday, June 11, 2008

Temple of the Ocean King Speed Guide

screenshot of the entrance hall of the Temple of the Ocean King

This is a FAQ how to beat the infamous Temple of the Ocean King in Phantom Hourglass with a completely full Phantom Hourglass, which I've written last year. Actually, there is another version of it released on GameFAQs, which was done by me in cooperation with Rupeeman, because there are not multiple in deep FAQ about the same topic allowed there, but I don't want the original version to be unseen. The FAQ can be downloaded in text form here.

 

Introduction

So, what's this all about? The Temple of the Ocean King is some kind of master dungeon in the game with the speciality of facing a time limit. This FAQ is not a walkthrough for the temple, but a guide how to clear it in 00:00 net time. After you've completed the temple once, the Collection Menu will give you the "Best Time" entry, which shows the best amount of remaining time you had, after completing the temple. The goal of this FAQ is to tell you, how you get a "25:00" in this spot. So, the use of this FAQ is primarily for people, who already completed the game and are interested in a polished save file, but beginners may also find it interesting, where the important shortcuts and Golden Pots are.

The first section is an overview about the major strategies, which you have to use all the time. The walkthrough part explains all the important shortcuts and the golden pots, you have to take and get. The following section is a list of the extra Sand of Hours, which you can find in the game. You'll need them to get the maximum of 25:00 minutes for your hourglass. The last part is a list of gold pot and red pot locations, which are be needed to constantly refill the Phantom Hourglass.

Well, this is the first time for me writing a FAQ and I'm German, which means English is not my native language, so if you notice anything, please let me know.

 

Strategies

A) Stay in Safe Zones

Try staying in safe zones every time you can, because the Sand of Hours won't drain there. Don't wait for Phantoms or Phantom Eyes outside of safe zones. Place the red pots in clever positions, for example when you have to bomb a wall in the nearby area. Switch your items inside the safe zones, so you don't have to waste time doing it in cursed areas.

B) Ignore Treasure Chests

Killing Phantoms spawns several treasure chests on each floor, including random treasures, ship parts or rupees, which are of course very attractive. But unless you're very near to them, it's always better to ignore them, because it will cost you some time getting them.

But you may want to try something like a "perfect run" by completing the dungeon with 25:00 best time and getting all treasure chests. There are five ship parts, five treasures and 700 rupees to get. Most of them will spawn after you've defeated all the Phantoms on a floor. The only exception is B5, where you have to hit the crystal switch in the northeast corner to spawn the chest. Here is a list of what you can get on each floor:

  • B1 - random treasure
  • B2 - random treasure
  • B3 - random treasure
  • B4 - random treasure
  • B5 - 100 rupees
  • B6 - random treasure
  • B7 - random ship part
  • B8 - random ship part
  • B9 - random ship part
  • B10 - 100 rupees
  • B11 - 200 rupees
  • B12 - 300 rupees
  • B13 - 2x random ship part (rarer)
C) Only Get Valuable Golden Pots

There are a lot of Golden Pots inside the temple, but some of them aren't worth getting, because you'll lose more time on these tasks than you'll win. See the Walkthrough section for more details.

D) Lure Phantoms

Don't get to the Phantoms, let them get to you, while you're inside of a safe zone. The Hammer is the best tool here, because it makes a lot of noise, which the Phantoms will go investigating for.

E) Roll

This is hard to do, I know, but try to do it whenever you can for some speed advantage. But be careful, rolling three times makes you dizzy, which will cost you valuable time.

F) Don't Get Hit by Phantoms or Wizzrobes

Pretty much self-explanatory. Every hit by a Phantom or a Wizzrobe will cost you valuable time, so this is not acceptable. However, you can reduce the time damage you take from Phantoms to five seconds by equipping the Lvl 2 Spirit of Wisdom. But the time damage from Wizzrobes won't be affected by this, it's always 15 seconds.

 

Walkthrough

F1

Don't use the yellow portal, because you'll need the key on B3 for a later shortcut, or else it may be difficult. So enter the temple via the normal way and just run through the door in the center.

B1

Stay in the safe zone and wait for the Phantom of the southeast area to come by. Kill him and then make your way over the Grappling Hook tightrope. Kill the other Phantom and then make your way to the north, ignoring the spawning treasure chest. Pick up a red pot here and smash it in the near of the bombable blocks. Stay inside the puddle, while you're switching to bombs and destroying the blocks. Activate the switch with the Hammer or step on it and run back to northwest corner, where the key lies. The exit lies in the northeast corner.

