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The Legend of Zelda: Phantom Hourglass
The Legend of Zelda: Phantom Hourglass is a hand-held Zelda title that was released for Nintendo DS in 2007. This game is a direct sequel of The Wind Waker and carries over many aspects from the game, including the cel-shaded graphics, certain characters, and a series of islands that require travel by boat.
- 1 Development
- 5 Characters
- 10 Locations
- 11 Merchandise
- 12.1 Screenshots
At the 2006 Game Developer's Conference, fans saw the very first glimpse of what would become Link's first quest on the Nintendo DS, Phantom Hourglass . The trailer showed off a game that completely utilized the Nintendo DS touch screen, rather than the more standard use of the d-pad and the control buttons. A year later when the game was released, fans were able to get their hands on a Zelda title unlike anything they had played before.
Like the 2D games, excluding The Adventure of Link , Phantom Hourglass features a top-down view. However, some sections of the game such as certain boss battles and the ocean feature a more traditional 3D view. The entire game can be controlled using just the Nintendo DS stylus, using it to tap or swipe on the screen to strike with Link's sword or use the six unique items found throughout the game. Because of the design of the controls, the entire game can be played with one hand. Additionally, the game also utilizes the Nintendo DS Microphone, which players can blow into or shout at in order to solve puzzles. Another difference between Phantom Hourglass and Zelda games from A Link to the Past onward is that there are no Pieces of Heart , only complete Heart Containers .
The land is once again flooded in this title like The Wind Waker . Unlike The Wind Waker however, the ocean map is split into 4 regions, and the player's ability to explore has been expanded by collecting Sea Charts . This game mechanic continued in Spirit Tracks . The Sea Chart and the regularly map can be written on using the stylus to make notes. The vast ocean can be explored using Linebeck's steam ship which players can plot a route for by drawing on the Sea Chart.
Also unique to this game is the Temple of the Ocean King , a timed dungeon which players slowly work their way through, unlocking more floors to it as they progress through the game, collecting Sea Charts to access more of the ocean. Eventually, the goal is to reach the bottom of the temple and defeat the boss. This mechanic of a core dungeon was brought back in Spirit Tracks .
One day when sailing in the sea, Tetra and her gang of pirates are on a search for the mystical Ghost Ship . According to Tetra, the Ghost Ship is ruled by obscure pirates who don't know any of the pirate rules. She expects to find them and teach them that there are rules to being a pirate. One of the pirates starts to talk about the "Protector of Waters" also known as the Ocean King . All of a sudden, their ship is engulfed in a mysterious fog. They come face to face with the Ghost Ship. Tetra hops over onto the Ship and then lightning strikes and she screams. Link jumps to save her, but misses and falls into the ocean. Link wakes up on a strange island, where he meets Ciela the fairy, and old man Oshus . This is the only game in the Adult Timeline where Link has a fairy companion.
Phantom Hourglass was originally released in June 2007 in Japan, with a worldwide release in October 2007. On November 20th, 2007, Nintendo of America announced a special Phantom Hourglass Nintendo DS Lite Bundle that would release on November 23rd, 2007, "Black Friday". This bundle included a gold Nintendo DS Lite with a Triforce symbol, as well as a copy of Phantom Hourglass . The system is almost identical to that of a limited edition Game Boy Advance SP.
- Major Characters
- Mercay Island
- Molida Island
- Bannan Island
- Goron Island
- Isle of Frost
Man of Smiles
Ho Ho Tribe
Golden Chief Cylos
First Cubus Sister
Second Cubus Sister
Third Cubus Sister
Fourth Cubus Sister
- [[ Phantom Hourglass ]]
- [[ Phantom Hourglass Characters ]]
- [[ Characters ]]
- Races in The Legend of Zelda: Phantom Hourglass .
- [[ Phantom Hourglass Enemies ]]
- [[ Enemies ]]
- [[ Phantom Hourglass Bosses ]]
- [[ Bosses ]]
- Quest Items
- Trading Sequence
Big Catch Lure
Bomb Bag #2
Bomb Bag #3
Bombchu Bag #2
Sand of Hours
Hero's New Clothes
Dark Pearl Loop
- [[ Phantom Hourglass Items ]]
- [[ Items ]]
- Phantom Hourglass Nintendo DS Lite Bundle released on November 23rd, 2007. This edition of the DS Lite comes with a bright gold finish, bears the Triforce logo in the lower right hand corner and comes bundled with The Legend of Zelda: Phantom Hourglass for the DS.
- Phantom Hourglass Nintendo DS Duo Case Twin Pack & Comfort Stylus is a licensed game cartridges case for Nintendo DS. It released in 2007 by PDP.
- Phantom Hourglass Yujin Nintendo DS Styluses are a set of 7 large styluses, each with an item from Phantom Hourglass.
Rating Pending (RP) box art
Before using this Walkthrough , we need to go over a few details to avoid confusion and because introductory rambles are always fun...
The walkthrough for Phantom Hourglass was designed with the wish to transmute mostly text-based directions into something workable that can be both convenient for the reader-in-need (you) and effective at liberating him or her of Zelda-related woes. Having said this, we have incorporated a flowchart system into the standard walkthrough so that the reader has the choice of following the full-fledged, detailed accounts of Link's quest, or referring to just the flowchart for a gentle push in the right direction, or both.
The purpose of the flowchart here is two-fold: one, to list the sequence of events that should occur in order for the story to progress; two, to act as a bullet list of objectives that are further expanded upon in the written walkthrough. Think of it as a bare bones walkthrough while telling what the walkthrough therein would discuss, or better yet, as an outline for a term paper. Take note that the events are listed in our suggested order with the ultimate goal in mind: to get you past any particular segment of the game. It is encouraged that you follow what we have spread out for you, but no feelings would be hurt—for the most part—if you were to shun our methods as well.
In addition, there will be features littered throughout listed as "Enemy Sightings!" These give a close analysis of a new type of enemy that you will meet or have met for the first time. Within we discuss its weaknesses and tips on how to easily manage them. Although you are likely to come across the same enemy time and time again, we will be listing them only once, when you first meet them.
One final note (we promise): all the possible treasure and goodies you can discover in the game will not be covered in the walkthrough. We will touch on some if it is convenient, but generally those extras, such as the Spirit Gems , Treasure Maps , Heart Containers , etc. have a whole other section devoted to them, so go peruse the Appendix for those.
Every grand adventure cannot properly begin without our green-clad boy hero being roused by the persistent nagging of a familiar-looking fairy named Ciela. Ciela will act as your guide in more ways than one. Listen to her, as she often has important (although sometimes obvious) knowledge to impart. Regardless of what you named your alter ego, we will be calling him Link throughout the walkthrough for the sake of consistency. When you finally gain control of Link, you should first take a few moments to accustom yourself to the controls. You will have to learn to love and live by the stylus.
Ciela suggests speaking with her caretaker, Oshus, who resides in the hut shown in the camera pan moments before. It sits on a plateau just a little north of where Link was first washed ashore. The various pots and barrels inside can be picked up and thrown, which shatter on impact to often times reveal a Rupee! You can unearth Rupees and hearts hidden in pots, barrels, rocks, bushes, etc. by smashing or cutting them. Don't you wish you could smash up your furniture and find sandwiches or something hidden within? Ah, one could dream...
Tap the short, old man in the hut to initiate a conversation, during which Oshus suggests you turn to a fellow sea-savvy sailor by the name of Linebeck, who's currently docked at the harbor to the southeast, as indicated on your map. So, that's where you should be headed next!
Obtain a weapon
Although serene-looking at first glance, Mercay Island is wrought with dangers that may bring harm to inadequately equipped adventurers, such as your current self. Venturing up the path leading north, Ciela quickly points out Link's vulnerability to these hostile creatures.
Defenseless and forced to take a detour through the dangerous mountain pass, you are left with no choice but to seek out a weapon. Oshus surely would have some advice. Alas, he provides little help, but the kind-hearted and persevering Ciela would have none of that! If you move a little east of the hut, you will come to several barrels, one of which is blocking the entrance to a cave. Pick it up to free up the pathway and head in. Inspect the sign to solve the game's first riddle of sorts. Starting from the top left, write a big number "7" as clear as possible. And the reward for solving this puzzle is exactly what you needed.
With Oshus's Sword in tow, you'll be taken to Oshus' hut for a quick lesson in swordsmanship. Despite his outward kind demeanor, Oshus is a stern teacher. Follow exactly as he says or you won't be able to leave before perfecting your sword-swinging techniques! You must use specific sword swings to destroy the four dummies that pop out of the ground.
Head to the Mountain Passage
Now you're starting to look the part of a legendary hero! Before we set off to untold dangers lurking within the Mountain Passage, you might want to visit the lone farmer off to the west. It seems his lazy bum is unable to remove the boulders from his farm. For your efforts the cheapskate gives you 1 whole Rupee, but quickly gives up additional information regarding some valuables hidden up north. Mark the indicated spot by first pressing MENU and MAP, then drawing, say, a tree on that point for personal reference. If you go to this location later on, roll into the tree to shake out a 100 Rupee prize!
- Appearance: Red, fish thing...
- Damage: 1/2 heart
When ready, take the north route to the cave entrance. The enemies here are nothing to sweat over, especially now that you are properly equipped. At the far end is a gray stone, which when struck with your sword will give a nice tip. Cut down the shrubbery further down and head into the dark cave.
Get through the Mountain Passage
Welcome to an introduction to one of Zelda's iconic features: dungeon-crawling. This is rather short and painless, depicting only a fragment of what a real dungeon would feel like.
Get Small Key #1
Trek further in and remove the boulders that stand in your way. The large, locked door is one of many you will be seeing. These can be unlocked by finding disposable keys, often tucked away in chests in other rooms. Convenient for you though, the chest a little further to the right holds the first Small Key . Careful going to it, however, as Red Chuchus will drop mysteriously out of nowhere for an ambush.
Get Small Key #2
The large room ahead features four levers that must be pulled in the correct order. The stone slabs located in the large room and side rooms contain hints that help you figure out the order. You will also find 20 Rupees in the right-hand room. Not bad!
- Appearance: Winged creatures that resemble bats
As for the proper sequence: assume that the levers are labeled from 1 to 4 starting with the left most lever. Pull them in the following order: 2, 1, 4, 3. A successful endeavor lands you with the next Small Key . If pulled in the incorrect order, you are instead treated to some unpleasantness that do not involve a chicken suit. But fret not! You can try again.
- Appearance: Purple snake
While not a threat in the slightest, they are enemies nonetheless, designed to hurt you or at least annoy you. Ropes can strike with surprising speed and precision, but those qualities are offset by the fact that they are so easily killed off by simple attacks or even thrown objects.
Get Small Key #3
The second floor of the dungeon is littered with icky Rats. One of them holds in his foul mouth the key to your way out. Literally. Finding a way to catch him is the puzzle in itself. He's a fast bugger and scares easily, leaping away in the opposite direction as soon as he senses you. However, we can outsmart him by choking off one of his escape routes; first pull and then push the nearby block into the hole in the upper left corner of the map. Now move back the way you came, as if you were returning to the first floor of the dungeon. Confident that it is safe for him to scurry about, the little troublemaker will come out and bound toward the other hole you sealed off. Quickly follow him and slash frantically before he realizes his mistake and attempts to return into hiding.
- Appearance: Purple rat
The Small Key is all that's left of the poor thing, so take it and use it on the locked door in the northeast. You will be met by more Keese on your way to the exit, but the short walk will pop you out just a little north of the quiet port town.
Explore the port town
Mercay Island's port is a small one with little to see and do at the moment, but take in the new surroundings and talk to the locals. There's a shop lady in the southern most teepee that sells interesting wares. The Treasure in the shop is an anomaly that changes every time you play. A Wooden Shield is up for purchase in the shop as well. You can choose to fork over the 80 Rupees now, or wait until later when you've saved up enough. You don't really need it now anyway.
