Walkthrough

This walkthrough takes you through Phantom Hourglass from Link washing up on Mercay Island to the final battle with Bellum. It sticks to the main path, but it points out the Heart Containers, Spirit Gems and Treasure Maps you pass along the way. For complete lists, see the Heart Containers, Spirit Gems, Items and Bosses pages.

A few basics before you start:

  • The stylus: tap where you want Link to go, tap enemies to attack them, slide across them to slash, and draw a circle around Link for a Spin Attack. Draw small circles at the edge of the screen to roll.
  • Your map: you can write notes on any map. Many puzzles give you clues (numbers, symbols, safe paths) to copy onto your map.
  • The microphone: some puzzles ask you to blow out candles or shout. Blowing or shouting into the DS microphone does the job.
  • The Temple of the Ocean King: you return to this temple again and again, going a little deeper each time. Its curse drains your life unless the Phantom Hourglass has sand left. The purple safe zones stop the clock. Phantoms patrol the floors and can't be hurt until late in the game; if one catches you, you lose time and go back to the start of the floor. You can see where they're looking by the cones on your map.

1. Washed Ashore

  1. Link washes up on Mercay Island, where the fairy Ciela finds him. Go to the house to the northeast and talk to Oshus.
  2. In the cave beside Oshus's house, lift and throw the barrel blocking the way. A sign on the stone door at the back asks how many palm trees are on the beach. Write 7 on it. Open the chest to get Oshus's Sword.
  3. Oshus teaches you the basics in his yard. The statue to the north teaches you to roll. Roll into trees to knock Rupees out of them.
  4. Head north through the cave on the right into the Mountain Passage. Throw the boulders aside and push and pull the blocks. A sign tells you the order to pull the four levers. From left to right, pull the second lever first, then the first, then the fourth, then the third. A key drops from above.
  5. Upstairs, a rat carrying a key hides in the holes in the walls. Pull a block in front of one hole, wait for the rat to come out, hit it and take the key. Leave through the exit on the far side.
  6. In the village, the bartender in the milk bar tells you Linebeck went to the Temple of the Ocean King. Go north up the hill into the temple.
  7. Stay on the glowing tiles; everywhere else drains your life. Hit the crystal switch near the corner to lower the spikes trapping Linebeck. He runs off, then gives you a key. Use it on the locked door, hit the two crystal switches on the upper level (take the path along the top of the wall; the lower path has a trap door) and open the chest for the Southwestern Sea Chart.
  8. Back at the dock, Oshus shows you the chart. Rub off the dust in the bottom-right corner to find the Isle of Ember. Buy the Wooden Shield for 80 Rupees at the shop west of the dock, then tell Linebeck you're ready.

2. Isle of Ember

  1. Sail to the Isle of Ember. At sea, tap the jump button to hop over barriers and enemy fire.
  2. Go into Astrid the fortune teller's house and down to the basement. Octoroks lock you in; beat them. Shout or blow into the microphone at the door to call Astrid.
  3. Astrid has been trapped. Her map says you need to mark the island's three torches. Find them: one in Kayo's house to the southeast, one on the east side (a ghost shows you), and one on the north side of the island. Watch out for Yellow ChuChus; wait until their electricity turns off before you hit them.
  4. Mark the three torch spots on Astrid's map. When she reads your fortune, agree to rescue Tetra. She opens the way to the temple.
  5. Climb the mountain, avoiding the shadows of falling rocks. Two candles seal the Temple of Fire door. Look at each one and blow into the microphone to put it out.

3. Temple of Fire

  1. 1F: a sign warns of trap doors. Copy the safe path onto your map. In the Keese room to the south, beat the Keese and open the chest for a Small Key. Unlock the door and follow your safe path. At the end, stand between the four crystal switches and use a Spin Attack to hit them all at once.
  2. 2F: hit the red switch, then go south. Beat the Gels (big ones split in two) and open the chest for the Boomerang.
  3. Use the Boomerang to hit crystal switches across the lava. In the room with two fire-spitting statues, hit both switches in one throw to put out the flames.
  4. 1F again: Boomerang the Bubbles to put out their flames, then slash them. Hit switches from a distance to raise and lower the red and blue blocks.
  5. 2F again: Fire Keese can only be beaten with the Boomerang. Pull the levers to open the doors. A mouse carrying a Small Key runs between holes; knock the key loose with the Boomerang. Hit the crystal switches to get past the red blocks and go up.
  6. 3F: a sign shows four numbers; copy them onto your map. Blow out the two candles to lower the flames. Stand on the middle tile and Boomerang the four switches in the order shown. A key appears; grab it with the Boomerang.
  7. A sign tells you to light all three torches. Hit the switch to light one, then draw the Boomerang through its flame and on through the other two. Keep going north to the chest with the Boss Key. Carry it to the locked door and go up.
  8. 4F: read the sign to make a blue warp point appear, then go up to the boss.

