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- Enemies in Phantom Hourglass
- Sub-Bosses in Phantom Hourglass
- Enemies in Spirit Tracks
- Characters in Hyrule Warriors
- View history
- 18.104.22.168 Swift Phantom
- 22.214.171.124 Gold Phantom
- 126.96.36.199 Phantom Trio
- 188.8.131.52 Torch Phantom
- 184.108.40.206 Warp Phantom
- 220.127.116.11 Wrecker Phantom
- 2.1 Hyrule Warriors
- 18.104.22.168 Trophy Information
- 2.2.2 Super Smash Bros. Ultimate
- 4 Nomenclature
- 7 References
Characteristics [ ]
A Phantom is an extremely powerful enemy, able to knock out Link with only one swipe of its sword. They appear in many varieties, most with different abilities. These enemies are presented in a similar fashion in both Phantom Hourglass and Spirit Tracks . When a Phantom attacks Link, it forces him to automatically return to the door from which he entered the area, but it will only cost him one heart of his health. Phantoms are nearly indestructible, so naturally, Link must sneak around them rather than attack them head-on.  With its strong armor, a Phantom can walk straight through spikes, fire, and even lava without damaging itself. Despite their durability, they can be briefly stunned by being hit in the back, and some weapons and methods are capable of defeating them.
In both of their appearances, Phantoms' locations can be viewed on Link's map, along with a cone indicating their line of sight.  Phantoms follow preset paths, although if they detect Link they will shout threats at him and relentlessly track him down.  The Phantom is able to track Link by sound or sight, although it cannot enter or see into " Safe Zones ".   As such, if Link escapes into one, the Phantom will give up on chasing him and return to its patrol.
Phantoms are sometimes aided by subordinate creatures called Phantom Eyes . These enemies fly through corridors, searching for intruders. If they spot Link, they will chase him, letting out a ringing sound to alert Phantoms. If one follows Link too long before he can reach a Safe Zone, it will entangle him and impede his movements to allow the Phantoms to catch him.  Because they follow sound, Phantoms will go investigate loud noises, such as explosions set off by Bombs or the clanging of a Sword , but this can be used to Link's advantage if he needs to trick a Phantom into leaving its post. 
11 May 2023
19 September 2019
16 December 2017
Phantom Hourglass [ ]
In Phantom Hourglass , Phantoms patrol the Temple of the Ocean King . When one attacks, it steals 30 seconds worth of Sand of Hours from the Phantom Hourglass . However, after the abilities of the Spirit of Wisdom have been fully restored and equipped, the amount of time lost will be cut down to between five and ten seconds. Phantoms can also be stunned with Oshus's Sword, if the Spirit of Power is half restored and Link strikes the phantom in the back it will be temporarily stunned.
Phantoms in Phantom Hourglass are invincible to all weapons barring the Phantom Sword , which was created specifically for defeating them. However, there are two ways to defeat a Phantom without using the Phantom Sword: the first is to push a rolling boulder into the path of a Phantom and crush it, and the second is to continuously cause it to fall into a pit. Phantoms are also able to pick up Small Keys and Force Gems , thus requiring Link to stun or slay them to obtain the treasure. 
After the Ghost Ship is cleared, Oshus reveals that Phantoms are emanations of Bellum , which created them from the Sand of Hours to protect itself as well as obtain more Life Force . 
The Phantoms are also playable within Phantom Hourglass ' multiplayer Battle Mode . Here, players will take turn playing as Link and the Phantoms in a game of competing to collect Force Gems.
Types of Phantoms [ ]
Throughout the Temple of the Ocean King, Link will encounter three types of Phantom, two of which have their own special abilities. Another type is seen only in the multiplayer mode.
Swift Phantom [ ]
A red-armored Phantom which can run faster than Link, as well as pick up dropped items.
Gold Phantom [ ]
A gold-armored Phantom which initially moves slowly, but can teleport to follow Link if he is spotted by a Phantom or Phantom Eye .
Phantom Trio [ ]
Three Phantoms that only appear in the multiplayer Battle Mode . They are basically a normal Phantom in gray armor, though they can pick up power-ups to activate obstacles on the field or empower themselves. However, they cannot pick up Force Gems. They can always see Link, with the exception of when he is in a safe zone.
Spirit Tracks [ ]
In Spirit Tracks , Phantoms return as guardians of the Tower of Spirits . While normally these Phantoms will not harm innocent people, they are corrupted by evil spirits due to the disappearance of the Spirit Tracks.  Because of this, they attack Link, thinking he is an intruder. They behave and attack much like the Phantoms in Phantom Hourglass , although this time around they cannot be completely defeated. When a Phantom is somehow destroyed, such as if it sinks into sand, it will reappear in its original position.
Phantoms are an important element in Spirit Tracks because, due to having her spirit separated from her body, Princess Zelda can possess Phantoms, becoming Phantom Zelda , which is needed to climb higher into the Tower of Spirits. To take control of a Phantom, three Tears of Light in the area must be collected beforehand. Link is then required to strike the back of the Phantom with his sword, which stuns the Phantom and allows the princess to take control of it.  After she does so, the eyes of the Phantom glow and its armor turns pink. Once the Lokomo Sword is acquired, the Tears of Light are not necessary to power the sword, as it already contains the power necessary to stun the Phantoms. Alternatively, Link can strike the back of a Phantom with an arrow from the Bow of Light to stun it enough to possess it.
When Princess Zelda possesses a Phantom, she can speak to them, through which Link can obtain information about the area that the Phantom patrols. It can provide insight into a Phantom's everyday life. Evidently, they treat their job like a normal person would treat any other, mentioning things from their day-to-day life like how "Bob quit last week," or how the "break room is a broom closet."
Including the regular Phantom, there are four types of Phantoms in Spirit Tracks . When Zelda possesses a Phantom, she will also inherit all of the abilities that the specific Phantom has.
Torch Phantom [ ]
A Phantom equipped with red armor and a flaming sword. Its sword can illuminate dark rooms, light up torches, and stun Nocturns that haunt the corridors in the upper dark rooms in the tower. 
Warp Phantom [ ]
A blue-armored Phantom with the ability to warp anywhere within a room. Under Zelda's control, the Warp Phantom is limited to only warping to the locations of Phantom Eyes . 
Wrecker Phantom [ ]
A black-armored Phantom that can transform into a boulder, stun other Phantoms by rolling into them, and break through cracked blocks and other obstacles. 
Other Appearances [ ]
Hyrule warriors [ ].
A Phantom possessed by Toon Zelda appears as her Phantom Arms Weapon in Hyrule Warriors . In Hyrule Warriors , it is part of the Phantom Hourglass & Spirit Tracks DLC pack.
Super Smash Bros. Series [ ]
Super smash bros. for nintendo 3ds / wii u [ ].
Zelda using the Phantom Slash from Super Smash Bros. for Nintendo 3DS / Wii U
Phantom Zelda appears as Zelda's down special move in Super Smash Bros. for Nintendo 3DS / Wii U , replacing her Sheik transformation from previous games. The attack, called the Phantom Slash , can be used as either a ranged attack or as a way to block incoming attacks or projectiles. The move can be charged, causing the Phantom to travel farther, as well as adding a second attack. If the Phantom takes at least 13% of damage, it will be destroyed. Zelda will then have to wait 6 seconds in order to summon it again. It also appears as a Trophy in Super Smash Bros. for Nintendo 3DS .
Trophy Information [ ]
Super smash bros. ultimate [ ].