Linebeck's ship can be found anchored to the southeastern dock, but it seems Linebeck is nowhere in sight. The admirer nearby tells you to check with the barkeeper in the port tavern—he might know something. Well, leave the crazed stalker to his own obsessions and get the scoop on Linebeck from the barkeeper, who is located in the big, blue-tiled building in the center of town.
Following an unfortunate tradition of bad timing, you discover from the barkeeper that you have just missed him. It appears, though, that he has headed off to the Temple of the Ocean King, which is the large silver structure located in the northwest on your trusty map. Needless to say, the Temple of the Ocean King just became the next site to visit on your jam-packed itinerary.
Grab Your First Treasure
Your keen treasure radar probably caught wind of that treasure chest sitting atop a small plateau in the southwest part of town. A gap, however, separates the steps leading to it. Link isn't athletic enough to clear the gap on his own. With a little creativity and a can-do attitude, overcoming this is a cinch. Wandering around the small port town is a small, white Cucoo. Slowly approach one by lightly tapping the stylus millimeters away from Link and grab it. With it in Link's hands, run to the southwestern edge and leap straight across to the opposite edge. Its frantic fluttering makes a great parachute to keep Link aloft long enough to coast across without falling into the water.
Open the treasure chest at the top of the steps to receive a randomized Treasure . Keep these around for later.
Go to the Temple of the Ocean King
The north exit of the port leads into the hills that take you to the temple entrance. Be on the lookout, as you will come across many wild, unfriendly creatures on your way there. Remember the tree the farmer pointed out on your map? Now would be a good time to go investigate. Locate the north most tree and somersault into it. You will get 100 Rupees for your trouble. Guess he wasn't such a bad guy after all. If you haven't gotten the Wooden Shield yet or were a bit hesitant to invest in a potion, your new earnings should surely ease the tension on your wallet.
- Appearance: Darkly colored bird
Journeying further west, you may notice a large crack in the mountain wall. When you have the appropriate tools in your possession, you can crack it open, but for now ignore it and continue to the entrance steps. Ciela gives a brief history lesson that does not seem to bode well for you. Shrug off any doubts and enter the temple, brave one.
Temple of the Ocean King
- Key Items to Obtain: Sea Chart
- Enemies: n/a
This ancient temple was once a magnificent shrine built in honor of the Ocean King, but those times have long since gone. The temple now plays host to a malevolent curse that slowly drains the life out of those who dare enter its ruined remains. The skeletal remains of thirsty adventurers are enough proof of this. For now, the entry hall is devoid of any dangers—both obvious and hidden ones. Other than marveling at the odd hourglass sitting at the top of the stairs, you can do nothing more in this room. Continue forward to the next room.
A faint voice calls out, but who could it be? Going further into the room, Link and Ciela find themselves face-to-face with the brash and helpless Linebeck. It seems he's somehow gotten himself trapped and requires your help to free him from his spiky prison.
Disarm the trap
The smooth-talking Linebeck bestows upon you the task of finding a way to lower the spikes, but not before warning you about the evil force hanging over the temple. The purple, swirly patches of ground are "safe points." These are displayed on the map as well. Moving away from these safe points costs Link his health—he loses about a quarter of a heart every three seconds, so be sure to keep moving and smash pots constantly for extra hearts. It would be wise to plan out your route before wandering recklessly through the poison.
Dart to the northwestern purple space; attack the unlit orb that sits in the corner to disarm the trap, freeing Linebeck who runs off at the first opportunity. Chase him down back at the entrance.
Find a lead on the Ghost Ship
After the whole nice-to-meet-you spew, the Jack Sparrow wannabe—er Linebeck—gives you a Small Key to get you started. The key unlocks the door to the northwest.
After unlocking it, travel to the northwestern safe zone to find another unlit orb. This time, however, the moving spikes are only momentarily suspended from operation. The timer begins as soon as the orb is hit. Whack the orb and immediately begin racing to the far northeast safe zone, following along the wall north and avoiding the floor trap. Slash the orb here to open the door in the middle, which takes you to a chest containing the Sea Chart .
Go see Linebeck back at the entrance to show him your findings. Alas, that scoundrel took off at the first opportunity! Exit the temple to find Linebeck waiting for you outside. With the realization of the map's contents dawning over him, Linebeck runs off to his ship...with your map! The nerve of him! Not only does he abandon you in the treacherous temple, but also makes off with your hard-earned map. Chase him down to give him a good earful.
Return to the port town
Steer your way through the rolling hills once more back to the port town. Not much has changed since your short absence, so cut straight to the docks to find Linebeck, surprisingly accompanied by Oshus. When presented with the map, start scratching the southeastern most island on the map until an orange and red symbol is made fully visible. Called the Isle of Ember, the outlying island is home to a fortune teller named Astrid. Oshus suggests seeking out this Astrid for possible whereabouts of the Ghost Ship. It's a shaky lead, but it's all you've got!
Ready up and set sail!
The buzzing excitement about sailing and exploring new lands has lifted everyone's spirits and set their eyes on the horizon ahead. With nothing to lose, Linebeck eagerly beckons everyone to hop onboard. If you have a few last minute errands to run, select Not Ready and go finish whatever it is you need to do.
If you haven't already done so, now would be a good time to purchase that Wooden Shield from the shop lady. Danger and peril lie in wait at every turn; better to be well-equipped for anything. When you've done all you can at Mercay Island, speak with Linebeck and head to the high seas!
Up Next: Chapter 1
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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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Summary [Metacritic's 2007 DS Game of the Year] Many months have passed since the events of The Legend of Zelda: The Wind Waker, and Link, Tetra and Tetra’s band of pirates have set sail in search of new lands. They come across a patch of ocean covered in a dense fog, in which they discover an abandoned ship. Tetra falls into danger when she ex ... Read More
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Video Game / The Legend of Zelda: Phantom Hourglass
Ciela : Linebeck! You fled the second you heard about monsters in the temple! Linebeck : No! Of course not! I suddenly got worried about my ship!
The fourteenth game in The Legend of Zelda series, released in 2007, Phantom Hourglass is a sequel to The Wind Waker and stars the Hero of Winds once again. Unlike previous Zelda games, there was also a single central dungeon, the Temple of the Ocean King; beating other dungeons would allow the player to progress farther in the Temple, which would open up more dungeons, and so on. The Nintendo DS game is entirely stylus-based, with the bottom screen consisting of most of the action and the top screen containing a map that the player can bring down and mark for clues.
The plot picks up right after The Wind Waker , with Link sailing with Tetra's crew on the trail of the mysterious Ghost Ship . When the ship is in sight, Tetra goes aboard and disappears, prompting Link to go on after her. He is tossed from the ship, and wakes up on a strange island where a fairy named Ciela finds him. During his quest to save Tetra, he meets up with Linebeck, the captain of a steam boat, and the wise but mysterious old man Oshus. Oshus gives Link the titular Phantom Hourglass to ward off the curse placed over the Temple of the Ocean King by Bellum, a demonic creature that is steadily sapping the life out of the realm. It's up to Link to find Tetra and slay Bellum before he sucks the last of the realm dry.
The game also includes a two-player battle mode, playable either over local wireless or online, where the players compete for control of Force Gems in alternating rounds, either controlling Link or a group of Phantoms.
This game provides examples of:
- The Phantom Sword , which sure would have come in handy a lot sooner than you're able to get it, as it's the only thing in the entire game that can kill the Phantoms in the Temple of the Ocean King .
- Then there's Ciela's ability to create Time Spheres, which give Link the ability to freeze time . You only get it during the two battles against the Big Bad .
- 100% Completion : The ship parts, which are obtained through random loot renewed daily. Some of these are at the very bottom of the Temple of the Ocean King, meaning you'll visit the dungeon time and again, every day, if you want to completely fill your collection.
- Addressing the Player : While most games are normally just straight examples of Hello, [Insert Name Here] , The Legend of Zelda: Phantom Hourglass also has an element of this. As part of a Justified Tutorial about the touchscreen, you're asked to sign for a parcel. Much later on, this signature reappears unexpectedly.
- Air-Aided Acrobatics : Some wind geysers can be used to reach high places, and bombs can even be used in conjunction with them to blow up obstacles that are place too high. The areas you're jumping from/to are narrow enough that overshooting is ludicrously common.
- All Just a Dream : The game looks like it pulls this in the ending cutscene, only to have Link pull out one of the artifacts he found , and then see one of the characters he met. Judging from the dialogue near the end of the game, as well as The Legend of Zelda: Spirit Tracks featuring descendants of characters that appear in the predecessor, it's more likely a parallel universe.
- Already Undone for You : One of the main features of the Temple of the Ocean King. No matter how many times you make your way through it, the puzzles you've completed will always reset themselves if you so much as step outside.
- American Kirby Is Hardcore : The Japanese, European and Korean box arts got a colourful spread of Link and Linebeck sailing about, the American art has them in moodier poses with a brown-shaded Ghost Ship as the backdrop.
- And Another Thing... : The game includes a sword-wielding pirate, Jolene, whom you fight on your ship at least twice. Every time you defeat her, she gives one of these lines - most of them quite lame and irrelevant.
- Animal Jingoism : The Ocean King, who resembles a whale, is tormented by the evil creature Bellum, a demonic squid.
- Animated Armor : The game has the central dungeon being patrolled by suits of armor called Phantoms, who are completely invincible (at least, until you get the Phantom Sword). If one of these scores a hit on you, you lose a full heart, 30 seconds off of the titular hourglass, and are sent back to the start of the floor. They come in three flavors: regular (blue), fast (red), and teleporting (gold).
- An Odd Place to Sleep : At the start of the game, Link is sleeping in the middle of Tetra's ship.
- Aquatic Mook : Several enemies make their debut in the game, such as Geozards, Flying Fish, Eye Plants, Cannon Boats, and Pirate Ships.
- Attack Its Weak Point : There's a particularly fun (if easy) variant involving whacking a seesaw with the hammer in order to reach the giant golem Eox's weak point.
- Auto-Revive : The purple potion brings Link back to life should his Life Meter be depleted.
- Back Stab : The dangerous Phantoms can only be defeated from behind (and only if you have the proper weapon to do so). If your sword if powered up by the Spirit of Power, you can still stun them, though.
- Badass in Distress : At one point, Link loses his sword and gets caught by Bellum's tentacles . Surprisingly, Linebeck saves him.
- Bag of Spilling : Not even Link’s sword and shield from the previous game are carried over into this one. Even his ability to swim is lost. Before, he could swim as long as the swim meter didn't run out; now, he sinks like a stone , losing a little energy and appearing on shore.
- Bandit Mook : Crows steal Link's Rupees on contact, and if he is not quick enough to defeat them (the Rupees will lie on the ground for a moment) they will fly away with them.
- Bathtub Mermaid : The Old Wayfarer is fascinated by a mermaid he's seen and wants to bring her home to live in a small pool he's prepared. Link finds the mermaid, who's excited by the prospect and seeks out the Old Wayfarer and can later be visited in the pool. She's not really a mermaid, just a human who likes to dress up as one.
- Big Bad : Initially, whatever it is on the Ghost Ship is the villain (though that's kept a secret). Upon clearing the Ghost Ship, it's revealed that Bellum is the cause of all the various events, setting up for the remainder of the game .
- Big, Bulky Bomb : There are floating barrels of boom scattered all around the Great Sea. You don't see them as anything much- just another obstacle to be blasted out of the way. Until one day you stop right alongside one and realize it's 6 times as tall as Link .
- Bigger on the Inside : Not only do islands look a lot smaller while you're sailing than they do on land, they also have larger varieties in elevation like cliffs, hills and peaks when you're viewing them from your boat that aren't as evident when you're walking around on them.