Boss: Blaaz. He splits into three skulls marked with one, two and three horns. Boomerang them in that order to merge them back into Blaaz, then slash him while he's stunned. Repeat until he falls. Leaf, the Spirit of Power, joins you. Open the chest for a Heart Container. Back in town, Astrid gives you a Power Gem and tells you to find the Spirits of Wisdom and Courage.

4. The Phantom Hourglass

  1. Sail back to Mercay Island and go to the Temple of the Ocean King. At the altar, Oshus gives you the Phantom Hourglass. As long as it has sand, the temple can't drain your life.
  2. B1: wait in the safe zones until the Phantoms walk away. A skeleton tells you to light the two torches. Hitting the crystal switch lights a flame for a moment; throw the Boomerang through it and on to the two torches. Red pots make a small safe zone when broken. Step on the switch to open the door, take the Small Key behind it and go down.
  3. B2: lure the Phantom away from the wall, then pull the lever behind where it stood. Hit the two crystal switches in one Boomerang throw to make a key appear, then grab it with the Boomerang while standing on the switch.
  4. B3: pull the lever, then use the two switches to open a trap door under the Phantom when it walks over it. Collect the key. Carry the three Force Gems to the pedestals in the northeast. One is in a chest in the southeast corner, one is behind the locked door, and one is in the northwest corner.
  5. Go through the door. In the safe room beyond, open the chest for the Northwestern Sea Chart, then step on the blue warp point to leave.

5. Cannon Island

  1. At the dock, you'll hear that Eddo on Cannon Island makes cannons. The chart is dusty; blow into the microphone to clear it.
  2. On Cannon Island, Fuzo opens the gate. Follow the path past the beehives to a chest with a Treasure Map.
  3. In the cave, pick up Bomb Flowers and use them to blast the blocks. A cracked wall hides a chest with a Power Gem.
  4. At Eddo's workshop, buy the Cannon for 50 Rupees.

6. To the Northwestern Sea

  1. Use the cannon to blast the rocks in the gap leading north. The Ghost Ship is in sight, but the fog pushes you back. Head to Molida Island for clues.
  2. On Molida Island, talk to Romanos in the easternmost house. His father knew a way through the fog. In the cave behind his house, beat the Zora Warrior (hit him before he raises his shield) and bomb the cracked wall. A book says the father's hideaway is where the lines between the stone tablets cross. Open the chest for the Shovel.
  3. Find the tablets around the village, draw lines between them on your map, and dig where they cross (in front of a palm tree). Drop into the hole. Inside, a chest holds a Treasure Map, and the map on the wall shows the safe route through the fog. Copy it onto your sea chart.
  4. South of Molida Island, a hidden island in a triangle of rocks is Spirit Island, where you'll later trade in Spirit Gems.
  5. Follow the route through the fog north to the Northwestern Sea and the Isle of Gust.

7. Isle of Gust

  1. The wind blows across the island. Wait for it to stop before crossing gaps, or run with it to be carried over them.
  2. In the first cave, read the journal and copy the marks from the desk map onto your chart. In another cave, a chest holds a Wisdom Gem, and beating all the Miniblins makes a chest appear with a Treasure Map.
  3. Use the Shovel to dig up air vents, then ride them up to higher ledges. You can also bury a vent with the Shovel to shut it off.
  4. A stone tablet tells you to blow on the three sacred windmills. Mark them on your map. Sandworms live in the sand and hunt by sound; throw a bomb onto the sand for them to swallow.
  5. At each windmill, blow into the microphone until it keeps spinning. Once all three spin, the wind stops and the Temple of Wind opens.