Phantom — Spirit Battle Information
In Super Smash Bros. Ultimate , Phantom Zelda once more serves as Zelda's down special move. The Phantom functions slightly different than its appearance in Super Smash Bros. for Nintendo 3DS / Wii U . Zelda also has a new victory animation where she poses alongside a Phantom. Phantom also appears as a Spirit which can be enhanced into the Spirit, Phantom Zelda.
- In Spirit Tracks , the mutters and complaints made by Phantoms when Link talks to them are developers' "frustrations". 
Nomenclature [ ]
Gallery [ ].
A Phantom attacking the Links in the Spirit Tracks multiplayer mode
A Phantom 's armor from Spirit Tracks
The unused Phantom from the Phantom Hourglass trailer
A Phantom getting possessed by Zelda in Spirit Tracks
Zelda 's Phantom as seen in-game from Super Smash Bros. for Nintendo 3DS / Wii U
See Also [ ]
- Phantom Eye
- Phantom Zelda
- ↑ Encyclopedia , Dark Horse Books, pg. 282 ( PH )
- ↑ Art & Artifacts , Dark Horse Books, pg. 317 ( ST )
- ↑ " Wait, Link! The evil that cursed this temple made these monsters. Phantoms are very dangerous enemies. Their armor is nearly impenetrable, and they strike very hard. " — Leaf ( Phantom Hourglass )
- ↑ " All you can do is sneak by the Phantoms so they don't see you. You can watch their movements on your map. This is where the Phantoms are. The cone shows where they are looking. " — Leaf ( Phantom Hourglass )
- ↑ " I should have watched the paths that the Phantoms walked more carefully... They're patrolling the same areas, again and again... " — Ghost ( Phantom Hourglass )
- ↑ " The area that you are standing on is called a safe zone! Only Link can enter safe zones. Magic keeps the Phantoms out of them! Phantoms can't see Link when he's in a safe zone, so you can trick them. " — Ciela ( Phantom Hourglass )
- ↑ " Ok, so if a Phantom spots you, just run to a safe zone! That's easy! Right, Link? " — Ciela ( Phantom Hourglass )
- ↑ " Allow me to explain! Those are Phantom Eyes. They act as extra eyes for the Phantoms. If one sees you... The Phantoms will find you, and then it only gets worse. So be cautious! " — Leaf ( Phantom Hourglass )
- ↑ " The Phantoms hear when a switch is hit... Hit switches quietly or lure them away with sound. " — Ghost ( Phantom Hourglass )
- ↑ " Phantoms sometimes carry keys... But what could I have done to take one...? " — Ghost ( Phantom Hourglass )
- ↑ " Even among the monsters born of the Sand of Hours, some are especially evil. The Phantoms who roam my temple take after the evil of their master. Supernatural strength, wrapped in plate armor... virtually invincible. They prowl the temple, searching for victims. No one can harm them. Of course, they were created to be untouchable. " — Oshus ( Phantom Hourglass )
- ↑ " Sounds like a Phantom, my dear. They're the guardians of the Tower of Spirits. Though they look quite sinister, they won't harm anyone with a good heart. " — Anjean ( Spirit Tracks )" There is one possible explanation... With the Spirit Tracks gone, perhaps an evil spirit has possessed the Phantom... " — Anjean ( Spirit Tracks )
- ↑ " Hitting the Phantom in the back with your sword should stop it for a while... But first, you need to gather all three of the Tears of Light. That will power up your sword. Then you'll be able to face the Phantom! " — Anjean ( Spirit Tracks )
- ↑ " Yay! I'm a Torch Phantom, so I've got this great sword to light the way! Now there's no need to worry about the dark! " — Princess Zelda ( Spirit Tracks )
- ↑ " Hey, check it out! I'm a Warp Phantom now! Hee!/You know those eyeball monster things? They're called Phantom Eyes. If you draw a line to a Phantom Eye, I can teleport straight there! " — Princess Zelda ( Spirit Tracks )
- ↑ " Hey, look! I'm a Wrecker Phantom! Now I can roll around and smash things up! " — Princess Zelda ( Spirit Tracks )
- ↑ Encyclopedia , Dark Horse Books, pg. 291
- ↑ Encyclopedia (TOKYOPOP) pg. 287 ( ST )
Bosses in The Legend of Zelda series
The Legend of Zelda
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The Legend of Zelda: Phantom Hourglass – Enemy FAQ
Enemy FAQ (DS) by Legender93
Version: 1.2 | Updated: 06/22/2010
View in: Text Mode
Drop anchor on the isle
As the ship approaches the Isle of Frost, Linebeck exclaims there's nowhere for the ship to dock! Thick, enormous ice bergs surround the island, forming an impenetrable barrier of solid ice. In a stroke of genius, Linebeck suggests sailing around the island and blasting away the ice chunks. Circle the island several times if necessary to sink all the icebergs. Flying oddities known as Eyeball Monsters will swoop in from time to time as well—the slightly reddish eyes are particularly a worthy target to down because they relinquish 20 Rupees upon their death.
- Eyeball Monster
- Appearance: A big eyeball with wings
- Damage: 1 ship heart
Underneath the icy encasing (as denoted on the map as white blocks of ice around the island), the Isle of Frost serves as a cozy home to a tribe of bizarre deer-penguin-seal hybrid creatures called Anoukis. Your success at garnering the first pure metal was partly due to a strong social relation with the tribe to which the pure metal belonged. Perhaps your amiable personality can win over the Anoukis as well—go see the Island Chief to find out. The chief Anouki resides in a hut to the northeast, which is the third hut on the right if you're looking at the map.
The chief Anouki is nothing like the Goron elder: he gets to the nitty-gritty and speaks of his tribe's brewing problems. Recently, a member of an opposing tribe, the Yook, has snatched up one of the villagers and impersonated him. The chief wants this imposter singled out and ousted from the Anouki estates up north. Tis a strange request, but doing as you're told will get you closer to that pure metal!
Catch the Anouki imposter
Based on what you have been told, Yooks always lie. This is a vital clue in narrowing down your choices. Pay a visit to the collection of huts up north and enter each household to question its resident. After speaking with them, gather up your known "liars" and eliminate the choices. The honest ones usually don't accuse others of being liars. Figured it out yet? Well, it's Aroo.
Press him hard, and he will eventually cave under Link's intense glare. The Yook busts out of his disguise, then huffs and puffs and blows Link away! That jerk. Before you take this news up to the chief, shovel the snow in front of the right-hand tablet that reads "Anouki Estates." You will find someone's hard-earned savings stashed there—finder's keepers! In addition, if you cross the bridge to the small isle west of the Anouki estates, dig up the patch of snow in the center of the stone pebbles to unearth a Treasure Map .
Unfazed by the startling occurrence, the chief instead touches on the idea of revenge. He goes as far as opening the cave to the Great Ice Field, cheering you on in your efforts of exacting revenge, and mentioning that the pure metal you seek lays buried deep within the Temple of Ice. If he insists...
Head through the Great Ice Field
The entrance to the Great Ice Field is blocked by a hard-working villager, but word of your deeds have caught up to him and so he steps aside to let you pass. A stone tablet not too far in the cavern reveals the Yook's main weakness: hurl a bomb at them as they inhale deeply. The one exit leads to an expansive area covered mostly in ice and occupied by savage Yook. Strong winds occasionally crash into Link as he traverses this ice field. Keep Bombs at the ready to face the Yook that crosses your path, or if you prefer to reserve your Bombs for another day there are bomb plants scattered throughout.