- Blade Lock : The lock is won by scrabbling the stylus over the screen rapidly. Against a recurring Mini-Boss , it's the best way to win, and it's also needed to stun the final boss.
- Bling-Bling-BANG! : The golden cannon you can get as part of the golden boat set.
- Boss Remix : The maritime battle against the Bellum-possessed Ghost Ship is accompanied by a sinister remix of the overworld music. There's also a remix of Linebeck's theme for the final battle, with snippets of Bellum's Theme mixed in to emphasise the former's possession by the latter .
- Boss Subtitles : The game mixes things up by putting the subtitles after the boss's name (eg., "Blaaz, Master of Fire"), which is continued in The Legend of Zelda: Spirit Tracks .
- Bottomless Pits : Deep holes in the ground are a recurring hazard in the dungeons, and Link loses half a heart if he falls into them. Curiously, the pits can also be used to the player's advantage, as knocking a Phantom into the void is the only way to kill the creatures before obtaining the Phantom Sword .
- Boundareefs : The lack of boundareefs on the edge of the map doesn't mean the game averts this trope: there are many conspicuously aligned reefs placed through the map to create wide corridors forming an "N" on the world map. Also, several islands are almost completely encircled by obvious Boundareefs, most glaringly the Isle of Ruins: there is only one opening in the ring surrounding it, which is conveniently blocked by a cyclone that must be dissipated with a Plot Coupon .
- Bragging Rights Reward : Collecting and equipping all ship parts in a single set will give the S.S. Linebeck three extra hearts, which is useful for naval combat. Collecting all of the super-rare, super-expensive golden ship parts will give the ship... four extra hearts. It makes for a stylish ship, but finding even one part of the golden set before the end of the game takes luck, and none of the sea obstacles warrant the extra heart gotten by grinding for all of them.
- Break the Haughty : Linebeck gets a bit of this at the end of the game. Bellum corrupts him and forces him to attack Link. Once the player defeats Bellum, Linebeck has a My God, What Have I Done? ? moment before dropping to his knees and apologizing for his jerkassery.
- Build Like an Egyptian : One of the last areas Link visits on his quest is the Isle of Ruins, which contains a lot of pyramid-like architecture built by the long-gone people of the Cobble Kingdom.
- The Bus Came Back : Various enemies make their return in the game, such as Ropes, Like Likes, Pols Voices, Gels , Hardhat Beetles, Terrorpins, Crows, Hinoxes , Gyorgs, Ocean Octoroks, Miniblins , Rupee Likes, and Rock Chuchus , as well as the first appearance of a Gleeok since Oracle of Seasons .
- Catchphrase Interruptus : A silly variant happens at one point. Link (being a Heroic Mime ) does not have a spoken catchphrase, but he does have that standard animation and tune every time he holds up an important item , and that's what gets interrupted.
- Chain of Deals : There's one that spans through all four quadrants of the World of the Ocean King, and involves all characters that travel in ships (except Jolene). It ends in Molida Island, where Link receives a scroll that teaches him the Great Spin Attack. Notable, this was the last game in the series to employ this trope.
- A more minor example than most, but two of the earliest characters you meet in the game, the fortune teller Astrid and her deceased assistant Kayo, are later revealed to be descended from the ancient Cobble Kingdom, the ruins of which are unearthed and explored later on in search of one of the Pure Metals.
- Zauz is a double example. You have a chance to visit his island when you first explore the northwestern sea, before Oshus directs you to him later as the only person who can forge the Phantom Sword . Certain hints from his appearance and dialogue also suggest that he, like Astrid and Kayo, is related to the Cobble.
- Chest Monster : You can occasionally come across Rupees just sitting out in the open. These are attached to an antenna on a Rupee Like (monsters that look like a giant blancmange with a maw on top) that would pop out of the ground and try to suck you in and steal your Rupees if you get close enough.
- Circling Birdies : Link becomes dizzy if he uses the Spin Attack too many times because the touch screen controls allows you to execute the attack much faster than in most other games. Link will also get dizzy if he rolls too many times.
- Collection Sidequest : Treasure Charts and Spirit Gems. The former, like in The Wind Waker , pinpoint sunken collectibles; the latter are used to obtain unique upgrades. The game also has the numerous Ship Parts for the boat, divided in eight categories based on specific areas of the vehicle (cannon, stern, etc.)
- Colossus Climb : A variation occurs with Eox in Mutoh's Temple, as you get catapulted on top of it by hitting ancient seesaws with the hammer.
- Colour-Coded Timestop : When Link uses one of the Phantom Spheres to stop time during the battle with Bellum, the game turns grayscale until the timer runs out.
- Commonplace Rare : You must repeatedly visit the cursed Temple of the Ocean King in search of largely ordinary sea charts with which you can navigate between islands. At least the first two are marked with specific locations of the spirits Link is searching for, and the last one encompasses a forgotten kingdom that no one’s visited in living memory, but there’s nothing about the southeastern sea that necessitates having the temple’s chart to explore it.
- The Computer Is a Lying Bastard : The Gossip Stone that runs Harrow Island will not tell you that you can (and are likely to) lose money beyond the usual fee until you have already paid the latter. Even worse, it claims you can randomly find a Treasure Map regardless of whether this is actually the case or not. There are several, and there is no way to tell how many there are left ( and that some of them won't appear at all until you have completed the Sea Chart ).
- Consolation Prize : Inverted; when you send a lottery ticket to the mailbox, and you supposedly don't win, you get a ship part as a consolation prize. When you do win, they forget to put the prize alongside the letter, so you receive nothing at all.
- Console Cameo : Dee Ess Island very clearly resembles a Nintendo DS, more specifically an original model.
- Conspicuously Selective Perception : There are a few places where Link has to sneak around. The main dungeon, in particular, is full of "Phantoms", invincible (until the end) guards that chase Link as soon as he enters their line of sight or runs on one type of floor - but have no reaction beyond brief puzzlement to being hit in the back by a grappling hook that snags whatever they're holding. Justified by Phantoms being single-minded magical guardians.
- Contrasting Sequel Antagonist : In The Wind Waker , Ganondorf, after breaking free from the seal that contained him, had started to outgrow his original evil nature and become a more complex figure who wanted the Triforce to restore Hyrule despite still wanting to control it. In this game, Bellum is a mindless beast who is trying to break free from its own seal and only seems interested in consuming life force. Also unlike Ganondorf, Link does not know of Bellum's existence until midway in the game. Even their signature hideouts fit this. The island-based Forsaken Fortress was designed by Ganondorf to repel any intruders, and he abandons it partway through the game. Bellum's Ghost Ship is mobile and lasts the entire game, and it was designed to use rumors of treasure to lure people in to have their life force drained.
- Control Room Puzzle : The game has various areas with multiple switches within. They usually include stone tablets with the proper switch sequence written on them in cryptic form.
- Cosmetic Award : Beedle's "Complimentary Card," which sounds like it can be exchanged for a free item. When you redeem it, he compliments you .
- Dark Reprise : The game does this with an extremely dramatic and tense remix of Linebeck's theme used for the final battle, where Link is forced to fight him after he is possessed by Bellum .
- Death's Hourglass : The titular hourglass protects Link from the temple's curse. But only as long as its sun-ray-charged sands keep falling. Once the hourglass runs out, Link's life force is drained, which usually results in a Game Over when you're stuck too deep in the temple.
- Demonic Possession : Linebeck is possessed by Bellum in the end of the game, becoming a buffed up, nearly indestructible Phantom.
- Developer's Foresight : You can never board the Ghost Ship again once Tetra is recovered from it. Knowing this, should you leave the Heart Container behind, the Mailman will carry it to you with a letter with no return address. However, if you refuse to take it then, that Heart Container is unobtainable for the rest of the game .
- Die, Chair, Die! : Unlike in most prior games, you can kill the chickens, by picking them up and throwing them to the water. You have to jump into the water too, however; otherwise, they bounce from an invisible wall surrounding the land.
- Disc-One Final Dungeon : The Ghost Ship. It's suitable for the final dungeon, because Tetra is there, but you still need three more items and you haven't explored half of the ocean.
- Drop The Hammer : A magic Hammer is collected in Mutoh's Temple. While much smaller than the Skull Hammer of the chonologically previous game's fame, it's still impressive considering it's wielded by a tiny fairy , especially for Charged Attacks . And because it is Ciela who uses it, it's required to defeat enemies and press switches placed in spots that are unreachable for Link himself, including the weak points of the dungeon's boss (Eox).
- Drunk on Milk : There's a milk bar on Mercay Island, where your adventure begins. Try to order something, and the bartender says Link is too young to drink there.
- Dual Boss : Gleeok in the Temple of Ice - while its two heads are attached to one body, that body is never seen, although the same is not true of Gleeok in other games.
- Dungeon Bypass : To make up for its more irksome qualities, the Temple of the Ocean King is riddled with shortcuts that can be exploited with the proper items on return trips, allowing you to access keys and switches earlier than intended and even skip entire floors, should you know how.
- Eldritch Abomination : Bellum lives far beyond the reaches of man, mostly acts through avatars and projections, is completely impossible to reason with, is either not sentient or has a mind that is so thoroughly alien that it can't be defined in human terms, and is otherwise totally apathetic towards other life aside from needing to feed off of it. It isn't even evil or malicious, per se, more just a force.
- Enfant Terrible : The Obviously Evil Cubus Sisters, at least while they still appear human.
- Enter Solution Here : One way they show off the DS's features is to allow you to write notes on maps. To make sure you get maximum use out of this feature, the solution to a puzzle is frequently given somewhere else in the dungeon, and you're supposed to write it down when you find it.
- Escort Mission : The Ghost Ship. Link has to escort three sisters to the safe spot where the fourth sister is. They give bad advice, scream and alert all the enemies in the area if they get too close to a Skulltula, and in general act like they're trying to sabotage you... which they are, which only makes it better in that you get to kill them once they reveal their true colors.
- Expansion Pack World : The game is set in some other region of the Great Sea we saw in its predecessor, Wind Waker that is also a parallel world .
- Exposition Fairy : Ciela fills this role for most of the game, though Leaf and Nari also occasionally serve as this.
- Face Death with Dignity : The Cubus Sisters surprisingly do this, praising Link for his skills on Dead Man's Volley before fading away.
- Faceless Eye : Bellum's most prominent feature is the single eye on his body, nested inside his mouth. As a squid-like parasite, he doesn't need a fully-formed profile.
- Fairy Battle : The game has Jellyfish that occasionally pop out of the water, but do not attack, and can be shot for free Rupees.
- Fairy Companion : There are 3 different ones (Ciela, Leaf, and Neri) that can each be powered up to raise attack, defense or have the sword beam.
- Fake Longevity : You constantly have to re-visit the same temple to get the next map to go fetch the next Plot Coupon . There's only a handful of waypoints around the temple, so there are levels you will constantly revisit. And no, they don't stay opened, so you have to re-do the puzzles each time (although most, but not all, can be skipped or become much easier with newly acquired items).
- False Innocence Trick : Aboard the Ghost Ship, you find and rescue four unfortunate young sisters kidnapped by the ship and bring them to safety, but with each one, they get increasingly Obviously Evil , from their randomly cackling or giving blatant Anti-Advice for killing the monsters or suddenly blaring out lines like "FALLEN! FALLEN! They are the Fallen!". When all four are reunited it should come as no surprise whatsoever that they reveal themselves to be hideous monsters and start a game of Dead Man's Volley.
- Fantasy Keepsake : The game ends with Link waking back on the pirate ship, the game's whole adventure being seemingly a dream...up until he pulls the Phantom Hourglass from his pack, and sees Linebeck's ship on the horizon.
- Feed It a Bomb : Multiple enemies are defeated this way. Some enemies try to suck you up to digest you — little do they know that you've got your explosive charges ready.
- Fighting Your Friend : The final boss is actually your buddy Linebeck possessed by Bellum .