8. Temple of Wind

  1. 1F: wait for the gusts to stop before going past them. Throw a bomb onto the explosion tile across the gap to set off a chain of Bomb Flowers and hit the crystal switches. Push a block in front of a gust to block it. Pull the wind statue onto the explosion tiles and ride its gust across the gap.
  2. B1: bomb the skull-marked rocks to uncover the hidden monsters, and beat them all to unlock the door. Ride the upward gusts to reach a ledge.
  3. B2: a map in the middle of the room marks spots with X. Copy them, then dig at each spot with the Shovel. Each correct spot lights a torch. Push the wind statues to spin the windmills, and grab the Small Key that falls. Through the locked door, open the chest for the Bombs.
  4. Bomb the cracked walls and the air vents to open new paths. A Power Gem is in a chest in the sandworm room.
  5. 1F again: bomb the north wall. Set two bombs side by side on the explosion tiles to hit both crystal switches at once. The chest to the south holds the Boss Key. Carry it up using the air vents and put it in the boss door.

Boss: Cyclok. Throw bombs into the cyclones on the floor when Cyclok is over them, so the wind carries the bombs up into him. Slash him while he's down. Neri, the Spirit of Wisdom, joins you. Open the chest for a Heart Container. His sand raises the Phantom Hourglass to 12 minutes.

9. The Temple of the Ocean King, Third Visit

  1. On the way back, stop at Bannan Island. In the cave, the Cannon Game gives a bigger Bomb Bag if you score 2,500 points. The Old Wayfarer here asks you to look out for a mermaid. Oshus gives you a Power Gem when you get back to Mercay.
  2. With Bombs, you can now take shortcuts through the cracked walls on the first floors of the temple. The floors play out much as before. On B3, bomb the cracked blocks for the extra gold pots of sand.
  3. Neri opens the door below B3. B4: the Phantom Eyes here can be beaten. Stun them with the Boomerang, then slash them. Beat all three for a chest with a Power Gem. Dig up the air vent, and hit the switches to stop the gusts. Collect the Small Key and go down.
  4. B5: beat the enemies in each room to open the doors. Gold pots here add time to the hourglass. Hit the switch near the stairs to stop the wind.
  5. B6: a big red door needs a symbol. Stone tablets around the room each show part of it; don't read the one in the middle of the left wall, which summons more Phantom Eyes. Write each part on your map, then tap the door and draw the symbol.
  6. In the room beyond, the sun door tells you to press the sea chart. Open your Southwestern Sea Chart and close the DS, then open it again. The sun crest is now printed on your chart. Step into the blue light to leave.

10. Salvage the Sun

  1. A letter from Eddo says his Salvage Arm is ready. On Cannon Island, shout into the microphone when he names his price; the louder you shout, the cheaper it gets (between 200 and 1,000 Rupees).
  2. Sail to the green symbol on your Southwestern Sea Chart and use the Salvage Arm. Steer it down, avoiding the mines, and pull up the Sun Key.
  3. A Giant Eye Plant blocks the way to Molida Island. Sail back and forth, shoot down its spiked seeds, and fire at its eye whenever it opens.
  4. On Molida Island, go back into the hideaway and use the Sun Key on the Sun Door in the cave. Dig the odd patch of grass beyond for a Wisdom Gem.
  5. Three stone heads stand around the Temple of Courage. Hit each one to make it fire a beam, then turn it to face the temple door. Beat the Zora Warriors guarding one of them first. When all three beams hit the door, it opens.

11. Temple of Courage

  1. 1F: hide in the alcoves from the rolling spike bars. Open the chest for a Small Key. Beat the two Moldorms by hitting their red tails; the door opens when both are dead.
  2. B1: ride the moving blocks. You can't kill the Hardhat Beetles, but you can knock them off the platforms.
  3. 1F again: bomb the wall between the two tablets to find a map of B1 that shows the invisible floor. A Pols Voice drops a Small Key. Blow into the microphone to stun it, then slash it.
  4. 2F: hit the four switches in the order the tablet gave you: top, bottom, right, left. A chest rises with the Square Crystal. Carry it down to its pedestal to open the door.
  5. B1 again: follow the B1 map across the invisible floor. The chest on the northwest platform holds the Bow. Shoot the eye in the north wall to extend a bridge. Turn the Arrow Aimer statue with your sword and shoot an arrow into it to hit a distant switch.
  6. 1F and 2F: shoot the eye switches to open doors. Put the Square Crystal on the second pedestal. Shoot every Octorok to extend a bridge. A chest on the north ledge holds a Power Gem.
  7. Boomerang the five unlit torches to lower the spikes. Another Pols Voice has a Small Key.
  8. 2F again: stand on the blue block and draw its route on your map so it carries you past each of the four columns, and shoot their eyes in the same order: top, bottom, right, left. A chest appears with the Boss Key.
  9. 3F: read the tablet for the warp point. Bomb the cracked north wall for a Courage Gem. Then go up to the boss.