- Appearance: Angry, white-fured baboon
- Damage: 1/2 heart, 1 heart from breath attack
Hunt down the Yook and eliminate each one by force-feeding them Bombs as they stop to inhale deeply, then deliver relentless pokes in their confused state. When all six Yooks have seen defeat, the icicles blocking the way to the Temple of Ice will melt away. You probably noticed a series of high platforms with wooden pegs on them around the field, but you can't do anything with your current abilities—return later when you're more properly equipped.
The temple doors are within sight, but the Anouki imposter, Aroo, doesn't seem happy at all about being banished from his perfectly comfortable estate. This is your chance to also get back at him for that little trick before.
- Damage: 1/2 heart
Acquire the Azurine
With Aroo defeated, all that stands in your way of obtaining the pure metal now is the Temple of Ice itself.
Temple of Ice
- Key items to obtain: Grappling Hook , Azurine
- Enemies: Blue Chuchu , Ice Keese , Ice Bubble , Stag Beetle , Green Slime , Rock Chuchu , Yook
The Temple of Ice has been aptly named for the temple's denizens and, of course, the rather frosty interior. The temple houses some fiends that have an affinity to ice. Ice in this game can be particularly devastating to Link's health because coming into contact with any ice-like object (read: icicles) or aura will immediately cause Link to be wrapped within a freezing shell that inflicts a 1/2 heart worth of damage for every few seconds he lingers within the icy prison. Rub the stylus vigorously to break free and prevent further damage.
Get Small Key #1
The first floor of the Temple of Ice doesn't seem to bad according to the map. Surely we have been through much more convoluted-looking initial chambers before. To begin, hit the red orb to drop the red columns, then stand inside the corridor before directing the Boomerang to return the orb to a red color. A fence of red columns prevent access to the northeastern stairs, so balance across the narrow catwalk instead and step on the switch to make a shortcut.
Stand back on the catwalk behind the flattened blue columns, bring out a Bombchu and steer it once more to the red orb. The explosion should set off the orb and iron out the red columns surrounding the staircase. Ascend all the way to 3F, where you will find the floor to be rather well-polished and extremely slippery. A number of raised icicles cover every inch of one end of a bridge, and the only way to get rid of them is by activating the nearby orb. The orb is much too high for Link, so slide to the southern platform and hop on the wooden peg to bring him to the correct height at which to reach the orb.
After crossing the bridge, you have easy access to a treasure chest sitting at the end of a thin ledge. Inside you will find 100 Rupees. Much of the floor is freely accessible and inhabited by a special breed of beetles called Stag Beetles. They are nearly untouchable due to the protection provided by the huge iron mask, but if you let them charge at you and scoot to the side when they do, you will be set up behind them to deliver one fatal strike at their exposed behinds. Now notice the pull levers along the north wall and pull them in the following order: far left, far right, middle-right, and then middle-left. The correct pattern will cause a door further south to withdraw.
- Stage Beetle
- Appearance: Purple beetles wearing an iron mask
The door simply leads to the floor's higher platforms. Carefully cross the slick ice floors and ready the Boomerang for those Ice Keese and Ice Bubbles. Work your way to the southwestern platform, where the camera will briefly focus on a red-colored orb. Land a Bomb next to the colored orb to swap it to blue. This allows you to slide past the blue columns on the southeast platform to a platform towering over the center of the room. There you will find a special tile and a stone tablet that gives away some numbers. These numbers refer to the orbs situated at the four locations in the room and the order in which they need to be activated.
- Appearance: Keese with ice affinity
Stand on the tile and connect the four orbs in one Boomerang flight path, starting with the northeast to northwest to southwest to southeast. When all four orbs radiate a warm glow, a silver key will alight upon the thin platform to the east. Retrieve the Small Key with the Boomerang. As a bonus: with the blue columns lowered, you can access a chest in the west that contains a sparkly Wisdom Gem .
- Appearance: Skull wrapped in a blue flame
Obtain the Grappling Hook
The staircases beyond the locked door carry you back down into a room on 2F, in which you immediately come under attack by an Aroo look-alike and another Yook. Fortunately, there's enough maneuvering room for you to stay out of their club's reach. Focus on one and do it in before punishing the other. The two Yook prove no match for you, as their defeat is celebrated by the emergence of a chest that contains the magnificent Grappling Hook . The Grappling Hook, as with all the other toys you've gathered thus far, is immensely helpful in helping Link reach places he normally can't. You can target things such as wooden pegs, treasure chests and even torches and command the Grappling Hook to latch on to them, and subsequently pull yourself toward these objects from a distance.
There are a number of other uses you can flesh out via the Grappling Hook, but we will explain them as we get to them, or you can experiment with it yourself! In fact, you can put this thing to immediate use on a wooden peg set up in the northwest corner. Simply draw a travel route toward the wooden peg, and on contact Link will fling the Hook at the peg and zip across to the other side. Whoosh!
Get Small Key #2
You will find a couple of Stag Beetles and Green Slimes milling about on 1F. The once nigh-invincibility of the Stag Beetles can easily be taken away with one quick lash of the Grappling Hook. This time around, you can use the Hook to slap the masks right off, leaving them totally vulnerable to the sword. Enemies aside though, the southern chasm seems to be made off-limits by a tightly-packed collection of ice stalagmites. Something must be done about them.
Take a look at the three statues lining the north wall. One of them you'll notice doesn't have red eyes or a tongue nearly as long as the other two. Hook the Grappling Hook to its tongue and yank it out to light up all three statues and melt away the barrier of ice. Sail across the chasm via the Grappling Hook and step on the switch to return to the entry chamber. If you hadn't noticed them earlier, there are two similar face statues flanking the northern passage of the entry chamber. Latch on with the Hook and elongate their tongue to free up the congestion around the southwestern stairs.
Blow a hole through the wall to gain access to a floor switch that will make manifest a treasure chest on the other side of a gap which proves to be far too wide for Link to triumph over. You can, however, latch onto the treasure chest with the Hook to clear the gap with ease. The switch creates a bridge and the surprise in the chest turns out to be a Yellow Potion . When you lift up one of the pots in the eastern end, you will discover a blue tile that seems to indicate there is a secret path to be found here. Plop down a Bomb on the tile to make your own way north.
The helpful statue here tells you the Grappling Hook is capable of joining two wooden pegs together by a single rope, allowing you to use the rope to balance your way across a wide gap. Head east via the tightrope method and to the north to find a statue whose tongue is sticking out just slightly. Tug down on the tongue to temporarily drop the icicles to the south and skid back down to pass over them before they return. The farther away you stand from the statue when you yank out the tongue the longer it takes to slowly roll back into the statue. You can use the quick route by hooking onto the two lit torches to help you zip down south without the risk of slipping and falling into the surrounding abyss. Push the block forward until you can reach the floor switch nestled in a small alcove.
This switch extends a bridge out over the pit, creating a safer and faster route to this area. Now head to the first torch near the wooden peg and locate the pull lever just a little north of it. Fling the Grappling Hook out to the pull lever to draw it outwards from this distance, making a chest drop in the southeast location. Simply skitter along the shortened icy path to the chest to stow a Small Key in Link's pockets. The key is to be used immediately on the locked door a little further north.