- Final Dungeon Preview : The Temple of the Ocean King, being the final dungeon explored at the start of the game. Due to a curse, the dungeon will gradually drain Link's health until he obtains the Phantom Hourglass which allows time in the temple without taking damage. As you progress the game, you gain more time and able to explore deeper in the dungeon obtaining sea charts and able to get to the end once you obtain the Phantom Sword to face the final boss.
- Fishing Minigame : The Old Wayfarer gives Link a fishing rod for completing the first leg of his sidequest, letting him fish in the open waters whenever he finds a fish silhouette in the water. Of the five fish you can capture (not including the Stowfish, which can be found attached to the other fish), showing the Old Wayfarer a Loovar nets you an improved lure for fishing up bigger fish, obtaining a Rusty Swordfish (one of said bigger fish) has him give you a ship part and inform you of the legendary Neptoona, and you can exchange the Neptoona with him for a Heart Container.
- Flaming Sword : If you return 10 Power Gems to the spring at Spirit Island, and equip the Fairy of Power, Link's sword becomes coated in flames. Ten more and they burn hotter and the tip is literally aflame.
- Flying Postman : The postman you meet in this game is winged, somewhat inexplicably (he's not a Rito).
- Forced Transformation : The game has an inversion, as the Ocean King, normally a great whale, has his power sapped by Bellum and spends most of the game as old man Oshus .
- Forced Tutorial : You're playing the exact same Link from The Wind Waker and you still have no choice but to re-learn sword play.
- Fortune Teller : Astrid, the only living resident of the Isle of Ember. Once you've freed her from her basement where she was trapped, she'll thank you by foretelling the correct path you must take to advance in your quest.
- Four Is Death : The fourth dungeon in the game is the Ghost Ship, which steals the life force of any unfortunate victim who approaches it, and the dungeon's boss is a quartet of ghastly demons.
- Free-Sample Plot Coupon : The titular Phantom Hourglass comes equipped with ten minutes' worth of Sand of Hours when you first obtain it. Some of this is admittedly thanks to the boss of the first dungeon Link defeated just previously, but most dungeon bosses only give two minutes' worth of sand, which would still leave eight of them unaccounted for.
- Funny Background Event : Used rather frequently, mostly with Linebeck. The most notable one is him leaning on the petrified Tetra while listening to Oshus describing the horrors of Bellum, then frantically trying to stand her back upright. Also, near the end of the game, the ship is flooded and you see Linebeck being washed away.
- Gaiden Game : The game is a side-game following up The Wind Waker , detailing one of Link's and Tetra's adventures during their quest to find a new land to settle.
- Gangplank Galleon : The fourth dungeon is the Ghost Ship, which is a haunted pirate ship.
- Giant Space Flea from Nowhere : The two Giant Eye Plants and the Massive Eye (a flying whale monster), which suddenly appear as ship-combat bosses when Link tries to dock at certain islands throughout the story (their designs imply that they're minions of Bellum, but nobody in-game confirms it). The second Giant Eye Plant only shows up during the last leg of the optional Trading Sequence , making it even more unexpected.
- Ghost Ship : Word-for-word! Searching for it is the main plot for the first half of the game, and even then the Ghost Ship returns during the battle against the Final Boss .
- The Phantoms, which are invulnerable except for the eye in their back, and even that can only be used to stun them for most of the game.
- Bellum has many, many eyes in octopus form which you must attack; when he possesses Linebeck and becomes a superpowered version of the Phantoms, and, like the Phantoms, has an eye on his back (albeit a much bigger one).
- Most of Bellum's monsters have the same eye as Bellum, or at the very least some variation of it. The Hinoxes, for example, cannot be approached by Link at all unless you fire an arrow in its eye first, thus stunning it.
- Gotta Catch Them All : Spirit gems and (like in The Wind Waker ) treasure charts for sunken treasure. The game also has boat parts and eschews Pieces of Heart in favor of full Containers like the NES games, often earned through difficult minigames or bought at expensive prices in shops.
- Grappling-Hook Pistol : The Grappling Hook makes a return from The Wind Waker and is one of the most versatile weapons in the series. On top of being used to grab things, it can also be used as a tightrope and a human slingshot.
- Guest-Star Party Member : For part of the dungeon on Goron Island, you switch control between Link and Gongoron, the son of the Goron tribe's chief. You get to play as him again in the race on the nearby Dee Ess Island after you clear the dungeon.
- The crest pointing to the Sun Key. Who would have known that you're supposed to close the DS to put the marking on it? Ciela even congratulates you on figuring it out! It's even harder to figure out if you're playing it on a Nintendo 2DS , where sleep mode is activated by a switch, or the Wii U Virtual Console , where you have to go to the Home Menu or Virtual Console Menu and back. At least the original DS solution does have a logical connection as you are physically putting the two maps together, if in a more meta way than most would expect, while the later methods are basically arbitrary.
- If you don’t know that the DS has a microphone, then any puzzle requiring you to use it can turn into this, since the characters don’t do a very good job communicating what you’re intended to do. They’ll usually only tell you to “call out” to get someone’s attention, but don’t bother to clarify that they’re addressing the player, not Link himself.
- Gusty Glade : The Isle of Gust features many wind currents as well as wind geysers. It's necessary to work around them to reach the resident dungeon (Temple of Wind).
- Healing Potion : This game and Spirit Tracks have the classic red potion which restores 8 hearts, the unique purple potion which automatically revives Link when he dies, and the yellow potion which completely refills Link's health.
- Heart Container : This is the first game since the NES era to have full containers only; to make up for this, the containers found outside the dungeon bosses are much more difficult to find as they're only given after completing devious minigames or buying them at very high prices in shops. This is repeated in the game's sequel, The Legend of Zelda: Spirit Tracks .
- He Knows About Timed Hits : There's the hilarious "Oh, do you know how to walk?", due to the touchscreen being used for movement, rather than the D-pad.
- He Was Right There All Along : The boss on the Ghost Ship that won't show up until you get all four of the "sisters" together. Justified in that the Sisters themselves are the boss.
- Hold Your Hippogriffs : When Linebeck refuses to enter the Ghost Ship, Ciela refers to him as a "Cucco." Cuccos are chickens in all but name and ferocity .
- Hostage Spirit-Link : The archery minigame mixes in girls with the ghost targets; hitting them is -50 points and resets the score multiplier to 1.
- Ice Palace : The Temple of Ice. It is where the Azurine, one of the Pure Metals needed to forge the Phantom Sword, lies. In addition to slippery floors, it has several pits that can only be avoided with the help of the Grappling Hook.
- The Cubus Sisters, once you figure out they are lying to you. ( Which should take all of two seconds ).
- A Goron tells you that, since you're an outsider, he shouldn't tell you that the Elder's home is right over there, in this spot on your map! (Of course, the home is a big and obvious cave anyway.)
- Immediate Sequel : Not long after the events of The Wind Waker , which ended as Link and Tetra began their search for a new land, the pirates encounter a Ghost Ship which Tetra goes to explore. Link falls overboard whilst trying to pursue her, and ultimately washes ashore on an island from which his new journey commences.
- Implacable Man : The Phantoms cannot even be stunned until you get the bow about halfway through the game, and cannot be defeated until you get the necessary legendary sword shortly before the end of the game.
- Interface Spoiler : The game has you pursuing the Ghost Ship after Tetra is kidnapped. When you finally catch up to it, you may be quick to realize that only half of the sea map had been revealed up to that point.
- Intergenerational Friendship : While the fairy Ciela rightfully calls out 20s-30s Linebeck for being a coward, he seems to develop a real friendship with the twelve-year-old Link, even helping him save the world.
- Internal Homage : The 'self proclaimed hero' is a giant shout-out to The Wind Waker . He tells Link, as a joke, that the kaleidoscope he found (belonging to someone from the Ho-Ho Tribe) belonged to his sister (as if he had one anyway), referencing Aryll giving Link a telescope; he dresses similar to Link with a heart on his buckle instead of a swirl, having blue boots instead of brown, and having a pom pom on the tip of his cap; calls his ship the 'Prince of Red Lions' in reference to the King of Red Lions; and in the trading sequence accepts the Hero's New Clothes, which is what Link got on the Second Quest in The Wind Waker .
- Invisibility : Crayk turns invisible, and can only be decamouflaged by shooting its eye with an arrow.
- Invisible to Normals : The Hero's New Clothes, making a return appearance from The Wind Waker. Allegedly they can only be seen by very honest people.
- Invisible Wall : When you attempt to go off the Great Sea's map, you'll always stumble upon an Invisible Wall.
- At the beginning of the game, Link attempts to hold up a small key while not being able to stand straight from Linebeck shaking him too hard, accompanied by a broken version of the Item Get! sound effect.
- On the first floor of the Temple of the Ocean King, Link can open up a chest and proudly present... nothing. The chest contained the small key that Linebeck gives him a bit later.
- Once Link rescues the Spirit of Courage (which is oddly silent since it's the inert half of Ciela's powers ), he looks more concerned than excited as he holds it above his head.
- When Link receives a "mysterious" gift (which is invisible clothing ) from the Man of Smiles, he does his usual animation, but with a disturbed expression.
- This game features Rupoors, negative black Rupees that subtract money. Whenever Link gets one, a distorted version of the Item Get music plays, and Link looks upset. Unfortunately, he still cannot stop himself from compulsively picking up every single one of them that he touches - even ones that are just lying on the ground - and holding it up over his head for the world to see.
- After Zauz forges the Phantom Sword , he tells Link to take it back to Oshus, who can finish the job. When you meet Oshus, he asks Link to take out the Phantom Hourglass. For no reason whatsoever, Link decides to (unnecessarily) go through his typical Item Get! motions. However, Oshus, apparently not in the mood, grabs the hourglass from Link mid-motion, leaving Link with his hand in the air and... nothing in it!
- It's All Upstairs From Here : Inverted with the Temple of the Ocean King, in which Link climbs downward in-between the game's other dungeons, using equipment he finds inside of, and/or en route to, these other dungeons to bypass previously insurmountable obstacles, up to and including asking a fairy spirit he'd just freed to open the way forward. The final dive is part of the endgame, as reaching the temple's lowest depths triggers the final battle.
- "Jaws" First-Person Perspective : Crayk, the boss of the Temple of Courage. You can still see from the normal top-down perspective, but the boss is invisible, so you have to rely on its viewpoint on the top screen in order to hit it in the eye with an arrow.
- Jolly Roger : Pirate Ships are little boats with only a canon on them that fly a small white flag with a black skull and crossbones, a color-inverted Jolly Roger.
- Keep the Reward : At the end of the game, Linebeck is given a wish by Oshus for anything at all; everyone assumes he will wish for treasure, but having "grown" he wishes for nothing more than his ship back, which was destroyed in the course of the story, since it's the thrill of sailing on the seas that's the real treasure.
- Knights and Knaves : A variation of this trope is found on the Isle of Frost, where Link must find out who's the (always lying) Yook among six potential suspects.
- Late-Arrival Spoiler : If you have yet to play The Wind Waker and still want to play it without being spoiled, you might want to delay playing Phantom Hourglass , as it summarizes the plot of the former game in the opening cutscene.
- Lampshade Hanging : One of the talking skeletons whines about not being able to use the D-pad and buttons.
- Lethal Lava Land : Isle of Ember, and by extension the Temple of Fire which is located there. Due to the lava pits, the only way to hit certain switches is by using the Boomerang.
- Level-Map Display : Both this game and the succeeding Spirit Tracks have the map displayed on the top of the Platform DS screen.
