- This page is about the enemy in Phantom Hourglass and Spirit Tracks. For other uses, see Phantom (Disambiguation)
Phantom artwork from Phantom Hourglass
|Habitat(s)||Temple of the Ocean King|
Tower of Spirits
Lost at Sea Station
Grappling Hook (PH)
Hammer (stun only) (PH)
Wrecker Phantom (ST)
- 1 Characteristics
- 2 Non-Canon Appearances
- 3 Trivia
- 4 Nomenclature
- 5 Gallery
- 6 See Also
- 7 References
A Phantom is an extremely powerful enemy, able to knock out Link with only one swipe of its sword. They appear in many varieties, most with different abilities. These enemies are presented in a similar fashion in both Phantom Hourglass and Spirit Tracks. When a Phantom attacks Link, it forces him to automatically return to the door from which he entered the area, but it will only cost him one heart of his health. Phantoms are nearly indestructible, so naturally, Link must sneak around them rather than attack them head-on. With its strong armor, a Phantom can walk straight through spikes, fire, and even lava without damaging itself. Despite their durability, they can be briefly stunned by being hit in the back, and some weapons and methods are capable of defeating them.
In both of their appearances, Phantoms' locations can be viewed on Link's map, along with a cone indicating their line of sight. Phantoms follow preset paths, although if they detect Link they will shout threats at him and relentlessly track him down. The Phantom is able to track Link by sound or sight, although it cannot enter or see into "Safe Zones". As such, if Link escapes into one, the Phantom will give up on chasing him and return to its patrol.
Phantoms are sometimes aided by subordinate creatures called Phantom Eyes. These enemies fly through corridors, searching for intruders. If they spot Link, they will chase him, letting out a ringing sound to alert Phantoms. If one follows Link too long before he can reach a Safe Zone, it will entangle him and impede his movements to allow the Phantoms to catch him. Because they follow sound, Phantoms will go investigate loud noises, such as explosions set off by Bombs or the clanging of a Sword, but this can be used to Link's advantage if he needs to trick a Phantom into leaving its post.
In Phantom Hourglass, Phantoms patrol the Temple of the Ocean King. When one attacks, it steals 30 seconds worth of Sand of Hours from the Phantom Hourglass. However, after the abilities of the Spirit of Wisdom have been fully restored and equipped, the amount of time lost will be cut down to between five and ten seconds.
Phantoms in Phantom Hourglass are invincible to all weapons barring the Phantom Sword, which was created specifically for defeating them. However, there are two ways to defeat a Phantom without using the Phantom Sword: the first is to push a rolling boulder into the path of a Phantom and crush it, and the second is to continuously cause it to fall into a pit. Phantoms are also able to pick up Small Keys and Force Gems, thus requiring Link to stun or slay them to obtain the treasure.
Types of Phantoms
Throughout the Temple of the Ocean King, Link will encounter three types of Phantom, two of which have their own special abilities. Another type is seen only in the multiplayer mode.
- Phantom: The least dangerous Phantom, which wears blue armor. It has all the abilities and weaknesses as described above.
- Swift Phantom: A red-armored Phantom which can run faster than Link, as well as pick up dropped items. It first appears after Link has obtained the Bow and replaces several normal Phantoms.
- Gold Phantom: A gold-armored Phantom which initially moves slowly, but can teleport to follow Link if he is spotted by a Phantom or Phantom Eye. It wields an axe, unlike other Phantoms.
- Phantom Trio: Three Phantoms that only appear in the multiplayer Battle Mode. They are basically a normal Phantom in gray armor, though they can pick up power-ups to activate obstacles on the field or empower themselves. However, they cannot pick up Force Gems. They can always see Link, with the exception of when he is in a safe zone.
In Spirit Tracks, Phantoms return as guardians of the Tower of Spirits. While normally these Phantoms will not harm innocent people, they are corrupted by evil spirits due to the disappearance of the Spirit Tracks. Because of this, they attack Link, thinking he is an intruder. They behave and attack much like the Phantoms in Phantom Hourglass, although this time around they cannot be completely defeated. When a Phantom is somehow destroyed, such as if it sinks into sand, it will reappear in its original position.
Phantoms are an important element in Spirit Tracks because, due to having her spirit separated from her body, Princess Zelda can possess and control a Phantom, which is needed to climb higher into the Tower of Spirits. To take control of a Phantom, three Tears of Light in the area must be collected beforehand. Link is then required to strike the back of the Phantom with his sword, which stuns the Phantom and allows the princess to take control of it. After she does so, the eyes of the Phantom glow and its armor turns pink. Once the Lokomo Sword is acquired, the Tears of Light are not necessary to power the sword, as it already contains the power necessary to stun the Phantoms. Alternatively, Link can strike the back of a Phantom with an arrow from the Bow of Light to stun it enough to possess it.
When Princess Zelda possesses a Phantom, she can speak to them, through which Link can obtain information about the area that the Phantom patrols. It can provide insight into a Phantom's everyday life. Evidently, they treat their job like a normal person would treat any other, mentioning things from their day-to-day life like how "Bob quit last week," or how the "break room is a broom closet."
