User:Alter/TLBT

Creating this page in order to catalog the Japanese text, etc. in.

Part 1
After Tingle wakes up in his new house, guide him over to the nearby table in the top-right of the screen. Pick up the notebook, and tap the miniature chest. Press the button on the chest in order to open it, and take out the Map, Screw, and Marble. Move over to the box in the top-left of the room, and take out the hammer and bottle. He'll have to leave the locked box for now. Head back over to the table he just left, and tap the glass mushroom once to zoom in, and once again to select it. Tap the hammer icon twice at the bottom of the screen, and Tingle will break the jar, retrieving 100 Rupees. Tap the door to go outside.

Once Tingle exits the house, his story-book "mother" will give him the clothes that he is trademarked for. After an embarrassing dressing session, have Tingle shake the small bush for a small handful of Rupees. Tap the gate to the right to visit Tingle's story-book father, who appears to be having problems with a machine. Speak to him, and then examine the small, metal briefcase next to him. If you try to use the machine, however, Tingle's father won't let him. Give him the marble, and he'll put it in his mouth. After he makes some comments and returns it, offer him the hammer. Afterward, tap the briefcase again. Although nothing significant will happen, it will progress the story.

Tingle can now head back up to his room, where a floating Save Pig will appear. Tingle can touch the Save Pig in order to save his game in one of the three slots. Return to Tingle's mom, and and select the "action button" (the second green button from the left on the top left of the screen). Select the first option, and then the second and third. Two more options will appear; select the fourth and fifth choices she presents. After choosing the fifth, she will give Tingle a key. Now head back to his room, and select the small lockbox and use the key. Unfortunately, it is the wrong key, and refuses to work. Speak to Tingle's mother again, and access will be given to the left part of the page.

Part 2
Direct Tingle through the gate on the left side of the yard to enter a new screen. Have Tingle attempt to grab the shiny thing in the nest. When he steps forward, the chicken will attack him, and lay on the item. Go ahead and tap the two rocks to have Tingle lift them and recover a few Rupees before walking over to the grain/corn machine. The only option here is to examine it, so do so. Now the action button will appear, and selecting it will cause grain to pour out into the bowl, causing the chicken to come over and eat. While the Chicken is distracted, have Tingle walk over and grab the key. This time, he's successful, but the chicken notices and attacks Tingle, sending him back to the front yard. Now head back to Tingle's room, and use the new key on the lockbox to withdraw the screwdriver.

Now head back over to the machine, and select one of the pipes. There will be several screws sticking out, so have Tingle use the screwdriver on them. Once the first pipe is repaired, the tune that often plays in The Legend of Zelda Series when a door is opened will sound, and Tingle's father will congratulate him.

Part 3
Have Tingle tighten the screws in the other two remaining pipes. After they're fixed, his father will step away from the controls. Use the first key that was obtained on the briefcase in order to unlock it. As soon as it pops open, Tingle will receive a sucker punch from his father. Now guide Tingle over the the machine's control panel to start a mini-game. The goal is to hold down the stylus on the screws that become loose, and hold it there until they tighten. There are three rounds in all, and all of the screws must be tightened before the time runs out.

Once he is successful, his mother will appear. Select the action on her to give her a hug, and then do the same for your father. Tingle is now able to select the seat on the machine and get in it. His parents will give him 100 Rupees before the machine launches him off to Page 2.

Part 1
As Tingle flies through the air, he smashes into a large round object, which sends him plummeting down to earth. He crashes through the roof of a stable, and lands in what is presumable goa manure. A ladybug approaches him, but quickly leaves. Have Tingle head upwards, and then take the lower-right path to end up at a water fountain. Attempt to wash Tingle off by using the action button on the water to have him stand under it. However, as soon as he starts to get wet, the statue turns away. Tap the small switch on the statue's back, and slide the lever down to prevent it from turning. Now select the water stream, and use the action button to wash him off. While here, go ahead and fill up the bottle with water.

Have Tingle head back up towards to house, and a piece of paper will be seen floating down. Follow it back to the stable, and pick up what turns out to be a map. Just as Tingle reaches for it, though, the Look-What-I-Found Kid will rush over, knock Tingle down and take the map. Tingle can speak him and purchase the map for 30 Rupees.

Have Tingle head back towards the house, and then take the path around back. Examine a bush, and take one of the flowers. The scarecrow, known as Kakashi, will hop down, and poke Tingle with a piece of straw. Ignore him for now, and keep on picking all of the flowers. Once they've all been picked, head back to the house and finally enter it.