- Lost in Translation : The game contains an island called Dee Ess Island , which as the name suggests, looks exactly like a Nintendo DS . However, the French name for the island translate to "Island of Ess(es)". This is because in French, the word "de" means "of", and apparently, "Dee" was translated as "de". This means that the island's name's pun is lost on the French. The name is correctly translated in the New World versions of French, perhaps because Nintendo of America handles translations for all of North America. Italian belongs to the same language family as French, but the name was translated properly in that language, making a clever pun ("Diesse" sounds both like "DS" and "di Esse", "of Ess" in Italian).
- Loves My Alter Ego : A village girl on Molida Island fantasizes about the hero who took down the Ghost Ship. Dismissing Link, she only asks him to hand over a treasure map to said hero.
- Malicious Misnaming : Linebeck calls Link and Ciela by any number of degrading nicknames (rarely the same one twice) right up until they head into the Very Definitely Final Dungeon — whereupon he admits that he envies Link's heroic resolve. After a moment, Ciela realizes he's finally used her name .
- The Maze : The Phantom Corridor on the Isle of the Dead, which can only be traversed with directions given to Link by the spirits of the sages buried outside. The nearby Maze Island also provides several maze challenges that Link can clear for rewards.
- Medium Awareness : A puzzle in the game involves producing a stream of air to set windmills spinning. Blowing into the DS' microphone does the job .
- Mega Dungeon : The entire game consists of finding items in dungeons in order to progress further into the Temple of the Ocean King, obtaining what is necessary in order to go and clear more dungeons, rinse and repeat.
- Metroidvania : The Temple of the Ocean King is a huge dungeon which contains maps and keys to access the other smaller and self-contained dungeons, which in turn hold the items and keys needed to progress further into the temple (and make previous sections simpler and quicker to pass through), while the overworld holds sands for the hourglass which allow you to explore for longer periods of time before having to turn back. Both the sands and the items from each smaller dungeon are needed to safely and successfully navigate the massive dungeon.
- Mineral MacGuffin : The Pure Metals, which are necessary to imbue, onto Link's sword, the power that will help him triumph against Bellum.
- Mini-Boss : The game features an odd approach, as its few mini-bosses (Jolene, a bigger-than-usual Eye Plant, a Giant Space Flea from Nowhere near Goron Island and a group of Phantoms in the Temple of the Ocean King ) are all fought in the overworld except the latter one; the normal dungeons avert this trope, opting instead for regular enemy ambushes in certain rooms.
- Mini-Dungeon : The pyramidal tombs in the isles of the Cobble Kingdom, where the corresponding four Cobble Knights rest. Link has to visit and clear all four of them in order to find a way into Mutoh's Temple, the island's only proper dungeon.
- Moment Killer : Tetra finally gets better from being Taken for Granite , and Link and Tetra look one another in the eyes. Smiling, they reach their hands out to one another in slow-motion, and just as they're about to touch, Bellum bursts through the ceiling and steals Tetra away .
- Mook Bouncer : The invincible Phantoms in the Temple of the Ocean King will send you back to the beginning of the current floor, sans 30 seconds of your precious time, if they manage to hit you.
- Mook-Themed Level : The Temple of the Ocean King is strongly patrolled by Phantoms, and much of the dungeon's gameplay has to be done while hiding from these dangerous enemies, as well as running away from them when Link is spotted.
- Moon Logic Puzzle : There is a puzzle in the Temple of the Ocean King where you have to stamp your map with a mark to find the next spirit. The stamp is on the touch screen, your map on the top screen. How do you mark your map with the stamp? Close the DS so the stamp is "pressed" into your map. This still makes some clever sense if you're playing on a 3DS, but will prove impossible to figure out to anyone playing the game for the first time on any console that doesn't have a clamshell design; playing on other consoles like the 2DS or Wii U require the player to enter sleep mode or back out into the home menu.
- Most Definitely Not a Villain : The Cubus Sisters are constantly giggling and sabotaging your efforts to rescue 'them', but since it's a But Thou Must! situation you can't just leave the little brats to rot. When they're all reunited, they drop the masquerade and challenge Link to a boss battle.
- Musical Spoiler : The easy way to tell if you're being chased by the Phantoms in Temple of the Ocean King (other than the giant "I HAVE YOU NOW" or whatever across the bottom of the screen) is by listening to the music changes. When the ominous music goes away, you know they've stopped chasing you.
- The game is bookended with Link's Awakening references: it begins with Link on a ship caught in a storm and ending up washed ashore on an island, and ends with Link meeting a whale-like creature who returns him to his own world where his adventures seemed to be All Just a Dream .
- There are also some analogies with Majora's Mask . It's a direct sequel to a prior Zelda game, has Link freeing trapped guardian spirits (the Ocean King and his helpers/the Four Giants), an emphasis on time limits (the Hourglass/the three-day cycle), a Big Bad with tentacles and big yellow eyes who seems more like a destructive force of nature than a thinking, plotting villain (Bellum/Majora), a yellow fairy companion with a bit of an attitude (Ciela/Tatl), and the game's overworld having four major regions, with the fourth of them being the former homeland of extinct societies (the Cobble and Ikana Kingdoms). Also, the very last song you hear is the theme for the forest sage of the game's direct prequel (Saria's Song/Makar's Prayer).
- The eyes on the boss "doors" and keys reminds one strikingly of Vaati's eye motif , and Vaati turns Zelda to stone in order to drain her Light Force, while Bellum turns Tetra (Zelda) to stone to drain her Life Force.
- Gleeok makes its first appearance since Oracle of Seasons , but is given powers similar to that of Trinexx from Link to the Past (one head shoots fire, the other shoots ice).
- The method used to defeat Pols Voices - by shouting into the microphone and then slashing them with the sword - was borrowed from the Japanese release of the original game .
- Names to Run Away from Really Fast : The Cubus Sisters' name comes from succubus, female demons who tempt men. Meanwhile, their master Bellum's name can literally be translated as "war".
- Nice Mean And In Between : The crew of the S.S. Linbeck includes Link (a brave, passionate hero), Linebeck himself (a greedy Lovable Coward ), and Ciela (a Nice Girl with an abrasive streak).
- No Fair Cheating : You can play a minigame where you dig for treasures. However, you are told to stop digging and leave the minigame area after you have obtained ten treasures. If you choose to ignore this and attempt to dig up an 11th treasure, you'll be given a warning. Attempting to dig up another one will result in a 100-Rupee fine, and yet another one will have all of your Rupees taken away. If you continue to dig for more treasure after you're broke , you'll be banned from the minigame. How do you get unbanned? By apologizing and paying a 300-Rupee reinitiation fee.
- Non-Natural Number Gag : You can find Rupoors instead of Rupees in some treasure chests. As their name implies, they have a negative cash value. And yes, if Link opens a chest, he will always take the Rupoor if there's one inside.
- Noob Cave : There is a cave in Mercay Island that precedes the entrance to the Temple of the Ocean King. The first floor of the temple itself counts as well.
- No Peripheral Vision : Happens with the Phantoms, though they at least have the excuse of wearing helmets. In addition, they don't see you even if you're directly in their line of sight as long as you're far enough down the hallway.
- No Sidepaths, No Exploration, No Freedom : The game has very linear dungeons that feel claustrophobic as a result, although the world is a little less linear (it being a wide ocean like that of The Wind Waker helps).
- Not Completely Useless : The items in the trading sequence, which otherwise serve no useful purpose — the kaleidoscope, for example, looks ridiculous if you don't know why you have it.
- Obviously Evil : The Cubus Sisters. Seriously, this is what the youngest sister says when describing her "captured" sisters. Youngest Cubus Sister : Fallen! Fallen! They are the fallen! Excuse me. I don't know what came over me.
- Ocean of Adventure : Being the sequel to The Wind Waker , the game takes largely the same approach for its main setting and atory, but is uniquely set in a distinct Pocket Dimension that naturally takes the form of a sea dotted with reefs and islands home to peculiar natives and ancient ruins.
- Ominous Fog : Fog rolls in on the Ghost Ship to emphasize its eeriness.
- One of These Doors Is Not Like the Other : The only way to get through one island's maze temple is to first visit the local graveyard. This is actually a double solution. The inscriptions on the knights' tombstones provide the correct path through the maze, but the positions in which the tombstones are situated relative to each other also shows you the correct shape to draw later to open a dungeon.
- One-Time Dungeon : The fourth dungeon (the Ghost Ship) - and only the fourth dungeon - is an example, but partially averts one instance of Permanently Missable Content because it's a case of Developer's Foresight .
- Or Was It a Dream? : While Link and Tetra are first led to believe it was All Just a Dream , Link finds the Phantom Hourglass on him and sees Linebeck sailing away in the distance.
- Our Mermaids Are Different : A girl just pretends to be one for fun. A big hint is her wearing a swimming ring as she swims around.
- Out of Focus : Tetra compared to The Wind Waker , due to being a Damsel in Distress for most of the game.
- Overworld Not to Scale : A hybrid approach. You can freely go anywhere the ocean water permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
- At one point you're required to transfer a seal on the top screen to its corresponding location on the map on your lower screen by closing your Nintendo DS and reopening it.
- Pol's Voices return as enemies, and can be stunned by blowing in the DS' microphone.
- Parrying Bullets : You can stop arrows by hitting them with your sword. This requires decent timing to do, and it's just easier to either use your shield or dodge the arrows entirely.
- Pint-Sized Powerhouse : Ciela turns out to be one once you get the hammer. When you equip it, it's wielded by her instead of Link, meaning it can be used at range!
- Pit Trap : The 8th floor of the Temple of the Ocean King has a fake safe zone only distinguishable by the fact that all the other safe zones have animations, while this one is static. And by falling into it.
- Pivotal Boss : Eox's first phase, where Link must use the catapults around the arena to fly into the air and hit the golem's weakpoints. Bellum's first phase has Link climbing up a spiraling staircase bordering the pool of water where it resides. The second phase is a partial example, as the heroes try to hit the Ghost Ship's "eyes" on both sides, but the S.S. Linebeck doesn't get to fully surround it, instead in a semi-circle.
- Place of Protection : The safe zones in the Temple of the Ocean King. Phantoms can't see or enter them, and time doesn't drain from the Phantom Hourglass when Link is in one.
- Player Death Is Dramatic : In relation to previous games, Phantom Hourglass changes it up by having the camera pull out after Link collapses and then it fades to black.
- Player-Guided Missile : While the Boomerang or a Bombchu is in use, the player can sketch out a custom flight path with the stylus, though they have no control over them during their motion.
- Play Every Day : There's a random selection of ship parts in shops, sidequests and a long central dungeon, reshuffled daily. You can completely ignore it if you simply want to finish the game, but if you want to collect one of each ship parts...
- Plot Coupon : Three Spirits, then the three Pure Metals. The Spirits allow Link to access the Ghost Ship to rescue Tetra ( or what's left from her ), while the Pure Metals are used to forge the Phantom Sword, capable of defeating Bellum.
- Point of No Return : Subverted. At the bottom of the Temple of the Ocean King, the bridge leading to the final boss collapses behind you once you're across it, seemingly leaving you with no way to return to the surface. Once Leaf, Neri, and Ciela remind you that they're there for you , though, a pool of blue light appears to warp you back to the temple's entrance, if need be.
- Poison Mushroom : The game features "Rupoors", which directly reduce the number of Rupees Link is currently carrying when found. A minor key version of the series' trademark Item Get! fanfare plays when a Rupoor was found, complete with Link holding the item above his head but looking none too pleased about it. One area in the game consists of a maze with Rupoors for walls, requiring Link to walk carefully to avoid them. And to make it more difficult, Keese are flying around the area — and half of your projectile weapons pick up Rupoors.
- Pop Quiz : After arriving at Goron Island Link must seek the Goron Medal to enter the Goron Temple. The elder Biggoron tells him that he must first become a member of the Goron Tribe, which first involves talking to every Goron in the city followed by returning to him for a pop quiz on the island and its inhabitants, with a few questions having obvious answers thrown in.