Get Small Key #3
Stroll into the small room and loot the chest for a Wisdom Gem . The red orb must be activated by way of the Boomerang from afar and behind the flattened blue columns at the doorway. The activated orb lowered a cluster of red columns to the west that shielded a wooden peg from sight. But first, notice an eye crest behind a barricade of icicles near the center of the floor? Trace a flight path around this eye crest, hitting all four orbs in the process to dissolve the icicles and make the eye crest vulnerable to the Bow and arrow. The crest is wedged deep in the alcove, so shooting it from an angled position will do no good. Instead string together a tightrope between the two opposing pegs and tip-toe to the middle, which will you set you up perfectly in line with the crest.
The eye crest in turn melts away a wall of ice surrounding a tongue statue way back at the stairs. Tug on this tongue to lower the door further north, but like the previous statue the tongue slowly recedes. The amount of time you are allowed is again dependent upon the distance from which you pulled out the tongue. Bomb the portion of the wall north of the first treasure chest you found on B1 for a shortcut. The rest of the mad dash for the door involves grasping a series of wooden pegs on separate platforms to get around to the door. Don't forget that the floor is a little slippery. If you stretch the tongue out as much as possible, you should have ample time to make it with a plenty of seconds to spare.
You are in the clear once you're past the door, and look! You have found the Boss Key block, but without the appropriate key you can't go any further. Instead trek lower into the temple. Run to the northwest and latch onto the torch on the opposite side to zip across the gap. The opening of the east room closes up and sets you up face-to-face with a single Yook and a pesky Green Slime. Easy enough. There's a bomb plant conveniently placed in the corner awaiting proper use.
Vanquish the two foes for access to a peg and the rest of the western half of the floor. Form a tightrope between the two pegs and slip by the rotating spike as it hovers past. String another tightrope and shimmy to safety on the northern platform. There doesn't seem to be a peg to connect to from this platform, however. It's time to employ a new twist on the tightrope act: tie up a rope line between the two pegs on the west. The center of the rope becomes very springy, acting very much like a huge slingshot. Lean Link's weight in the direction opposite of the target landing spot and release to launch Link outward. Do this to reach the other side and hit all four of the orbs on the platform simultaneously using either the Boomerang or a spin slash. The chest with the Boss Key makes its appearance, but those icicles still remain in the way. Blast through the southern wall in-between the two bottom orbs to reach the red Rupee.
The dropped southeast door leads you into the rest of the eastern region. You won't be allowed to explore too much too fast, as a couple of blue doors still await to be opened. Stretch a rope between the two adjacent torches and fling Link onto the higher platform and sail across diagonally to the northern most platform with a remote torch. Peering along the north wall, you will see an eye crest you can hit from this height. Irritating the eye will drop the door next to it, and the floor switch also nearby will extend a bridge out to the south.
In the most northern chamber, a pair of eye crests line the northern wall, but they close shut whenever Link faces them. To get around this, fashion a rope between the two available pegs, hop on and hop off on to the thin ledge at the midway point. Move toward the eyes and then face south at the tightrope. Shoot the tightrope which will redirect the arrow into northern wall and hopefully into the eye crest. Re-adjust yourself to get the arrow into both eyes. A small chest containing the floor's Small Key will appear.
To the boss chamber
The large chamber beyond the locked door is home to a Yook and two Ice Keese, which you must defeat to proceed. The enemies are standard fare, only that the slippery floor may add to the difficulty only slightly. The prize for victory—besides progressing—is a whopping 200 Rupees! The object of interest in the southeast room is a floor switch at the very top of a spiraling platform. The real challenge is getting to it: hook it to the southern peg, then tap it to hop atop the post. From this height, you can cling to the outer peg, and from the top of that you can reach the top peg and hit the switch to pound the row of icicles into the ground.
Past the lone, skittering Stag Beetle, you'll find a floor switch that will help grant access to the Boss Key in the pretty white chest. Lug the key one floor up to the decorated block in the north. Excellent, it's about time we cleaned this place out and get that pure metal.
- Bleeok, Two-headed Dragon
- Damage: 1 heart from projectile attacks and bites
- Damage: 1/2 heart for every second's worth of ice damage
Your battleground consists of a small platform on which stand four wooden pegs. The fight kicks off at a slow pace with the two dragons alternating breathing projectiles of differing effects. The red-colored half of the dragon has a particular affinity to fire while the blue-colored half has an ice affinity. As such, the red dragon can be harmed only by ice affinity attacks, and the blue dragon absolutely hates fire. The trick to start annoying this two-headed fiend is to stretch ropes diagonally to deflect the projectiles back at the correct target. Returning a projectile to its originator has no effect, so learn to anticipate the attacks and quickly weave together the appropriate tightrope to reflect the attack back at the monster.
You must join a rope between the northwest and southeast pegs to re-route the projectile at the blue half, and between the northeast and southwest pegs to deflect the icy projectiles at the red half. As soon as you finish tying the rope or score a hit, one of the heads will lurch forward and sever the rope, forcing you to continue the rope-tying routine. Eventually tiring of this game, the dragon will dive into the water, the force of which will cause a massive tidal wave to come crashing down on the young lad. Jump onto the top of a peg to avoid the initial rush of the current which can hurt Link. But also be on the lookout for the chunks of ice being swept in his direction as well!
When the monster re-surfaces, repeat the projectile-bouncing until the masks on both heads are broken away. Stage two of the fight begins when Gleeok chews up the front two pegs and leaves the bottom two behind. From this point onwards, Gleeok sends one head in at a time to make Link mince meat with the head's snapping jaws—avoid these jaws of death by hugging the southern wall. After a few attempts at capturing Link between its teeth, the head begins to slowly charge up its special attack. Depending on which head is up to bat, the ensuing attack—if you let it finish—will be either a line of roaring flames or frigid frost.
After the Phantom Hourglass is fortified with the remains of Gleeok, an ice bridge emerges from the freezing waters creating a viable path for you to cross to the door on the other side. Within this small chamber you'll finally lay your hands upon the Azurine metal you've been searching for. Gladly put it away in your pocket and step into the swirling blue light.
Back outside a solitary figure with antlers and cloaked in a heavy fur coat reveals himself to be the missing Aroo. Thanks to your bravery, Aroo was finally able to escape captivity in that dreadful place. He will be sending you a letter with a very pleasant thank-you gift soon. You can now explore the network of upper ledges around the Great Ice Field. The Great Ice Field is more than willing to supply a wealth of treasure to the most diligent treasure hunters. A little extra work around here will prove to be quite beneficial for padding your wallet as well as your Power Gem collection. A tip to help you out with traversing the high ledges: the Hook sticks to treasure chests as well as the wooden pegs for a similar effect.
A deal is a deal. The chief promised he would let you have the Azurine if you just helped him suppress the Yook threat within the village, which you did, so now that you have the Azurine you should be free to go. Before you go off to hunt for the last pure metal though, take a good look around the glacial land for some bonus treasures. For instance, the tiny isolated islands to the west and east of the Anouki estates are no longer outside the realm of exploration with the Grappling Hook now in your possession. Another gem-containing chest can be found resting upon high-risen ground on the west edge of the island, next to the far western hut. Hook the chest from the southern ledge and open the lid to locate yet another Wisdom Gem .
Obtain the final Sea chart
Temple of the sea king, 4th.