Boss: Crayk. Watch the top screen to see through its eyes. When it can see you, shoot an arrow toward it. Bomb its shell until it breaks, then hit its tail. Ciela regains her power as the Spirit of Courage. Open the chest for a Heart Container.

12. Jolene and the Fog

  1. On your way to the Ghost Ship, the pirate Jolene ambushes you. Keep your distance, sidestep her big lunge and strike her as she recovers. Rub the stylus back and forth when your swords lock. Eventually she drops her sword and leaves.
  2. Sail into the fog in the Northwestern Sea. Linebeck makes you take the wheel. The Spirits flash more brightly when you're pointing the right way; turn until they flash the most and hold that course to find the Ghost Ship.

13. The Ghost Ship

The ship is haunted by four ghostly sisters. The youngest asks you to find her three older sisters, who are lost below deck. Find each one and lead her back.

  1. B1: beat the Poes and Skulltulas. Hit crystal switches to lower the spikes. When you find a sister she follows you; if something scares her, she stops, so go back for her. A chest holds the Triangle Crystal. Throw it across the gap, jump after it and set it on its pedestal to put out the flames.
  2. B2: the Reaplings, ghosts with scythes, can't be killed. Shooting one in the back only stuns it, so it's safer to sneak past. The second sister warns you away from one of two chests. Don't open the left one; it holds a Rupoor and summons a Reapling. The right one holds a Yellow Potion, and a third chest in the middle holds the Round Crystal. Take the crystal and the sister back up to B1.
  3. B3: a sign shows a number sequence; copy it onto your map, then pull the levers in that order. Don't hit the crystal switch near the start, which summons a Reapling. The last sister is hiding in a shaking barrel. Lead her all the way back to the others.

Boss: the Cubus Sisters. Hit their balls of energy back at them like tennis. Each takes two hits. Take the Ghost Key and the Heart Container. Use the Ghost Key on the locked room on B2, where you find that Tetra has been turned to stone. Oshus reveals that he's the Ocean King, and that the monster Bellum is behind it all.

14. Zauz's Island

  1. Sail to the island west of Bannan Island, in the north of the Northwestern Sea. This is Zauz's Island.
  2. Zauz the blacksmith tells you that the Phantom Sword can be made from three Pure Metals, and that the next sea chart lies deeper in the Temple of the Ocean King. Copy the Triforce symbol from his wall. You'll have to draw it on a door in one stroke, without lifting the stylus.
  3. By the stone tiles outside, dig where the lines between them cross for a Treasure Map.

15. The Temple of the Ocean King, Fourth Visit

  1. Make your way back down to B6. New, faster Swift Phantoms now patrol some floors.
  2. On B6, tap the big red door and draw the Triforce in one stroke. A skeleton beyond it creates a yellow light, so from now on you can start a visit from this point.
  3. B7 to B9: these floors use three crystals: square, round and triangle. Walking fast on the blue floors makes a noise that wakes the Phantoms, but you always walk quietly while carrying a crystal. An invisible bridge crosses the gap on B8; watch a Phantom walk across to learn where it is. The floors also have Wizzrobes; beat them all on B9 for a Wisdom Gem.
  4. Collect the crystals and carry them between floors. On B9, place the square crystal first, then the round crystal, then the triangle crystal on the three pedestals.
  5. Through the door, open the chest for the Southeastern Sea Chart.

16. Goron Island

  1. A Massive Eye traps your ship on the way. Hit each of its six eyes twice with the cannon until they've all closed.
  2. On Goron Island, the elder Biggoron won't talk to you until you've spoken to every Goron on the island, including those inside their houses. Shout into the microphone to make a Goron curl up and form a bridge.
  3. Biggoron's quiz asks about things you saw on the island (the number of Gorons, houses and so on). Answer them all correctly to win a Wisdom Gem and become an honorary Goron. Then you have to pay your Goron dues.
  4. Biggoron's son Gongoron runs off. Follow him through the maze north of the village, bombing the cracked walls, to the Goron Temple. A chest in the maze holds a Power Gem. A Like Like lurks here and can swallow your shield; the shop in the village sells a replacement.