- The Power of the Sun : Link's life force is protected inside the Temple of the Ocean King for only so long as sand remains in the top half of the Phantom Hourglass. To explain why he can't just turn the hourglass over, it requires being taken outside and exposed to sunlight in order to restore its power once its time runs down.
- Precocious Crush : An odd one. After defeating the Ghost Ship , if Link returns to Molida Island, he'll encounter a girl near the dock who wasn't there on his previous visit. She swoons over her mental image of the hero who defeated the Ghost Ship and gives Link a treasure map to give to the hero, who she seems to think is much older than him.
- Puzzle Reset : The game's resident Mega Dungeon , the Temple of the Ocean King, must be revisited over and over. Each time, all previously-solved puzzles have reset themselves and must be redone in order to advance farther down in the dungeon. For extra difficulty, visiting the dungeon is always a Timed Mission .
- Quicksand Sucks : Zig-zagged. There's only regular sand in both the desert-themed Isle of Gust and its dungeon the sandy Temple of Wind (the actual threat is the wind currents and geysers, sand is harmless otherwise); but in the Goron Temple, all sand can suck anyone within and is deadly for Link (luckily, his Bombchus can navigate through them just fine).
- Real-Time Weapon Change : The game utilizes the touchscreen by having all the items in the lower left corner ready for use with a quick tap. The small number of items in the game compared to other Zelda games is actually more conducive for this. The Legend of Zelda: Spirit Tracks , despite using the same engine and mechanics of its predecessor, averts this trope as the item inventory does pause everything when it's opened.
- Removable Shell : At the end of the game's third temple, the crustacean boss Crayk is essentially an enormous hermit crab. The first phase of the battle involves shooting Link's invisible opponent in the eye using the convenient camera references , and then slashing at the purple orbs supposedly keeping Crayk's shell in place. Once they're all destroyed, Crayk freaks out and the shell explodes, leaving it pretty easy to take down using a few more arrows - not to mention how obvious the game makes Crayk's tail out to be . During the same fight, Link is also able to swing his sword around at the little Crayklings in order to restore health, which in taking two hits each, breaks the little crabs' shells in the process.
- Rewarding Inactivity : There's this section in the Temple of the Ocean King where you have to close the DS to put the location of an important key on your map. The instructions are very unclear, however, leading many players to close the DS and give up . When they opened the DS again, the mark is now on the map!
- Roaming Enemy : There is a female pirate named Jolene who randomly appears on various maps as type 2 and patrols them as type 3. If she sees you have to escape or fight her off if she boards your boat.
- Sand Worm : There are green worm-like enemies (which are literally called Sandworms) that chase and try to eat Link if he moves any faster than walking speed across certain sandy areas.
- Save-Game Limits : The game lowers the series' usual save file limit from three to two.
- Scary Stinging Swarm : Beehives can be found on trees, and if Link knocks them down the angry swarm will attack him. In the manga adaptation, after Link accidentally knocks a beehive down, he actually fears for a moment that he'll die from the stings.
- Schmuck Bait : Played straight and subverted with the Obviously Evil Cubus Sisters on the Ghost Ship. Played straight when one of them tries to lure you into opening a treasure chest with a small Rupoor (-10 Rupees) and spawns a Reapling. The only clue you get is when she tells you it's the left of two treasure chests and says "and left is the one that's not right! " ; subverted when another warns you not to shoot the Reapling guards in the back lest you piss them off - it turns out that it's the only way of stunning them, making it much easier to slip past (it’s also effective against Phantoms as well making this an effective tactic throughout the entire game.)
- Sealed Good in a Can : The Ocean King isn't entirely sealed away, but so much of his power has been sapped by Bellum that he's been reduced to the form of Oshus, a weak old man. Once Bellum is slain, he regains his powers and turns back into his original whale form.
- Sea Mine : There are Octomines during the treasure-salvage minigames that evoke this look, being spiked balls with eyes that explode if you make contact with them with either the crane hook or the treasure chest you're salvaging note the chain linking the hook and the boat is, by necessity, non-interactive with the mines .
- Second Hour Superpower : You earn the Phantom Hourglass after finishing the first dungeon, the Temple of Fire, when you're told to return to the Temple of the Ocean King a second time.
- Self-Deprecation : One of the corpses in the Temple of the Ocean King laments that he was unable to use the pad controls instead of the touch screen. The latter is how the game is controlled, as it's a Nintendo DS game.
- Shifting Sand Land : The Isle of Gust and two desert-themed dungeons: Temple of Wind and Goron Temple. The Isle of Gust and Temple of Wind are sandy locations with numerous wind currents emerging from the floor; Link can use his shovel to dig through sand to look for Rupees and hearts, and take advantage of the wind gusts to place bombs into high targets he wouldn't be able to blast otherwise. The Goron Temple, on the other hand, is filled with quicksand , so Link cannot walk through them; he instead has to use the Bombchus to guide them up to beyond the quicksand to activate distant switches.
- Ship Level : There are several small boats Link can board, as well as Jolene's Ship and the Ghost Ship . Each of the small boats is located in a quadrant of the World of the Ocean King, and there's a late-game Chain of Deals sidequest involving the characters who respectively pilot them. Jolene's Ship is a Boss-Only Level , as all you do when you're ambushed by it is to defeat Jolene in a Mini-Boss fight (always on Linebeck's behalf). The Ghost Ship is a proper dungeon, and in it you're searching for Tetra while dealing with the haunting enemies that roam it (the Reaplings).
- Shop Fodder : Goron Amber, Ruto Crown, Regal Ring, Pink Coral, Pearl Necklace, Dark Pearl Necklace, Zora Scale, and Helmaroc Plume. Interestingly, their value and rarity varies greatly from game to game, so what may be commonplace in one game can be worth a lot in another. This also applies to extra ship parts as well.
- During one of Jolene's later ambushes, she reveals that she knows that Linebeck is hiding in the wooden box. When she calls out to him, the only thing you see coming from the box is an exclamation point.
- Biggoron's quiz initiating Link into the Goron tribe resembles Who Wants to Be a Millionaire? , including a Gorohint lifeline and "Is that your ultimate answer?"
- Sinister Scythe : The Wizzrobes in this game wield them to reap some Sands of Hours from Link should they hit him in the Temple of the Ocean King.
- Slippy-Slidey Ice World : The Isle of Frost, home to reindeer-penguin-human hybrids called the Anouki and yeti-like Yooks. Its dungeon is the Temple of Ice, which has lots of slippery ice to be crossed with help of the Grappling Hook.
- Smashing Survival : When Blade Lock is in effect, you have to rub the stylus furiously across the touchscreen to win.
- Some Dexterity Required : The game states that in order to do a roll, you need to draw a circle near the edge of the screen. Most players were rarely able to pull this off, and discovered that merely doing a quick stroke towards you and then back away will do the roll quite well.
- Sound of Darkness : Phantoms in the Temple of the Ocean King make an eerie noise as they spawn, and are beings of darkness created by Bellum.
- Spin Attack : Bellum's final form uses this, but Link can cancel it out with an opposite spin of his own.
- Stealth-Based Mission : The Temple of the Ocean King is an infamous example. It must be visited several times throughout the game and is populated by indestructible Phantoms that will hunt down Link relentlessly, reverting his progress and draining precious minutes from his time limit should they manage to strike him.
- Stalker with a Crush : The pirate Jolene. When Linebeck robbed and left her she didn't take it lightly.
- Stock Beehive : Beehives resembling stout yellow cones with their flat surfaces dotted with cells can be found hanging on trees throughout the game.
- Stupidity Is the Only Option : On the Ghost Ship , Link has to "rescue" four little girls, "the daughters of the house of Cubus." It becomes increasingly obvious that they're evil , but there's nothing else to do but "help" them.
- Super Drowning Skills : Falling into water is the same as falling into a pit or lava. How Link forgot how to swim between The Wind Waker and Phantom Hourglass is a mystery.
- Super Spit : Bellum spits out toxic goo for the first phase of it Final Boss fight.
- Surveillance Drone : The Phantom Eyes. If they spot you, they'll summon Phantoms to your location while sticking themselves onto you to try and slow you down.
- Suspiciously Similar Substitute : Ciela. She even has the same voice as Navi. HEY! LISTEN!
- Sword Beam : The game allows you to do this when you equip the upgraded Spirit of Courage.
- Sword of Plot Advancement : The Master Sword may not be in this game, but the Phantom Sword is. During the second half of the game, Link has to gather the Pure Metals that allow Zauz the blacksmith to forge the weapon destined to destroy Bellum.
- Tagline : "Take Control of an Epic New Adventure!"
- Taken for Granite : Tetra, aka Princess Zelda. For the second time in the series.
- Take Your Time : The game lets you wander off halfway through the final boss battle if you get a Game Over . While the Big Bad is holding Tetra hostage . Lampshaded when Linebeck calls Link on it after you return to the ship after playing a minigame.
- Taunt Button : In the battle mode, you can use the D-pad to show your Link cheering, gasping in surprise, or pouting.
- Tech-Demo Game : The game employs every single hardware function of the DS, including its ability to fold closed, at least once to solve puzzles or defeat monsters.
- Technicolor Death : All bosses except the Ghost Ship 's boss turn into gold, disintegrate partially, explode into a column of sand, and then the sand freezes in midair.
- Tennis Boss : Wouldn't be a Zelda game without it. You have to beat the Cubus Sisters in a game of Dead Man's Volley.
- Thanking the Viewer : Towards the beginning of the game, you - the player - are asked to sign for a letter . At the very end of the credits, your signature appears.
- This Way to Certain Death : The Temple of the Ocean King, the central dungeon, has many skeletons of previous adventurers scattered through its halls. In an interesting variation, all of them still retain their spirits, who will give you clues to help succeed where they failed.
- The Three Trials : The game does it twice: First, Link must rescue the Spirits of Power, Wisdom, and Courage to find and access the Ghost Ship , then find three pure metals to get a sword capable of hurting the Big Bad .
- Tightrope Walking : The Grappling Hook can be used this way. Have two wooden stacks present, draw a line between them with the hook equipped, and then walk over it.
- Timed Mission : The Temple of the Ocean King must be completed before the Phantom Hourglass runs out of sand, otherwise it will drain Link's health at a quick rate.
- Time Stands Still : Ciela gains this ability just before the battle against Bellum. It must be used to freeze time during the split second when the monster opens its eye, allowing Link to take a proper shot at it.
- Toggling Setpiece Puzzle : Red and blue barrier blocks are present in the Temple of Fire, and as usual only the red blocks will be active by default. Once Link collects the Boomerang, he can guide it onto seemingly impossible-to-hit orbs with the help of the touch screen of the Nintendo DS , thus overlapping with Trick Shot Puzzle , and toggle off the red blocks while toggling on the blue ones.
- Trick Boss : Dongorongo. The battle is fought with Link and Gongoron, in which Link is stuck on one side of a sand pit, and Link has to wait until Gongoron knocks the boss over to attack. After you defeat it, the door leading to the pure metal opens, a bridge appears, and Gongoron leaves to get the pure metal for you. After you cross the bridge, the boss gets up. Cue the second phase of the battle.
- Trick Shot Puzzle : There are puzzles involving shooting arrows through a series of devices that alter their trajectory and send them elsewhere (ideally, into a switch). One such puzzle requires the player to string his grappling hook rope across a gap and then bounce an arrow off of the rope to hit a switch .
- Tropical Island Adventure : Like its predecessor, the game takes place on a series of tropical islands on a sea, this time the World of the Ocean King.
- Tutorial Failure : The game tells you to "draw little circles at the edge of a screen" to perform a roll. This is before the sword tutorial, which explains that a bigger circle anywhere on the screen will make Link spin with his sword out. In reality, the rolling technique is more like making a wiggling motion at the edge of the screen—an average player trying to draw circles will just make Link flail around with his sword.