- Key items to obtain: Northeastern Sea chart
- Enemies: Phantom , Swift Phantom , Gold Phantom , Phantom Eye
The final Sea chart is required to not only complete the map of the overall Great Sea but also to help navigate your way to the third and last pure metal hidden somewhere in the Northeastern quadrant. Chart the route back to Mercay Island and hoof it to the Temple of the Ocean King. This time you have the choice of stepping into the yellow light to completely bypass the first six floors of the basement level, or fly through the levels the old-fashioned way. The latter allows you to gain access to treasures you couldn't before with the help of the Grappling Hook. You could do the treasure hunting now or on your next (and last) visit.
B7 features a huge, gaping chasm split right down the middle of the room, separating the two sides. Normally you'd have to pass through the west side to reach the east side, but with the aid of the Grappling Hook you could have a much easier excursion by first hitching a ride on the network of moving platforms to the north and then anchoring the Hook on the treasure chest on the platform north of the staircase. And there you go! On the east side without even breaking a sweat.
You could also reel in a goodie with the Hook by moving past the chest and hopping atop the lone wooden peg. From this vantage point, fling the Hook at the orb to the southeast to bring up a chest a little further south. This chest stays in the room on a timer, so hustle it down to grab the contents—a Power Gem —before they disappear.
Pick up the round crystal and lug it to the stairs down south to B8. Place the crystal down to free up Link's hands for Bombchu deployment. Move out of the safe zone to the north a bit and guide the Bombchu through the tiny hole in the middle wall and to an orb. This opens up the doorway directly north. Remember that rogue-like ghouls known as Wizzrobes have established the ninth basement floor as their hunting grounds, so exercise caution when running around the level.
Run the round crystal over to the large safe zone in the north and insert it into the appropriate pedestal. The Swift Phantom patrolling about carries the square crystal, which can be taken away from him if you first access the floor switch to the south. The eye crest will lower the spikes protecting the switch, but may need a little pointy persuasion from the Bow. Swing the arrow orb around to the north, and standing just a little north of the orb and facing south so that the eye remains open, free an arrow into the orb. Wait for the Swift Phantom to make his rounds to the trap's location and let him have it!
Carry the square crystal to the northwest corner and place it in the pedestal there to reduce the flames, giving you the freedom to obtain the triangle crystal from the chest. Insert the shapes into the pedestals in the following order: square, round, triangle. The door collapses, allowing you to proceed. Link and crew are suddenly jolted by a violent rumble. What in the world? Head back outside to find yourself on a new floor.And so, the fun begins.
Crush the Gold Phantom(s)
The tenth basement level is no picnic in the park. The three Phantom Eyes, two Gold Phantoms and enough twists and turns are enough to discourage any trespasser from venturing forth through the temple. Gold Phantoms stroll about at the same speed as a normal Phantom. However, they don't take on a different color just for decorative purposes—Gold Phantoms are capable of teleporting to your spot once you have been detected by anything. It is therefore imperative that you take utmost care with wandering the halls of this and the succeeding floors.
Begin by dashing eastward when the coast is clear and jump atop the wooden peg. From here you can latch onto the higher peg and then onto the even higher one behind the massive boulder. The boulder looks quite heavy, but it looks like you can push it. Wait for one of the Gold Phantoms to start its patrol down this corridor, then shove the boulder down the steps. The boulder will tumble down the corridor and crash into the unfortunate Gold Phantom. Well, that's one less Gold Phantom to worry about.
Travel down the now empty east corridor and follow it as it curves west. Before the safe zone, you can barely make out a weakened portion of the wall between two metal posts. Blast through this wall to enter the maze-like portion of the floor. This outer region is kept under a watchful eye by two Phantom Eyes each taking up a side. Carry the red pot in the corner and smash it some place next to the raised spikes. If you alert the Phantom Eye here to your presence, quickly drown yourself in the puddle of safe zone and dispatch the Phantom Eye if possible. Aim for the orb in the corner north of the raised spikes to cause a different set of spikes on the west side to retract.
Cautiously circle around to the west side and dash to the safe zone. Ready the Boomerangas soon as the Phantom Eye alerts the Gold Phantom to your presence. As the Gold Phantom makes a smoky appearance in front of you, strike it with the Boomerang to loosen the key it holds and then toss out the Boomerang once more to quickly retrieve the Small Key . Alternatively, you can also use the boulder in the northwest to steamroll the Gold Phantom as well. Either way, you will have this key (plus 100 Rupees if you beat both Gold Phantoms).
Strike the orb south of the safe zone to drop the spikes back to the east, which lead into the inner most region with the locked door. But first, cleanly dispatch all the Phantom Eyes for a treasure chest to plop down onto the top of the high walls. It can be reached by head to the southern most safe zone where you will find a single wooden peg. Hop on and launch the Hook at the giant chest to pull yourself over. Open the chest to grab a Red Potion !
Step on four switches in B11
You begin B11 conveniently positioned in the center of the room. You have to deal with four Phantom Eyes and two Gold Phantoms. Fortunately though two of the stationary Phantom Eyes can be taken out by rolling Bombchus towards them. Use the Boomerang from corners and finish off the mobile Eyes with the blade. The eastern stairs lead straight to an isolated area of B12 that you can't really do anything with at the moment—there are things left to be done on B11.
Staying within the sanctity of the central safe zone, plot a course for the Bombchu toward the southeast corner of the room to an orb. Deploy the Bombchu and dash out to the left and south. Locate the patch of dirt at the base of the middle platform and dig it up to free the geyser. Drift upward onto the raised platform and when the Bombchu detonates on the orb and lights it up cross the generated bridge to the floor switch, then back across to the other end for another switch. The accompanying stone tablet instructs you to step on all four switches. Two down, two to go.
Slay all the Phantom Eyes to make a chest appear in the northeast corner. Head there to loot the chest, which contains a Treasure , and pull on the lever. One more lever lies deep in the niche in the northwest corner; pull this one as well. These levers connect the elevated walkways here. Travel to the area where the first walkway was extended to find a mound of dirt, and shovel this spot to unveil a geyser which will carry you up onto the platform. The Gold Phantoms can't see you at that height, so run around without worry. On each end of the walkway is a floor switch. All four switches should be down now, as confirmed by the opening of the door to the middle western staircase.
Nab the Northeastern Sea chart
The pull lever to the immediate left releases the spike trap in the south. Proceed up the west corridor, Boomeranging the Phantom Eye before it catches a glimpse of you, and open the chest in the northern alcove. Acquiring the Force Gem immediately brings an uninvited guest to this lovely party: a stationary Phantom. (If you'd prefer, you can smash the red pot nearby somewhere in the middle of the room to provide more cover.) When the Gold Phantom struts away from the large safe zone in the middle, stun the Phantom near you by injecting an arrow straight into his spine and saunter away with the Force Gem in hand to the large safe zone. Place the Force Gem on the floor for the time-being because if you insert it now you will only create more problems for yourself by throwing Wizzrobes to the mix.
Hold off on attaching the Force Gems to their respective places for now and continue to the expansive northeast area. The chest containing the second Force Gem is located in the alcove, but grabbing it will prompt a Swift Phantom to appear. Plant an arrow into its backside and bolt to the pedestals with the Force Gem. An observant gamer such as yourself may notice that the Gold Phantom patrolling the central area carries the last Force Gem. All the money and candy in the world won't convince this competent guardian to give up the gem. Instead we'll take it by force; simply direct an arrow into its back, and the mighty Gold Phantom too will succumb to its confounding effects.