B2

Equip your boomerang inside the safe zone at the entrance. Kill the blue Phantom to the east and use the boomerang to activate both switches as fast as possible, which will let the key in this floor appear. Bomb the wall south of the entrance and then run into the safe zone. Don't care about getting the key, the red Phantom will get it for you. Kill him, take the key and go the northwest corner. Break the red pot there and stay inside the puddle, while you're bombing the wall here. Get the extra 30 seconds and then enter the stairway down to B3.

B3

Use the Hammer to lure both Phantoms to the entrance, kill them and get the key. DON'T use the key on the door in the south, it's not necessary to care about the Force Gems. Go the Triforce shaped pedestal area and bomb the wall in the northeast, where you'll find 30 extra seconds. Then head to the northwest exit, which is on an upper level. But you'll find another 30 seconds there and two torches, which are giving you the possibility of slingshooting yourself up the exit with the help of the Grappling Hook.

You should have about 24:50 minutes or better left. Ignore the Golden Pot inside the next area, because you're picking it up later.

B4

Immediately kill the red Phantom, then go the northeast corner and shoot an arrow into the eye. This will deactivate all the gust valves in this room. Make your way to the red pot in the upper west area of this floor and let you spot by the Phantom Eye, so the second Phantom is chasing you. Keep staying inside the puddle, kill the Phantom, the Phantom Eye and then use Bombchus to activate both crystal switches in the near area. One will give you access to the north west exit and the other access to the key. To get the Golden Pot located on the wall, you have to dig up the geyser in the southwest, get on the upper level with the crystal switch and then to use the Boomerang from there to get the pot. There is also a second pot in the southeast corner, use the Boomerang to pick the 30 bonus seconds up. Now take the key and go back to the sea chart room in B3, where you left another Golden Pot. Don't destroy it, but pick it up and carry it to the north west exit in B4. Smash it there, take the 30 extra seconds and go down to B5.

B5

Use the gust valve to jump over the pit and make your way to B6. Thanks to this shortcut you can totally skip the rest of B5.

B6

Kill the Phantom at the entrance and make your way to the northeast safe zone, where you kill the Phantom Eye and maybe the second Phantom, if it is near. Go down to the south and step on the switch next to the gust valve, to deactivate it. Go to the red door and draw the Hourglass Crest on it. Exit through the door and get the Golden Pot in the Sun Crest room, then go back to B6, where you now draw the Triforce crest on the door to proceed. You should now have exactly 25:00 minutes left.

You can ignore the Golden Pot in the western side of B6, because you won't do better than 25:00.

B7

Use the Boomerang to get the Golden Pot near the floating platforms, before the red Phantom can destroy it. Stay in the center north safe zone and grapple the chest including the round crystal with the Grappling Hook to get over the pit. Break the Golden Pot there and get the round crystal. Because you've stored the key from B3, you can now easily use the shortcut in the northeast corner. Just open the door and go down.

B8

Break the Golden Pot, drop the round crystal in the lower safe zone and make your way to the red pot. Stand inside the puddle, wait for the Phantom and kill it. After that, use Bombchus from where you are to activate the crystal switch. The Bombchu hole is in the southwest of the covered area. This will open the blue door next to the shortcut entrance. Get the round crystal and go down to B9.

B9

Take the round crystal to the pedestals. Kill the Phantom and all the Wizzrobes inside this area. The Phantom drops the square crystal, which you'll place on the pedestal in the northwestern area to lower the flames. Get the triangle crystal there and take it to the three pedestals. Don't just carry the crystals all the time, because this will make you slower. Throw them, run to them and pick them up again and again. You may want to use the stairway by the chest with the triangle crystal to get back to B8, where you will find two Golden Pots (see Golden Pot section for more details). But don't to forget to activate the geyser there, or else you won't make it back here in time. This is not necessary to do, but recommended. However, if you're done there, get the square crystal and insert the three crystals in the following order:

■ ● ▲

Don't forget to destroy the Golden Pot in the sea chart chamber. You should have about 24:50 or better left.

B10

Activate the crystal switch in the southeast to the entrance with the help of your Bombchus to lower the spikes in the west. Lure the right Phantom to you with the help of the Hammer and kill it. Kill the Phantom carrying the key with the boulder, get the key and make your way to south. Use the Grappling Hook on the stake inside the safe zone and pull yourself to the other side. There is a 15 seconds pot in the southeast corner, run fast to it and break it with the Boomerang, then go back to the stake. Jump on it and use the Grappling Hook to get to the large treasure chest.* Jump down from there to the exit. You can ignore the other two Golden Pots, because it may take you too long getting them.

*Note: the chest mentioned above on the upper level is revealed by defeating all Phantom Eyes on the floor. This is considered to be done before you start this run.

B11

Instantly run to the west and kill the Phantom, because there is a +30 seconds pot on the floor, he will break after some seconds. Get this pot and then head to the exit in the east.