- Unexpectedly Realistic Gameplay : At one point, the game asks you to transfer the crest engraved in a wall mural onto your sea chart by pressing them together. The way to accomplish this is simply by opening up the chart so that it's on the bottom screen, and then closing the Nintendo DS .
- Unique Enemy : The Pols Voice, which only show up twice in very specific places in the Temple of Courage.
- Unnecessary Combat Roll : Rolling four times in a row causes Link to get dizzy, likely in response to the players who abused the rolling from previous games.
- The Very Definitely Final Dungeon : The game shakes up the usual formula by portraying its Mega Dungeon , the Temple of the Ocean King, as the very last dungeon in completion order. You even get to visit the very last floor before the game's climax (in fact, you have to do it in order to unlock the last quadrant of the World of the Ocean King, as it's there where the last regular dungeon lies). The catch is that the large door located there can only be opened when you manage to defeat all Phantoms in the area, for which you must have forged the Phantom Sword with the Pure Metals guarded in their temples. Beyond the door is the area where the Final Boss (Bellum) awaits, but you only fight it there in the first two phases, as the other two take place in the overworld.
- Victory Fakeout : The fifth boss in the game, Dongorongo. Possibly foreseeable, as "defeating" him doesn't trigger his Critical Existence Failure .
- While you're sailing, a flock of seagulls will gather behind you. You can shoot them.
- Link can attack cuccos with any of his weapons; however, overdoing this will cause a flock of angry cuccos to attack him . However, they can't retaliate if you throw them into the ocean to drown...
- Villain-Beating Artifact : The Phantom Sword is the one weapon capable of beating Bellum, though none exist in present time. To make it, Link needs to gather three Pure Metals found in the game's later dungeons and bring them to Zauz the blacksmith; he forges the blade of the weapon, and Oshus completes it by fusing the blade with the Phantom Hourglass.
- Vortex Barrier : The Isle of Ruins is blocked by a huge whirlwind that can only be dispelled by collecting the Regal Necklace from the Isle of the Dead.
- Warp Whistle : A variation — writing symbols on a blank slate summons golden frogs who use typhoons to transport the ship to various parts of the ocean.
- Waterfront Boss Battle : Gleeok is fought in a flooded chamber in the Temple of Ice, where the dragon remains half-submerged and only leaves its necks and heads above water. Link fights it while standing on an emerged platform, resulting in a very back-and-forth fight as Link can't leave his perch and Gleeok is a Stationary Boss that doesn't leave its spot, and the battle mostly consists of reflecting Gleeok's Breath Weapons back at it, and later of using a grappling hook to pull the heads across to where Link can reach them, while trying to ride it out its periodic flooding of the platform.
- What the Hell, Hero? : Despite the fact that Linebeck's original (and subverted) reason for going with Link at all is to make money and plunder stuff. Linebeck: Hey, good for you! Taking a break from saving the world! Class act!
- Wolfpack Boss : The Diabolical Cubus Sisters are a quadruple boss fight, and the main opponents of the fourth dungeon (Ghost Ship).
- Year Inside, Hour Outside : Once the adventure is over and Bellum is defeated, Link and Tetra find themselves floating on the inert Ghost Ship. According to Tetra's crew, the amount of time they spent on the ship: about 10 minutes!
- Drawing the Cyclone Slate symbols before being told about them will not let you warp.
- In the Temple of the Ocean King, there's a red door on which you have to draw a Triforce in order to get the southeastern map. It doesn't work before you meet Zauz.
- Also, you need to seek out an old wayfarer's hideout on Molida Island at one point in order to find the correct route through the foggy passage to the Northwestern Sea. If you try following the correct path before you've read it from the map in his hideout, you'll just get sent back to the start, as normal.
Alternative Title(s): Phantom Hourglass
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The Phantom Sword is the only weapon that can harm Bellum and Phantoms in Phantom Hourglass . It is composed of the Phantom Hourglass and a blade forged from three types of Pure Metals : Crimsonine, Azurine, and Aquanine. 
- 1.1 Phantom Hourglass
- 2.1 Phantom Hourglass (Himekawa)
- 2.2 Hyrule Warriors
- 4 Nomenclature
- 7 References
Location and Uses [ ]
Phantom hourglass [ ].
Oshus fuses the Phantom Hourglass with the blade of the Phantom Sword
After rescuing Tetra from the Ghost Ship , Link is told by Oshus to find the three kinds of Pure Metals and take them to the legendary blacksmith Zauz to forge the Phantom Sword in order to defeat Bellum . The Pure Metals include Crimsonine , found in the Goron Temple , Azurine , found in the Temple of Ice , and Aquanine , found in Mutoh's Temple . After Zauz forges the Phantom Sword with the three Pure Metals , Link must complete the blade by returning to Oshus , who will fuse the Phantom Hourglass with the blade itself.  By doing so, the Phantom Sword gains the ability to control time for a short period. 
The Phantom Sword is the only weapon capable of slaying the Phantoms that patrol the Temple of the Ocean King , and thus, the only weapon capable of defeating Bellum . Since the Phantom Hourglass is incorporated into the hilt, it makes the wielder immune to the life-draining curse of the temple. In combination with a Phantom Sphere , it can stop time temporarily. Link uses this ability in his battle with Bellum , using it to freeze time so he can get behind Bellum and attack his eye.
When Link goes to talk to Zauz about the Phantom Sword , the blacksmith explains that his ancestors defended the Oshus in an age when great evil lurked the sea, and in order to combat those monsters, his people would forge their own weapons.  One of these weapons was the Phantom Sword itself, and Zauz even mentions that he had one, although he lost it at some point.  Thus, it is implied that Zauz 's people forged many Phantom Sword for battle, and that perhaps the Phantom Sword is not the only weapon that can vanquish Bellum and the Phantoms .
Other Appearances [ ]
Phantom hourglass (himekawa) [ ].
During the Phantom Hourglass manga by Akira Himekawa , Link is told by Grandpa Oshus that the blacksmith Zauz can forge a weapon to defeat Bellum.  Although, when Linebeck is captured by Bellum, Jolene is sent to Zauz instead.  When Zauz has completed the Phantom Sword, Jolene brings the weapon to Link.  Link uses the Phantom Sword to defeat Bellum once and for all.
Hyrule Warriors [ ]
In Hyrule Warriors , the Phantom Sword appears as the second tier of Toon Link 's Light Sword weapon paired with the Shield of Antiquity from Spirit Tracks .
- The Phantom Sword resembles the Master Sword in many ways - the major differences between them are the symbol of the Ocean King appearing in place of the Triforce emblem on the blade as well as the crossguard featuring a different design, in which the Master Sword's yellow jewel is replaced by the Phantom Hourglass.
- The music that plays when Link receives the Phantom Sword is also the same as that of the Master Sword.
- Despite the fact that this sword is the second sword in the game, it is no stronger than Oshus's Sword . As such, Link must use Leaf to increase the power of his sword.
Nomenclature [ ]
Gallery [ ].
Link wielding the Phantom Sword
Icon for the Sword Blade from Phantom Hourglass
Link obtaining the Sword Blade from Phantom Hourglass
Oshus and the Phantom Sword from Phantom Hourglass
Artwork of the Phantom Sword from Hyrule Warriors
Icon of the Phantom Sword from Hyrule Warriors
Toon Link wielding the Phantom Sword from Hyrule Warriors Legends
Toon Link wielding the Phantom Sword from Hyrule Warriors: Definitive Edition
See Also [ ]
- ↑ " The Phantom Sword is no ordinary sword... When forged, normal metal can never handle that kind of sacred power! Aquanine... Azurine... And Crimsonine... These three pure metals must be forged together to create the Phantom Sword. " — Zauz ( Phantom Hourglass )
- ↑ " Rare metals and mystical sands are fused together. And so the Phantom Sword is born. With that, you can defeat Bellum. " — Oshus ( Phantom Hourglass )
- ↑ " Hmmm. I cannot call it truly complete without a handle. Take this blade to the Ocean King. He will add the Sand of Hours. Only he can empower the Phantom Sword with the ability to control time. " — Zauz ( Phantom Hourglass )
- ↑ " You see, for generations, our ancestors lived to serve the Ocean King. They defended the Ocean King in an age when great evil lurked in the sea. My people forged our own weapons and fought in epic battles. You seek one of those great weapons. An artifact called the Phantom Sword. " — Zauz ( Phantom Hourglass )
- ↑ " I no longer have it... " — Zauz ( Phantom Hourglass )
- ↑ " Visit the blacksmith Zauz, who lives in the Northwestern sea. He will teach you how to defeat Bellum. " ( Phantom Hourglass (Himekawa) , VIZ Media, pg. 133)
- ↑ " Jolene, I need to ask you a favor... Can you find Zauz the Blacksmith and ask how to defeat Bellum? " ( Phantom Hourglass (Himekawa) , VIZ Media, pg. 155, 156)
- ↑ " Sorry to make you wait. Here, Link! The only weapon that can defeat Bellum... The Phantom Sword! " ( Phantom Hourglass (Himekawa) , VIZ Media, pg. 179)
- ↑ " まぶしい光につつまれた 聖剣 夢幻のつるぎ を手に入れた！ " — N/A ( Phantom Hourglass )
- ↑ " Épée Fantôme " — Collection Menu ( Phantom Hourglass )
- ↑ " Epée spectrale " — Collection Menu ( Phantom Hourglass )
- ↑ " Phantomschwert " — Collection Menu ( Phantom Hourglass )
- ↑ " Phantomschwert " — Smithy ( Hyrule Warriors: Definitive Edition )
- ↑ " Spada Illusione " — Collection Menu ( Phantom Hourglass )
- ↑ " Espada del Más Allá " — Collection Menu ( Phantom Hourglass )
- 1 Zelda Timeline
- 2 The Legend of Zelda: Tears of the Kingdom
The Legend of Zelda: Phantom Hourglass/Controls
Table of Contents
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- Battle mode
- Isle of Ember
- The Temple of Fire
- Return to Mercay Island
- Molida Island and Navigating the Fog
- The Isle of Gust and the Temple of Wind
- Getting the Sun Key
- The Temple of Courage
- Pursuing the Ghost Ship
- Discovering the Southeast Sea
- Goron Island
- The Isle of Frost
- The Last Sea Chart
- The Isle of the Dead
- The Isle of Ruins
- Getting the Phantom Sword
- Temple of the Ocean King
- The Final Battle
- Golden Frogs
- Spirit Gems
- Heart Containers
- How to Draw a Triforce (in one shot)
- 1.1 Somersaults
- 1.2 Talking to people
- 1.3 Reading signs
- 1.4 Lifting objects
- 2.1 Target attacks
- 2.2 Slash attack
- 2.3 Stab attack
- 2.4 Spin attack
- 2.5 Super spin attack
Controlling Link on land [ edit ]
Somersaults [ edit ]
Talking to people [ edit ].
To talk to someone, tap a person when they are visible on the Touch Screen. Link will automatically walk up to them and start a conversation. Tap the screen to advance the dialog.
Reading signs [ edit ]
Reading signs is similar to talking to people. Tap the sign when you are standing in front of it to read its message.
Lifting objects [ edit ]
To lift an object off the ground, tap the object. This will will cause Link to lift the object in the air, if he can. Then simply tap the screen in some location around Link to make Link throw the object in that direction.
Using Link's sword [ edit ]
Shortly after you begin the game, you will need to acquire a sword to progress safely through the monster infested lands. The old man who grants you the sword will teach you how to use it, and test your ability to ensure that you can defend yourself. He will teach you three methods of attack.
Target attacks [ edit ]
To use the target attack, simply tap on the monster (or object) you would like to attack. Link will lunge forward to strike the object. It is possible that the object is out of Link's range, in which case he will continue to advance in order to reach the target.