Quickly grab the freed Force Gem before the Gold Phantom comes to and haul it to the safe zone. One-by-one, attach the gems to the pedestals. Attaching the first two signals two Wizzrobes to materialize from the netherworld. Pummel both these villains to submission for a chest to appear in the far west alcove. Inside the chest, you will find a Ship Part . Once all the gems have been placed, the door to the final chamber descends. The large chest sitting in the center of the chamber holds the final Northeastern Sea chart . You have now filled the entirety of the Great Sea map, save for the few uncharted islands (which you can go check out by reading up on them in the Sidequests section) that have yet to be documented.
Sail to the Northeastern Sea
If you happen to pass through the Southeastern Sea en route to the new region of sea, you can stop by an uncharted isle called Harrow Island located north of the triangularly shaped collection of massive boulders on the map. Harrow Island features the largest digging ground on this side of the Great Sea, and you have a chance to reap in great rewards, such as four Treasure Maps at this point in time. You just have to shell out 50 Rupees to try your luck. There's no specified place in which the treasure maps are buried, but keep hitting random spots until you find them. The other incentive is fattening your wallet in the process, although sometimes you may haplessly uncover a Rupoor which actually thins out your savings a bit. When the statue alerts you to your 9th successful attempt, be ready to stop at the statue's notice, or he'll deduct an extra 100 Rupees for breaking the rules!
Up Next: Chapter 7
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The Legend of Zelda: Phantom Hourglass
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The Legend of Zelda: Legend of Zelda: Phantom Hourglass ( JP Japanese: ゼルダの伝説 夢幻の砂時計 Romaji : Zeruda no Densetsu Mugen no Sunadokei Meaning: The Legend of Zelda: Hourglass of Dreams ) is a video game released for the Nintendo DS in 2007 , and is the first Zelda game to appear on the console. It is a direct sequel to the 2002 / 2003 GameCube classic The Legend of Zelda: The Wind Waker , and is controlled by only using the touch screen. It was followed by a sequel The Legend of Zelda: Spirit Tracks in 2009 .
- 1.1 Great Sea
- 1.2 Enemies
- 1.3 Weapons
- 1.4 Multiplayer
- 7 External links
Gameplay [ ]
The gameplay is completely different from any other Zelda game preceding it, as it is controlled via the touch screen. There are no other options to use the face buttons, and thus long-time fans will have to get used to this new formula. To move the protagonist Link around the world, you'll have to touch where you want him to go. To attack enemies, simply touch the enemy or make a swiping move with the stylus . Using items is also new - for example, to control the direction of the boomerang, just draw the path, for the bow and arrow, point to where you want to shoot.
The game also makes use of the DS' s microphone. Some examples of this are when enemies with large ears appear, where you'll have to make a loud noise in the microphone to scare it, where you can then go in and attack it. Also, you'll sometimes have to yell to someone to get their attention.
Similar to The Wind Waker , the world is separated by a large ocean that you'll have to travel in order to traverse new islands. To get around, you'll ride on a steam boat across the ocean fighting enemies with your bombs and finding sunken treasure with your ship's grapple.
While there are multiple temples in the game, the main one is featured on the first island that you travel to. This dungeon requires the use of the Phantom Hourglass, which helps keep you alive. You'll have to get to a certain point of the temple in a certain amount of time, or you'll ultimately die. You'll go through this temple on multiple occasions, often times having to solve the same puzzles over and over, making it tedious to some. Thankfully, there is a half-way mark where you can return to the beginning, though once you return, it'll take the amount of time that it took to get there off of the hourglass.
Great Sea [ ]
By the time of The Wind Waker in Hyrule's chronology, Hyrule has been sealed beneath the ocean, and only a collection of mountaintops are visible above the water. These mountaintops form the islands and archipelagos of the Great Sea. Unlike the islands in the Wind Waker, the islands in Phantom Hourglass are not arranged in a grid, there can be several islands in one section. Also, unlike the 49 separate charts that are not required to be found or needed enter that section, Phantom Hourglass has only four charts that are required to proceed through the game, also the charts for an area is needed to enter that area. Due to the ending of the game, it is unclear whether or not Hyrule is beneath the sea in Phantom Hourglass.
Enemies [ ]
Weapons [ ].
- Oshus' Sword
Multiplayer [ ]
The game also includes a multiplayer mode, which is rare for a Zelda game. Not only can you play with a friend near by, but you're also allowed to play with people via the Nintendo Wi-Fi Connection . The objective of the game is to control Link and get all of the Triforce shards from one place to another. Meanwhile, the other team will control Phantoms, who'll go around trying to attack Link, thus ending the turn, and changing sides. Whoever has transferred the most Triforce shards over to their respective area wins the game.
Graphics [ ]
The graphics of Phantom Hourglass have been a subject of debate among gamers, some who argue that it's not truly 3-D as The Wind Waker is. Nevertheless, the game's graphics has been deemed by many critics as the best that the DS currently has to offer, with IGN's Mark Bozon giving the game's graphics a perfect score. Its graphics go in the same direction that The Wind Waker's did, though also has the same fashion of some classic Zelda games as well with a bird's eye view look at it all.
The Legend of Zelda: Phantom Hourglass has been a very successful title. In the first 3 weeks, it was the 3rd best-selling title in the series, just behind The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask respectively. The game reached 4.76 million by the end of platform's life. This makes it the sixth best-selling Zelda title behind Twilight Princess , Ocarina of Time , Breath of the Wild , the original The Legend of Zelda , and Ocarina of Time . In Japan alone, the game sold over 900,000 copies.
Credits [ ]
Gallery [ ].
- Ciela , who is similar to fairies like Navi and Tatl , provides tips throughout the adventure. A fairy of this type hasn't been seen since The Legend of Zelda: Four Swords Adventures .
- Unlike The Wind Waker , saving will not return Link to the exact place where the game was saved.
External links [ ]
- The Legend of Zelda: Phantom Hourglass at Wikipedia , the free encyclopedia
- Official site
- The Legend of Zelda: Phantom Hourglass at Nintendo.com
- The Legend of Zelda: Phantom Hourglass at Zelda Wiki , the Fandom wiki on The Legend of Zelda .
- The Legend of Zelda: Phantom Hourglass at GameFAQs
- The Legend of Zelda: Phantom Hourglass at MobyGames
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- 3 List of Sonic the Hedgehog characters
The Legend of Zelda: Phantom Hourglass
The Legend of Zelda: Phantom Hourglass is the fourteenth main installment of The Legend of Zelda series . It is the first The Legend of Zelda game for the Nintendo DS and a direct sequel to The Wind Waker .
The development team for Phantom Hourglass has many returning developers from Four Swords Adventures , many of whom, in turn, were chosen from those who worked on A Link to the Past . 
- 1.1 Search for the Ghost Ship
- 1.2 The weapon to banish Bellum
- 2.1 Overworld Exploration
- 2.2 Stealth
- 2.3 Battle Mode
- 2.4 Tag Mode
- 3.1 Graphics and Audio
- 3.2 Setting
- 3.3 Timeline Placement
- 3.4 Phantom Hourglass Stylus
- 3.5 DS Lite Special Edition Bundles
- 3.6 Speedrun Records
- 4.1 Characters
- 4.3 Enemies
- 4.4 Dungeons
- 4.5 Islands
- 4.7 Translations
- 4.8 Credits
- 4.9 Glitches
- 5.1 Reviews
- 5.2 Sales and awards
- 8 Nomenclature
- 10 External Links
- 11 References
Search for the Ghost Ship
Set some time after The Wind Waker , Phantom Hourglass opens with Tetra and her pirate crew along with Link chasing down a ghost ship claimed to have taken sailors and residents of the local islands. The crew discovers the ship, but when Tetra goes aboard to explore, she disappears. Link attempts to follow her but ends up adrift in the ocean. 