Part 2
Have Tingle walk over and speak to the fairy girl, and select the "yes" button both times. The television will start to play, and a silhouette of Tingle is seen holding a girl's hand. The TV will then shut off, and the fairy girl will then sit down.

Walk over to the Yellow Ladybug, and give him the bottle of water. Then, you need to give him three of the flowers, one red, one yellow, and one blue. This is tricky, though, as the flowers total of petals must equal 15 (i.e. a seven-petaled blue flower, three-petaled yellow flower, and a five-petaled red flower). The ladybug will make a cup of tea, and take it over to the fairy girl in order to cheer her up. She will then turn back to the TV with Tingle, where the Tingle silhouette is again seen, this time with three other figures, walking along a yellow road.

Part 3
Have Tingle walk outside, and take the path back behind the house to see Kakashi. There, he will see a crow on a pile of bricks, and Kakashi's face will pop out from a hole underneath the pile. Have Tingle climb up on the scarecrow to have the crow throw a baseball at him. The baseball will then roll down near the house. Have Tingle go pick it up, and return to the crow. Use the baseball on the crow to trow the ball at it. Unfortunately for Tingle, he throws the ball and misses. The ball ricochets off the bricks, and comes back and hits him in the groin. He staggers back and bumps into a tree, knocking a bee's nest down on his head. Tingle passes out, and the crow leaves, allowing Kakashi to come out of hiding. Have Tingle speak to Kakashi, and the red ladybug will appear, speak to Tingle, and then leave.

Walk Tingle back down to the house to find the Fairy Girl and the ladybugs standing outside. Speak to her, answer yes to her question, and a Kakashi icon will then appear on the screen. The Fairy Girl will then try to give Kakashi a medal, but she drops it, and it rolls under a bush. Tap the hole, and the the new Kakashi icon. Select the first option, which will have him crawl under to retrieve the medal. When he returns with it, the Fairy Girl will pin it on him, and a golden path will be seen off in the distance. Tingle and Kakashi take the road as the Fairy Girl attempts to fit back into her doorway.

Page 5
Tingle must answer the train part's trivia questions before he will join the others in the A751-VL1096. Keep in mind that the questions are randomized, and are simply number here to help keep track. To effectively answer the questions, one must have a decent understanding of the Japanese language. For starters, there are two (2) alphabets, the Hiragana and the Katakana. Each answer tells you in parentheses what alphabet it comes from. Note that some answers have more than one word, and use both alphabets. Many Japanese symbols look alike, so I provided the letters they translate into (i.e. き = [KI] and て = [TE]). These charts show the letters from their respective alphabets in the general order that they appear in-game. The Hiragana chart can be seen here, and the Katakana here. You may then use the charts to find the letters (example: き is shown as [KI], so enter where [KI] is (き) into the game.)

1.
 * Question: しゃこの　やねに　たっている　はたの　いろは　なにいろ？


 * Answer: きいろ (Hiragana) [KI] [I] [RO]

2.
 * Question: この　えきの　なめは　なにステーション？
 * Answer: さいはて (Hiragana) [SA] [I] [HA] [TE]

3.
 * Question: おじさんの　いえに　ある　にんぎょうの　なまえは？
 * Answer: コーンぼうや (Katakana) [KO] [ー] [N] (Hiragana) [BO] [U] [YA]

4.
 * Question: さて　やぐらの　たかさは　なんタカーサ　でしょう？
 * Answer: 14

5.
 * Question: おじさんの　いえに　ある　にんぎょうの　なまえは？
 * Answer: ノーモアうっかり！ (Katakana) [NO] [ー] [MO] [A] (Hiragana) [U] [tsu] [KA] [RI] [!]

6.
 * Question: あおくて　ビカビカする　ふとった　アイツの　なまえは　なに？
 * Answer: ダイサク (Katakana) [DA] [I] [SA] [KU]

7.
 * Question: えきちょうの　なまえを　フルネームで　おこたえ　ください.
 * Answer: ハーシア・オーライ (Katakana) [HA] [-] [SHI] [A] [・] [O] [ー] [RA] [I]

8.
 * Question: この　ひきだしの　もっとも　ちかくに　いる　ことりは　なにいろ？
 * Answer: あお (Hiragana) [A] [O]

9.
 * Question: きしゃの　ナンバーを　９つの　えいすうじで　おこたえ　ください！
 * Answer: A751-VL1096

10.
 * Question: ( キャッチコピー )
 * Answer: あさだ！　くっとけ！ (Hiragana) [A] [SA] [DA] [!][Space] [KU] [tsu] [TO] [KE] [!]