Slash attack [ edit ]
When Link cannot pinpoint the location of an enemy, perhaps because it moves too quickly, Link must rely on the slash attack. To make Link swing his sword, draw a straight line in front of Link, perpendicular to an imaginary line going from Link to the target. Link will swing his sword in that target's direction.
Stab attack [ edit ]
Drawing a straight line from Link to the target will cause link to thrust his sword at the target.
Spin attack [ edit ]
The last attack that Link can rely upon is his famous Spin Attack. In order to perform it, simply draw a circle all the way around Link. Link will swing his blade in a full circle, attacking any threat that is immediately surrounding him. Several spin attacks in a row will leave Link dizzied.
Super spin attack [ edit ]
Later in the game Link will earn the Super Spin Attack. If Link performs three spin attacks in rapid succession, his third will last longer, be stronger, and Link will be able to move during it. Link will be momentarily dizzied by the attack.
- Pages needing images
- Cannon Island
Before you go to the Northwestern Sea, you should stop at Cannon Island to get a new part for your ship.
On Cannon Island
After getting the sea chart in the Temple of the Ocean King, go back to the dock. Someone on the dock will tell you to visit Eddo on the island to the south to get a cannon for your ship.
Talk to Linebeck. He will say that the map is too dusty to read, so blow into the microphone until the dust goes away. (Be careful not to hyperventilate.)
Before you go to the Northwestern Sea, you should visit Cannon Island to the south.
Go into the building on Cannon Island and talk to Fuzo, who will open the gate west of the dock.
Go through that gate and follow the path until you see beehives. Go east from there to reach a clearing. Open the treasure chest to get a treasure map.
Then go southwest and into the cave.
Go east and tap a bomb flower to pick it up. Then put it next to the blocks on the right, and walk away to a safe distance. When the bomb explodes, go east through where the blocks were.
Get another bomb flower and go to the southeast corner and throw the bomb at the crack in the wall. Go north and open the chest to get a Power Gem.
Get another bomb flower and throw it over the fence at the block next to the metal block. Then push the metal block to the right until you can go north. Pull the next metal block downward until you can push it to the left. Then go north and pull the next block to the right, then up. Then go back and pick the bomb flower and take it to the northwest area, and throw it at the block before it explodes. Then go west and go up the stairs.
Outside, use the bomb flowers to blow up the blocks to the south and the other blocks to the right of the fence. Then go southwest and open the chest to get a red rupee. Go east from there and blow up more blocks. Then go north and get a bomb flower, then jump down the north ledge and go east. Throw the bomb flower at the blocks there.
After those blocks are gone, go north from the area with the bomb flowers, then follow the path east to where you blew up the blocks. Keep going east and you will reach another entrance to Eddo's Garage.
Talk to Eddo, and pay 50 rupees for the cannon. Then you can go west and exit through the door there to return to the first room of Eddo's Garage. Then go outside.
Check on the postbox if it is wiggling.
Then talk to Linebeck when you are ready to leave.
- The Legend of Zelda: Phantom Hourglass Walkthrough
- Beginning the Game
- Washed Ashore
- Isle of Ember
- Temple of Fire
- Temple of the Ocean King, Second Visit
- To the Northwestern Sea
- Isle of Gust
- Temple of Wind
- Temple of the Ocean King, Third Visit
- Salvage the Sun
- Temple of Courage
- Temple of the Ocean King, Fourth Visit
- Goron Island
- Goron Temple
- Temple of the Ocean King, Fifth Visit
- Isle of the Dead
- Isle of Ruins
- Mutoh's Temple
- Isle of Frost
- Temple of Ice
- Temple of the Ocean King, Sixth Visit
- More Information
- Temple of the Ocean King Speed Run
Thonky's The Legend of Zelda: Phantom Hourglass Walkthrough
- Table of Contents
- The Legend of Zelda: Phantom Hourglass Walkthrough Main Page
The Legend of Zelda: Phantom Hourglass (Linebeck's Theme) - Single
January 2, 2024 1 Song, 2 minutes ℗ 2024 Anime Arcade Piano
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The Legend of Zelda: Phantom Hourglass
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Yahtzee explores the pirate boat adventures of Link in the DS title: Legend of Zelda Phantom Hourglass .
- 1 Transcript
- 3 Screenshots
- 4 External Links
Transcript [ ]
A world without Nintendo would be a far bleaker one than this, and yet there's something about them I find incredibly infuriating. They've got roughly enough money to buy the Earth and all the heavens, and a fanbase so devoted and rabid that they could release a game about a sewage-encrusted rapist and it would still sell like billy-o. And while they sit in this position that many game developers worldwide with slews of new and interesting game concepts would happily hack off their wedding tackle to occupy, all they do is constantly remake the same games.
Okay, so sometimes you've got an ocarina and sometimes you're in a boat and sometimes you're a werewolf having repulsive erotica drawn about you by people on deviantART , but pick any one of the ninety billion Zelda games there have been so far and odds are good you'll always be the same bloody guy saving the same bloody girl with the same bloody boomerang.
I'll keep the plot summary of Phantom Hourglass short because I'm sure all you clever, college-educated nerds could hazard an accurate prediction as to the main elements. Princess Zelda gets herself into a pickle and has to be unpickled by the hero, who is called "Link" on the few occasions when I feel mature enough to not abuse the "enter your name" feature and "Fagballs" at all other times. Fagballs starts off with just a sword and has to fight his way through quests to collect tools that will open new ways to go, including a boomerang, a bow, a grappling hook, blah, blah, blah, yeah, we've all been here before.
To find out what's new, we have to cross over into the realm of the hardware billies, because this is the first major Zelda title on the DS and is controlled almost entirely with the touch screen. For the most part the movement feels natural, and there's something about being able to scribble all over my maps that I found very therapeutic. The reverse effect is offered, however, by the blatant shoehorning of the DS's other exotic functions into gameplay, such as when you have to yell at the top of your voice into the microphone. Doing such a thing while out and about - which I remind you is what handhelds are for - would probably cause your own major organs to physically tear themselves from your body to escape humiliation.
I suppose it's worth mentioning that this game follows on from Zelda: Wind Waker on the Gamecube in a rare case of Zelda direct sequelage, meaning a return to everyone looking like they have grotesque, life-threatening head tumors, only more so because of the lower resolution. Don't feel you need to play Wind Waker first, because the requisite disaster takes place within seconds to strip you of all the possessions, hearts, friends, and common sense you had by the end of the last adventure. And then having hit the reset button, the game deposits you on a mysterious foreign shore in time for another series of unfortunate events as far removed from the plot of the first game as I am from attractive, single women.
Hang on, though, because there is something else connecting this game to Wind Waker . Remember how everyone complained about how it had too much monotonous sailing? Well, Nintendo took all those complaints on board, then threw them into a fire. The sailing returns like a greasy sex offender returning to your room at night. Instead of being in full control, though, you draw the path you want to take and the boat follows it automatically with a punishing lack of urgency. Don't think you can just set it down and go off to a trendy juice bar for a few minutes, because on the way you're certain to be constantly assailed by monsters and clipping issues.
Phourglass' other gimmick is that after each dungeon you have to go back to the starting temple to find out where to go for the next one. And while not wishing to be confrontational, this aspect of the game can fuck right off. There are three reasons why it can fuck right off. One, it's on a completely unnecessary timer. Two, it's full of unkillable baddies , creating that death knell of enjoyment, the forced stealth section, which I kind of hoped gaming had grown out of by now. And three, every time you return you have to go back through all the rooms you went through last time to get to the new area. It was after returning to this godforsaken place for something like the sixth fucking time and trying to remember where all the funny-shaped keys went that I officially abandoned the game along with my cherished reviewer integrity. But it doesn't bother me, because I'm pretty sure I can still take an accurate guess at how the story ends.
Since it raised a generation of latch-key kids and everything, it seems that Nintendo is the only company we allow to get away with this kind of thing. Imagine if anyone else did it. Imagine if Valve released Half-Life and then a few years later they released Half-Life again with exactly the same plot but with better graphics, different level design, and maybe one new gun, like a tube that shoots lemons. We'd think they'd all gone raving mad. They'd be in drug rehab before Half-Life: Citrus Bazooka could even hit shelves.
Here's an idea, Nintendo, free of charge. How about next time you want to make a Zelda game, you don't call it Zelda. Maybe instead of Fagballs the main character could be someone else, like a dog. Maybe instead of Hyrule it could be set somewhere original, like feudal Japan. And maybe instead of collecting tools to access new dungeons and areas, you could collect magic spells that are cast by, say, by painting funny shapes with a magic brush. Hang on a second, I'm going to write this down.
Addenda [ ]
- He only gets mad because he loves you: Ben "Yahtzee" Croshaw
- Sometimes I like to name Link "I Say" because it makes all the other characters talk like Foghorn Leghorn
- Please shut up about flak towers
Screenshots [ ]
External links [ ].
- Zero Punctuation review
- Wikipedia page
- GameRankings page
Exploring Zelda's Worlds: Beyond Hyrule in the Legendary Series
Posted: January 12, 2024 | Last updated: January 12, 2024
The Enchantment of the Kingdom of Hyrule
For nearly four decades, the Kingdom of Hyrule has captivated the hearts of gamers worldwide in the “The Legend of Zelda” series. This mystical land, governed by a Royal Family, has been the central stage for many of the series’ adventures. Fans have traversed through various iterations of this realm, encountering unique species like Hylians, Zoras, Gorons, and Kokiri. The primary setting for the series, Hyrule has been featured in numerous titles including “The Legend of Zelda” (1986), “Ocarina of Time” (1998), “Twilight Princess” (2006), and the recent “Tears of the Kingdom” (2023).
Venturing into the Dark World and Lorule
However, the series has ventured beyond Hyrule, offering players alternate dimensions and kingdoms to explore. “A Link to the Past” (1991) introduced players to the Dark World, a sinister counterpart to Hyrule. This theme continued in “A Link Between Worlds” (2013) with Lorule. Players navigated these darker realms, facing unique challenges and villains, including Agahnim and Yuga.
The Oracle Adventures: Labryana and Holodrum
Another fascinating detour took players to the colorful kingdoms of Labryana and Holodrum in “Oracle of Ages” and “Oracle of Seasons”. These sister realms required players to manipulate time and weather to overcome challenges. The interconnected stories of these games were a first in the series, offering a unique gaming experience.
The Mysterious Koholint Island in Link’s Awakening
“Link’s Awakening” presents a unique storyline set on Koholint Island, a place where Princess Zelda is notably absent. Released originally on Game Boy and later remastered for the Nintendo Switch, this game stands out for its narrative twist – the revelation that Koholint Island is but a dream.
The Ominous Realm of Termina in Majora’s Mask
“Majora’s Mask” takes players to Termina, a parallel world facing imminent destruction. This game, known for its darker tone, challenges players to complete dungeons within a strict three-day limit, introducing a unique gameplay mechanic that stands out in the series.
The Great Sea: A Flooded Hyrule in Wind Waker and Phantom Hourglass
In “The Wind Waker” and “Phantom Hourglass”, players explore the Great Sea, a vast ocean covering the flooded kingdom of Hyrule. This iteration of Hyrule presents a unique seafaring adventure, a departure from the usual terrestrial exploration in the series.
Skyloft: A City in the Clouds in Skyward Sword
“Skyward Sword” introduces Skyloft, a city floating above the clouds. This setting offers a stark contrast to the familiar landscapes of Hyrule, presenting a new kind of challenge and exploration in the series.
The Legend of Zelda: A Tapestry of Worlds
The “ Legend of Zelda ” series is not just about Hyrule; it’s a tapestry of diverse worlds each offering unique experiences. From the dark realms of the Dark World and Lorule to the mysterious Koholint Island and the vast Great Sea, the series has consistently provided players with rich, imaginative settings to explore. These adventures beyond Hyrule add depth and variety to the Zelda universe, making it a beloved series for gamers around the world.
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