Link later recovers through the help of the fairy Ciela , who has some amnesia about her past,  and an old man named Oshus , who help Link on his quest to find the ghost ship and reunite with Tetra. To that end, they enlist the help of the reluctant Captain Linebeck and his ship after saving him from the Temple of the Ocean King; Linebeck only offers to help with the expectation of finding treasure along the way. Link discovers that to learn of the ghost ship's position, they must find the Spirits of Courage, Wisdom, and Power, using maps and clues hidden in the Temple of the Ocean King. However, to overcome the evil forces in the Temple, Link must make use of the Sands of Hours within the Phantom Hourglass and possessed by other creatures around the islands to prevent his life force from being drained. With the aid of the Hourglass, Link is able to locate and ally with the Spirits of Wisdom and Power easily, but the Spirit of Courage he finds looks exactly like Ciela. Oshus explains that Ciela is actually the Spirit of Courage and she lost her memory when Bellum attacked her. He also reveals that he himself is the Ocean King. Oshus further explains that he and Ciela had to take their present forms to hide from the life-eating monster Bellum , who is the cause of the ghost ship and other evil in the local area, and has taken residence at the very depths of the Temple. Link succeeds in his attempt to rescue Tetra with the help of the three Spirits, but finds Tetra is now a statue, a further effect of Bellum 's life-draining power. Link is ready to continue but Linebeck initially refuses to help further having come up empty-handed for treasure so far, though agrees to continue once Oshus promises to grant Linebeck one wish after Link's quest is complete.
The weapon to banish Bellum
Link learns that the only way to defeat Bellum is to forge the Phantom Sword from three unique, pure metals around the local islands. After collecting the materials and forging the Phantom Sword, Link descends to the bottom level of the Temple, and initially appears to defeat Bellum . Tetra is freed from the statue form and revived, but before the group can celebrate, Bellum reemerges from the ocean depths and takes Tetra again. In the ensuing battle of the SS Linebeck and the ghost ship, Linebeck's ship is lost, as well as Oshus, and Link and Tetra are captured. Linebeck reluctantly picks up the Phantom Sword and is able to free Link and Tetra, at the cost of his own freedom, but is able to give Link back the Phantom Sword before Bellum possesses Linebeck and turns him into a Phantom -like knight, but Link is ultimately able to vanquish Bellum without harming Linebeck.
As the adventure closes, the sand from the Phantom Hourglass is released into the sea. Oshus, now in his true form of a gray, blue, and white whale, readies to depart with the Spirits, while Linebeck, surprising everyone, wishes not for treasure but for his ship back. After everyone says their goodbyes, Link and Tetra find themselves back on the pirate ship, where it seems only ten minutes have passed for the rest of the crew and they insist that it was all a dream. However, Link still possesses the now-empty Hourglass, and spies Linebeck's ship on the horizon, knowing full well that his adventure was real.
Phantom Hourglass is an action-adventure game, and its gameplay is structured similarly to other games in The Legend of Zelda series. As the game follows chronologically after The Wind Waker , the game is primarily divided into two major gameplay sections: sailing between islands, and exploring the islands and their dungeons on foot.
To travel between islands, Link is given control of a paddle steamer called the SS Linebeck . Link can plot a course by drawing on a sea chart, redrawing the course to make alterations as needed. While on a voyage, he can shoot at enemies attacking the ship and jump to avoid obstacles that may appear. Link can also salvage treasures from the ocean floor, go Fishing , or quickly warp to remote points once certain symbols are learned.
When on land, the game shows a map of the area on the top screen, and a 3D top-down view of Link and his nearby surroundings on the lower screen. At nearly any time, the map can be brought down to the lower screen and be drawn on using the stylus, typically to make notes but also to identify locations of objects for later reference or to control certain aspects of the world. Link is controlled through the stylus, moving him around by pointing to the sides of the screens,  and also interacting with objects and people or attacking foes by tapping on them;  other motions with the stylus can be used for additional moves and attacks.  Tools common to The Legend of Zelda series, such as the Boomerang , Grappling Hook , and Shovel , are acquired through the game, and are used to open new passages to acquire additional treasures, all used by either pointing or drawing with the stylus. The game also uses the microphone for some events, including blowing out fires and defeating certain types of monsters, and other aspects of the DS system, such as closing the unit to create an imprint on a map.
The game possesses a number of stealth elements. In certain dungeons, near-invincible sentries known as Phantoms may roam the floor, with their location and direction visible to Link on the map, and will chase him down if he is spotted or makes a loud noise. However, special areas on these floors allow a safe haven for Link to stay undetected in, even if he was detected just moments before. These special areas also play a role in the main dungeon, the Temple of the Ocean King . This temple is filled with a miasma that will sap Link's life unless Link stays in these special areas or time remains in the Phantom Hourglass . The amount of time in the Hourglass can be restored by returning to sunlight, and additional time is gained by defeating the primary bosses within the game, as well as an occasional reward in the treasure hunting game. The hourglass can be expanded to a maximum of 25 minutes.
The Battle Mode is a player-versus-player game mode separate from the main story. In this mode, two players control a Link and compete against each other in a variety of eight different maps where, turn by turn, a Link must retrieve Force Gems while the other Link tries to prevent him by controlling and attacking with three Phantoms.
The Tag Mode allows players to trade treasures and ship parts . It is unlocked after meeting Freedle on Mercay Island .
Graphics and audio.
The game's graphics are done in the style of The Wind Waker . The game is played with a top-down perspective, but with 3D graphics. The model of the characters, as well as that of enemies and bosses, is also reminiscent of the 2003 Zelda entry.
In a similar style to that of the early 2D installments in the series, the game's audio has a commonplace theme for each type of environment (a town, a wild field, a dungeon, a boss battle, the sea, a minigame, and during the retrieval of a sunken treasure). Other than that, though, the music is reminiscent of that of The Wind Waker .
The game takes place in the World of the Ocean King , a land similar to the Great Sea in The Wind Waker . Although the insular territory is more compact, the islands are bigger in size and have a higher population level, as well as more areas to be explored and a more interactive landscape. This world consists of twenty different islands.
The world is divided in four quadrants: the most inhabited is the southwestern quadrant, where different activities (shopping, fishing, ship maintenance, etc.) are performed. In the northwestern quadrant, only two islands are barely inhabited, not to mention that the westernmost waters are initially surrounded by an unnatural mist. The southeastern quadrant is the home of two major tribes (the Gorons and the Anouki ), as well as certain islands that serve as recreational places. Finally, the northeastern quadrant is by far the most abandoned, being the former home of the Cobble Kingdom and now infested by evil creatures.
The game is set after the events of The Wind Waker , which makes it the second confirmed entry in the Adult Timeline . It is followed 100 years later by Spirit Tracks , which is situated in a new land that was discovered eventually by Link , Tetra and her pirate crew .
Phantom Hourglass Stylus
During the release of the game, a transparent Phantom Hourglass -themed stylus shaped like a feather pen was made available for a limited time. It could only be obtained by registering the game on Nintendo 's website and taking the subsequent survey.
DS Lite Special Edition Bundles
A special limited edition bundle was released both in North America and Europe, each one including a copy of the game and a Zelda -themed console. The North American version included a golden console with the Triforce , and the European version a silver console with the game logo and artwork of Link and Ciela . The European edition was limited to 1,000 copies.