17. Goron Temple

  1. 1F: shoot the Beamos' eyes to stun them. Bomb the Armos and drag them onto the switches to lower the spikes.
  2. B1: you find Gongoron. A Hinox traps you; stun it with an arrow and slash it. From here you control both Link and Gongoron; tap the icon on the top screen to switch. Gongoron can roll over the gaps and crush the Chuchus hiding in boulders.
  3. With both characters standing on the switches, Link can reach the chest with the Bombchus. Draw a Bombchu's path on the map and it'll crawl along it, even through small holes, to blow up switches you can't otherwise reach.
  4. B2 and B3: use Bombchus to hit switches behind walls, drag the Armos onto switches and beat the Hinoxes. The Boss Key is in a chest to the south on B2. Carry it to the boss door.

Boss: Dongorongo. Use Gongoron to knock it onto its side, then send a Bombchu into its mouth. Do this three times. Then Link fights alone: throw a bomb into its mouth when it breathes in, and hit the blue crystal on its back. Open the chest for a Heart Container, and collect the first Pure Metal, Crimsonine.

18. Isle of Frost

  1. A ring of ice surrounds the island in the Southeastern Sea. Sail around it and hit each block of ice twice with the cannon to clear a way in.
  2. The Anouki chief says a Yook is hiding in the village disguised as an Anouki. Six villagers each make a statement about who is telling the truth, and only the Yook lies. Work it out from their answers: the liar is Aroo. Talk to him to expose the Yook.
  3. Dig in the middle of the stone tiles on the small island in the village for a Treasure Map.
  4. The chief opens the way to the Great Ice Field. Beat the Yooks there: throw a bomb into a Yook's mouth when it breathes in, then slash it while it's stunned. Then enter the Temple of Ice.

19. Temple of Ice

  1. 1F: hit the crystal switches to change the blocks and cross the ice bridge past the blade traps. Use a Bombchu on the crystal switch near the entrance to open the way up.
  2. 3F: shoot the switch to melt the ice. Signs around the room give the order to pull four levers. Boomerang the crystal switches in the order shown on the sign to make a Small Key appear. A chest here holds a Wisdom Gem.
  3. 2F: beat the two Yooks with bombs and slashes. Open the chest for the Grappling Hook.
  4. 1F and B1: pull the masks off the Stag Beetles with the Grappling Hook, then slash them. Grapple the tongues of the statues to melt the ice. Make tightropes between posts and bounce arrows off them to reach switches. Another Small Key leads to a second Wisdom Gem. Hurry through the timed door by grappling across the posts.
  5. B2: shoot an arrow so it bounces off a tightrope into the eye switches while they're open. Collect the Small Key, cross the narrow ice bridge and open the big chest for the Boss Key. Take it to the boss door.

Boss: Gleeok. Stretch a tightrope so one head's blast bounces into the other. Once their masks break, grapple a head's tongue to pull it down and slash it. Open the chest for a Heart Container, then go north to collect the second Pure Metal, Azurine.

20. The Temple of the Ocean King, Fifth Visit

  1. Use the yellow light to start from B6. Bring the crystals down again and place them in order (square, round, triangle) to reopen the door on B9.
  2. B10: Gold Phantoms teleport to you as soon as a Phantom or a Phantom Eye spots you. Push the boulders from the safe zones onto the Phantoms to stop the one carrying the key.
  3. B11: pull the levers to extend bridges and dig up air vents to reach the four floor switches. Stepping on all four opens the way down.
  4. B12: carry three Force Gems to the pedestals. One is carried by a Gold Phantom; stun it from behind with an arrow to make it drop the gem. The other two are in chests.
  5. B13: open the chest for the Northeastern Sea Chart. The big door to the north stays shut until you have a sword that can defeat Phantoms.