B12

You should have at least 24:50 minutes left at this point. If not, it may be too difficult to complete this task. I usually lose all the time I can refill in this room and you want to be sure, that you have enough time left for the last basement floor.

Wait for the golden Phantom to patrol the southeast part of its route and hammer jump yourself instantly to it, when you face its back. Kill it and take the Force Gem to the pedestals, but don't insert it into one. We don't want the Wizzrobes to spawn yet. Now get the other two Force Gems, one is in the northwest part and one in the northeast. The northeast area is defended by spikes, but you can easily lower them by activating the switch with the Hammer from the other side. Don't take the route, where the right Phantom Eye is patrolling. Of course kill both Phantoms on your way, but ignore the spawning chest for now. Don't carry the Force Gems all the time, because it slows you down too much. Use, what in the Battle Mode is called "Dribbling", throw the Force Gem run or roll to it, pick it up and throw it again, and so on.

After you've collected all three Force Gems, insert them into the pedestals. This will spawn two Wizzrobes, get to the treasure chest with the 300 rupees in the center and wait for the Wizzrobes to come by. You'll need the extra minute, you get from killing both of them. Then make your way to the last floor.

You'll may notice the Golden Pot near to the west entrance, but to get it, you have to activate all four switches in B11, so it's definitely not worth it. You can also ignore both Phantom Eyes, because they won't come into your way.

B13

The last and most important part. You should have at least 24:50 minutes left again. Everything below 24:30 is impossible to do, and I highly recommend a time above 24:40, or else you have to start over again.

You may have wondered, how to get through the final door without wasting a single second. The trick is not to touch the Golden Pot here yet, it's the very last thing to take care about. Instead of this pick up the red pot in the northeast and jump down the ledge, where the geyser is. Immediately break the pot in front of your feet in the near of the geyser. The Phantoms may go wild now, but no matter what, stay inside the puddle. Do not leave it to lure or attack Phantoms, because this will waste valuable time. Only use the Hammer to lure them, and attack them when their back is next to you. Like I said, do not leave the puddle and everything is fine. After you've defeated all nine Phantoms, dig up the geyser, pick up the Golden Pot next to the blue portal and jump down with it the ledge again. Smash it in front of the last door, so you will pick up the 30 seconds time bonus in the very moment you enter the door.

Important: Carrying the pot into the hall with the bridge and break it there won't count. Only the time you have while entering the door will count.

So, congratulations, you've done it. It wasn't that hard at all, was it? See the lower sections for additional information. And of course this is just my version of what I think is the quickest most efficient route through the dungeon. You may want to try other ways and if you got a tactic, which is better than mine, tell me about it.

 

A tip by SkyAvengah (GameFAQs):

"When doing a Mega Perfect Temple Clearance, you might want to leave any extra time on floors 11 downwards (maybe floor 10 if you don't need the time then) until after you've killed the Phantoms on floor 13. Then go back up and get the extra time. When I get back to Floor 13, because the red pot is back in place, I go and smash it by the door so that I can carry the yellow pot to the puddle, throw and boomerang the extra time then run straight from the puddle to the exit. The puddle must be 2 squares below the exit or it won't form. This way you'll easily be able to get every chest, kill every enemy and still complete the temple with perfect time."


Extra Sand of Hours

It doesn't make any sense to start with a best time run, unless you got all five extra minutes for the Phantom Hourglass. Defeating all boss enemies in the game gives you a total of 20 minutes, the remaining five minutes have to be salvaged. (Thanks to HomiWan @ GameFAQs and his awesome sea chart 3.0 for some of this information.)

  1. Go to Molida Island and dig in front of the palm tree northeast to the house in the center to upon the Wayfarer's second hideaway. There is a chest at the botton of this hole, open it. The treasure is located in the northeast to Mercay.

  2. On Mercay Island talk to the guy dressed in green. He'll ask you if you have a Salvage Arm. Answer with "yes" and he'll give you the treasure map, pointing to a treasure in the west of Cannon Island.

  3. On the Isle of Ember talk to Kayo after helping Astrid, he'll mark a spot on your map. It's a patch of green east of the Temple of Fire, dig a treasure map up there. The treasure lies behind Bannan Island, so you'll only be able to salvage it after getting the fourth sea chart.

  4. Temple of the Ocean King, B6:
    There is an eye in the west of the entrance, shoot it to make a large treasure chest in the northeast appear. The treasure is sunken in the north of the Isle of Gust.

  5. Temple of the Ocean King, B5:
    Use the shortcut on B4 (see Walkthrough section for details) and dig up the geyser to activate the crystal switch on the upper level. This will deactivate the gust valve and grant you access to a large treasure chest here. Salvage it in the northwest of the Isle of Frost.