The game received critical acclaim from reviewers, who agreed that the game was a worthy sequel to The Wind Waker . Former GameSpot critic Alex Navarro praised the gameplay interface, citing its innovative nature and easiness to master, as well as the graphics and the sailing mechanic being more lenient than in The Wind Waker ;  however, he also criticized the repetitive nature of the Temple of the Ocean King , due to the fact that it must be visited several times, and the same puzzles have to be solved frequently. The score clocked at 9.0.
IGN journalist Mark Bozon, after initially describing the series trajectory across Nintendo's numerous handheld systems, and admitting that the game may not be the type of adventure expected by longtime fans, called the title "the game is a pure testament to both the power and innovative aspects of DS, delivering an overall product that will blow gamers away visually, stylistically, and cinematically", awarding it a 9.0 score.  However, he also laments that the game may not appeal to the most experienced fans of the series, who would prefer to use a more traditional button-based gameplay interface instead of the touch screen.
In disagreement with Bozon, Computer and Video Games staff stated that there's nothing wrong with the touch controls, saying that it "becomes so natural that you'll wonder how you ever completed Link's Awakening and A Link to the Past with their quaint d-pad control systems".  However, they also warned that "when it's over, it's over", although suggesting that the multiplayer mode enhances the replay value.
Nintendo World Report journalist Zachary Miller was more critical than most of the reviewers, stating that the game is "like Wind Waker without all the stuff that made Wind Waker so awesome", criticizing the steep learning curve of the touch-based control, as well as the Temple of the Ocean King as a whole, deeming said dungeon as bad as the gameplay devices of other games like Metroid Prime 2: Echoes or Metal Gear Solid .  He also said that games like Metroid Prime Hunters and Mario Kart DS had multiplayer features superior to this game. The overall score was a 7.5.
Sales and awards
The game was a commercial success, selling 4.13 million copies worldwide.  GameSpy gave Phantom Hourglass the Game of the Year Award,  while Nintendo Power (in their December 2009 issue) ranked it seventh in their list of best Zelda games, praising the innovation of the control scheme.
- Phantom Hourglass is the first Zelda game to utilize the touch screen. The game's control interface is carried over to Spirit Tracks , due to sharing the same engine.
- Spirit Tracks also borrows the concept of a central dungeon as seen in Phantom Hourglass , although with several aspects of it improved or enhanced.
- The concept of customizing the ship with the Ship Parts inspired the customization of the train in Spirit Tracks with the Train Cars , as well as the upgrade of items and potions in Skyward Sword .
- It is the first game in the series with a real-time item selection, which is carried over in Skyward Sword .
- Phantom Hourglass is the first game in the Zelda series that does not include any new tools; all the items have been featured in previous Zelda games.
- Phantom Hourglass is also the first 3D Zelda game to not include a playable instrument, unlike its 3D predecessors.
- Official North American website
- Official Japanese website
- Official Korean website
- ↑ 1.0 1.1 Encyclopedia , Dark Horse Books, pg. 7
- ↑ Partial list of upcoming Nintendo DS and Wii titles across Europe , Nintendo (archive), retrieved July 11, 2013.
- ↑ Game Library , Nintendo Australia (archive), retrieved July 11, 2013.
- ↑ Official Korean site for Phantom Hourglass
- ↑ Encyclopedia , Dark Horse Books, pg. 10
- ↑ GameInformer Interview
- ↑ " So you were following after her... And you got separated from your own ship, huh? " — Ciela ( Phantom Hourglass )
- ↑ " I lost my memory...a long time ago. " — Ciela ( Phantom Hourglass )
- ↑ " Oh...can you walk? Tap the direction you want to move with your Stylus . " — Ciela ( Phantom Hourglass )
- ↑ " Just tap on people to speak with them. […] Simply tap on a rock to pick it up. Then tap where you want to throw it. " — Mercay Island habitant ( Phantom Hourglass )
- ↑ " You got Oshus's sword ! Tap an enemy or slide the stylus on the Touch Screen. " — N/A ( Phantom Hourglass )
- ↑ The Legend of Zelda: Phantom Hourglass Review for DS - GameSpot
- ↑ The Legend of Zelda: Phantom Hourglass Review - Nintendo DS Review at IGN
- ↑ DS Review: The Legend of Zelda: Phantom Hourglass - ComputerandVideoGames.com
- ↑ Nintendo World Report - Review - The Legend of Zelda: Phantom Hourglass Review
- ↑ Financial Results Briefing for the Fiscal Year Ending March 2008 , Nintendo, published April 25, 2008, retrieved July 11, 2013.
- ↑ GameSpy's Game of the Year 200 - Handheld Overall Top 5
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The Phantom Hourglass is a quest item from The Legend of Zelda: Phantom Hourglass . It is a magical hourglass that Link finds the second time he visits the Temple of the Ocean King . It is explained in the game that all living things have a life force, and the physical manifestation of this force is the Sand of Hours that fills the hourglass. This magical hourglass cannot be flipped, and can only be restored with sunlight , which is done by leaving the temple.
Though fairly ordinary in appearance, the Hourglass holds quite a few plot influences; it can prevent Link from being damaged by the evil in the Temple, and it is the key to finishing the game (i.e. killing the Phantoms ). It collects sand from each boss Link defeats and is later forged into the handle of the Phantom Sword by Oshus . Sand of Hours can also be found for the Hourglass on the ocean floor with the help of the Salvage Arm .
When a Phantom hits Link with his sword, the Hourglass loses 30 seconds. When a Wizzrobe hits Link, he loses 15 seconds, but gains 30 when he kills one.
Link can also gain time for the Hourglass by breaking golden jars, often containing 30 seconds, though some may only contain 15 seconds. When a boss is defeated, the Hourglass gets 2 minutes of sand. Some treasure marks have one minute worth of sand. The maximum amount of sand the Hourglass can provide is 25 minutes.
At the end of the game, when Link and Tetra return to their pirate ship, he proves that their adventure was more than a dream when he removes the hourglass from his pack, although it is now empty. What happens to the hourglass afterward is unknown.
11 May 2023
19 September 2019
16 December 2017
Other appearances [ ]
Subseries warning : This article or section contains information on a subseries within the Legend of Zelda series and should be considered part of its own separate canon .
Hyrule Warriors series [ ]
The Phantom Hourglass appears incorporated into the hilt of the Phantom Sword , Toon Link's Level 2 Light Sword .
Hyrule Warriors Legends [ ]
Phantom Hourglass tutorial from Hyrule Warriors Legends
As part of the Phantom Hourglass & Spirit Tracks DLC, the Phantom Hourglass appears in the center of the Grand Travels Adventure Map. Every three battles, sand will fall to the bottom of the hourglass and when all the sand runs out, moving between map squares will become more difficult (any nearby black squares will require an " A " Rank to unlock). The Sand can be reset by defeating Giant Bosses (known as Giant Beasts ) in scenarios entitled "Final battle!". The goal of the Grand Travels map is to defeat all the Boss Giant Beasts to lift the curse on the Grand Travel map.
Subseries warning : Subseries information ends here.
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Gallery : Phantom Hourglass Characters
Below is a listing of all the characters that appear in Phantom Hourglass .
Anouki Island Chief
Golden Chief Cylos
Goron Shop Mistress
Ho Ho Tribe
Man of Smiles
Mercay Shop Mistress
Milk Bar Owner
Molida Shop Mistress
- Phantom Hourglass Characters