21. Isle of the Dead

  1. In the Northeastern Sea, a huge cyclone blocks one island. Sail to the other, the Isle of the Dead.
  2. Books in the cave by the dock tell of the third Pure Metal, Aquanine, kept in the Cobble Kingdom.
  3. Bomb or jump-attack the Stalfos, and attack Rupee Likes from a distance. Follow the clues on the signs to dig a hole into the pyramid. Shoot an arrow west from the king's eye to hit a crystal switch. Read the gravestones and note what they say; they lead you through the pyramid's rooms to the ghost of the knight Brant.
  4. Brant opens the way to a chest with the Regal Necklace. He tells you King Mutoh rests on the Isle of Ruins. Carrying the necklace calms the cyclone, so now you can land there.

22. Isle of Ruins

  1. Beat the Zora Warrior and cross to the knight Bremeur's pyramid in the northwest. Agree to calm King Mutoh's rage.
  2. In Doylan's pyramid to the northeast, dodge the rolling boulders and arrow traps and talk to Doylan's ghost. He gives you the King's Key. Back at Bremeur's pyramid, put it in the golden obelisk. The water drains from the island.
  3. Push the boulders to clear new paths. A chest in this area holds a Wisdom Gem.
  4. At Max's pyramid, agree to his trial. In the maze of stone tablets in the southwest, follow the tablets in order to learn a crest. Draw it on the red door to open the way to King Mutoh's temple.

23. Mutoh's Temple

  1. 1F and B1: bomb the dead-end wall and avoid the trap door. Light both torches to lower the spikes.
  2. 2F and 3F: reveal the Rupee Likes with the Boomerang. On 3F, beat the two Stalfos and the Rupee Like, then open the chest for the Hammer.
  3. Pound the rusty switches with the Hammer, and hit springboards to launch yourself across gaps. Flip the Terrorpins over with the Hammer before slashing them. The Hammer kills Stalfos Warriors in one hit.
  4. B2: use the rusty switches to stop the rolling spikes. Hammer all the switches on both sides for a chest with a Courage Gem. Open the chest by the eastern stairs for a Small Key.
  5. B1 and B2: in the flip-tile puzzles, hitting a tile flips it and its neighbors. Match the pattern you're shown to extend a bridge, and to lower the water with the floating pyramid. Open the chest for the Boss Key. Carry it across on the moving platform to the boss door.

Boss: Eox. Launch yourself off the springboards and hammer the red pegs to break off his stone armor. Then hit all four new pegs in one jump. Land on his head from a springboard and strike the crystal. Open the chest for a Heart Container. Then go down the stairs behind it to the third Pure Metal, Aquanine.

24. The Phantom Sword

  1. Take the three Pure Metals to Zauz on Zauz's Island.
  2. A letter from Jolene challenges you to one last duel. Sail out to meet her. The fight is the same as before, except that after you knock her sword away she attacks once more. Your next hit beats her.
  3. Return to Zauz for the Sword Blade. Take it to Oshus on Mercay Island, who finishes it as the Phantom Sword.
  4. If you've collected enough Spirit Gems, visit Spirit Island to power up your Spirits before the final descent.

25. The Final Descent

  1. Return to the Temple of the Ocean King. With the Phantom Sword, you can finally beat the Phantoms. Hit them from behind. Clearing every Phantom from a floor makes a chest appear.
  2. Make your way back down through B7 to B12, placing the crystals and Force Gems again. The Hammer helps; pound the floor to lure Phantoms over, then attack them from behind.
  3. B13: three waves of Phantoms guard the floor. Break a red pot to make a small safe zone and fight from it. Once the last Phantom falls, the big door opens onto the path to Bellum.
  4. The bridge collapses behind you. If you're not ready, step into the blue light to go back.

26. Bellum

  1. Bellum: grapple the slime off him, pull him to you and slash his eye. Shoot the eyes on the columns to bring him down when he climbs them. On the last floor, Ciela gives you the Phantom Sphere. Draw a figure 8 to stop time, then slash his eye.
  2. The Ghost Ship: Bellum takes over the Ghost Ship. Fire the cannon at its eyes from Linebeck's ship, then at the three main eyes inside.
  3. Bellumbeck: Bellum possesses Linebeck. Stop time with a Phantom Sphere and attack from behind, and slash Bellum's eye when it opens. Counter his spinning attack with your own Spin Attack.

Congratulations, you've finished Phantom Hourglass! Keep watching after the credits, and tap the screen once "The End" appears.