 

Golden Pot Locations

Here is a complete list of all the Golden Pots inside the temple. You won't need all of them and some will even cost you more time to get than they will give you, but it's good to know them all. If I missed one, please let me know.

  • B2 - northwest area, inside a safe zone behind a bombable wall (+30 seconds)

  • B3 - northeast corner, behind a bombable wall (+30 seconds)
  • B3 - northwest area, by the two torches (+30 seconds)
  • B3 - in the room with the sea chart, near the southwest exit (+30 seconds)
  • B3 - at the very south of the room, just below the switch that controls the left trap door. "The only way you can get to it in time is with the Great Spin Attack, get the Phantom's attention and make sure he doesn't destroy it." (+30 seconds) - submitted by SkyAvengah

  • B4 - on a wall in the center west area. Use the geyser in the south, to reach the upper level with the crystal switch and then get the pot from there with the Boomerang. (+30 seconds)
  • B4 - southeast corner, use the Boomerang or the Grappling Hook to get it (+30 seconds)
  • B4 - below the spikes leading to the key, but it will be destroyed by a Phantom after some seconds, so you have to be very fast (+30 seconds) - thanks to SkyAvengah for this one

  • B5 - use the bow to activate the eye near the south entrance, the pot is in the center of the south east room (+30 seconds) B5 - kill all Bubbles in the first center room (+15 seconds)
  • B5 - kill all Moldorms in the second center room (+15 seconds)

  • B6 - killing all Phantom Eyes will lower the spikes in the west, defending a Golden Pot. But you can also use the Hammer to get it. (+30 seconds)
  • B6 - inside the Sun Crest room, draw the Hourglass Crest on the red door for access (+30 seconds)
  • B6 - go west then south straight away or the Phantom will destroy it. (+30 seconds) - again thanks to SkyAvengah for this one

  • B7 - on the pathway southwest of the entrance. Break it with the Boomerang while moving on the floating platform, before the Phantom can destroy it. (+30 seconds)
  • B7 - by the chest with the round crystal (+30 seconds)

  • B8 - by the shortcut in the northeast. Use the key from B3 on the northeast door in B7 to get access to it. (+30 seconds)
  • B8 - on the upper level by the round pedestal. Use the stairs or the geyser to get on it and do the rest with the Boomerang. (+30 seconds)
  • B8 - in the northwest corner (+30 seconds)

  • B9 - no Golden Pots on this floor, but 4 Wizzrobes (+30 seconds each)
  • B9 - in the sea chart room (+30 seconds)

  • B10 - southeast corner, use Boomerang or Grappling Hook (+15 seconds) 
  • B10 - inside the southern area with the sound floors, protected by a Phantom Eye (+30 seconds) 
  • B10 - northwest area, dig up the geyser and use it to get on the upper level, then destroy the Pot with your Boomerang (+15 seconds)

  • B11 - instantly kill the Phantom to the west, before he can break the pot on the floor (+30 seconds)
  • B11 - in the northwest corner (+15 seconds)
  • B11 - in the center north, east of the pit (+15 seconds)

  • B12 - next to the western entrance, but you'll have to activate all four switches on B11 to get there (+30 seconds)
  • B12 - two Wizzrobes triggered by delivering the two Force Gems to the pedestals (+30 seconds each)

  • B13 - in the northwestern corner, smash it in front of the last door before entering it (+30 seconds) 

 

Red Pot Locations

This is a list of all the locations of the red pots. It might come in handy. Note: Like Golden Pots you can carry red pots to other floors and use them there. Unlike Golden Pots they will reset every time, you come back to a floor. This way you can also duplicate red pots by leaving a floor with the pot and returning with it to its original position.

  • B1 - in the northern hallway next to a fallen adventurer
  • B1 - in the northern hallway next to the pot above

  • B2 - in an alcove in the northwest area next to the bombable wall

  • B3 - in the alcove west of the entrance
  • B3 - on the upper level of the southeast area with the switches for the trapdoors

  • B4 - northwestern part, where the spikes defending the shortcut are

  • B6 - located in an alcove in the northwest corner

  • B7 - located in an alcove in the center of the east wall

  • B8 - located in an alcove next to the northeast shortcut
  • B8 - located in an alcove in the center of the west wall

  • B9 - in an alcove south of the northwest square pedestal

  • B10 - in an alcove in the southwest corner, where the Phantom with the key is patrolling
  • B10 - in the southeast part of the maze, in a corner north of the bombable wall

  • B11 - located in an alcove next to the stationary Phantom Eye in the east
  • B11 - located in an alcove next to the stationary Phantom Eye in the west

  • B12 - in the northwest corner
  • B12 - in the northeast corner

  • B13 - in the northeast, smash it in the lower level to defeat the Phantoms