While possessing a Phantom, Princess Zelda can offer offensive and defensive backup for Link, as well as help him solve many puzzles throughout the Tower of Spirits. After possessing a Phantom, Princess Zelda seems to instantly gain knowledge of its abilities. As a Phantom, Princess Zelda automatically follows behind Link. To independently control Phantom Zelda, the lower corner Phantom icon must be tapped. This will switch the camera to her, where, by pressing the pink circle below here, the player will be able to draw the path that Zelda should follow. Once done so, Zelda will not automatically follow Link until he taps the "Call" icon. Even as a Phantom, Zelda can enter safe zones. Link cannot leave the floor without Zelda accompanying him.
Zelda has a wide variety of functions as a Phantom, depending on Link's actions or what type of Phantom she is in control of, being able to use any abilities specific to that type. For instance, she is able to carry him upon her shield if he leaps onto her from a higher platform. She can also easily cross through fire, spiked floors, and walk through lava, while also carrying Link on her shield through such obstacles. With a Phantom's brute strength, Zelda can stop rolling boulders and move massive blocks. Moreover, Princess Zelda can carry certain objects. This includes carrying electrified Boss Keys to their keyhole as Link protects her from the Key Masters that will try to take back the key. If a Phantom spots Link, Zelda will block the Phantom's attack at the young hero, and she will urge Link to run away quickly as she tries to keep blocking the Phantom's attacks. Zelda is also capable of distracting Phantoms by speaking with them, allowing Link to sneak past them unnoticed.
Despite donning a Phantom suit, Princess Zelda is deathly afraid of Rats. As such, if a rat crosses her path, she will scream and be paralyzed with fear and will not be able to settle down or be controlled by Link until the young hero defeats it for her.
If Link attacks Zelda too many times while she is possessing a Phantom, Zelda will, in an act similar to a Cucco, attack Link back. Her attacks, however, do not cause Link to return to the beginning of the room, unlike the regular Phantoms.
Types of Phantoms
There are four types of Phantoms in Spirit Tracks. When Zelda possesses a Phantom, she will also inherit all of the abilities that the specific Phantom has.
- Phantom: As the standard Phantom, this green-armored enemy has all the abilities as mentioned above, which Zelda can utilize.
- Torch Phantom: A Phantom equipped with red armor and a flame engulfed sword. Its sword is great for illuminating dark rooms. This Phantom can light up torches, as well as stun ghosts that haunt the corridors in the upper dark rooms in the tower.
- Warp Phantom: A blue-armored Phantom with the ability to warp anywhere across the room. Under Zelda's control, the Warp Phantom is limited to only warping to the locations of Phantom Eyes.
- Wrecker Phantom: A black-armored Phantom with the power to transform into a boulder at will, stun other Phantoms by rolling into them, and break through cracked blocks and other obstacles. Because of the Phantom's new abilities, while under Zelda's control, it cannot distract other Phantoms by speaking with them because she will instead crash into them. Zelda cannot carry objects as a Wrecker Phantom, nor can she carry Link. Link may stand on her shield, so long as Zelda does not move, as upon movement, she takes on the boulder form and Link will drop.
Breath of the Wild
In The Master Trials DLC Pack for Breath of the Wild, a full Phantom Equipment was added. The set contains the Phantom Helmet, the Phantom Armor chest plates and the Phantom Greaves, each in EX Treasure Chests stuck in the ground. Each piece granting Link 8 points of Defense and a Attack Up upgrade. Like Other DLC outfits, they cannot be replaced if sold or be enhanced by the Great Fairies. They can be found with the start of the EX Treasure: Phantasma side quest. Once activated, Link will be tasked with finding Misko's EX Journal, which is rumored to be in the Outpost Ruins. In the Journal are clues to the locations of eight Treasure Chests, each containing a priceless relic stolen from Hyrule Castle by Misko. The Journal states the armor of fierce Phantoms can be found ruins of a battleground, ceremonial grounds and where soldiers gathered. It is possible to activate the second stage of the Quest by reading Misko's EX Journal without triggering any of the loading conditions for the Quest's activation. The Helmet is located at the northwest of the Coliseum Ruins, the Armor Chest Plates is found at the southeast of the Scared Ground Ruins and the Greaves can be found near a wrecked Guardian Stalker in the southeast of the Hyrule Garrison Ruins. The Quest is completed once all pieces of the armor is found in Link's possession.
- Phantoms bear striking resemblance to Darknuts from both The Wind Waker and The Minish Cap. Their swords also look extremely similar to a Darknut Sword from The Wind Waker.
- The way the Phantoms can be avoided and how they patrol is similar to the Moblins patrolling the Sacred Forest Meadow in Ocarina of Time, as well as the Moblins patrolling the Forsaken Fortress (first time) in The Wind Waker.
- In Spirit Tracks, Phantoms no longer have eyes on their backs, but they have green skulls instead.
- The common Phantoms in Spirit Tracks look exactly like those seen and used in the Battle Mode of Phantom Hourglass, with the only changes being the color of their armor and the design on their shield.
- If Link plays the Spirit Flute while near Phantom Zelda (any random notes will work), she will say: "That's a nice song."
- The Guardians seen in Skyward Sword strongly resemble Phantoms in terms of function, as they will pursue Link if he gets too close, will force him back to the beginning of each Silent Realm with a single blow, and require Sacred Tears to incapacitate them.
|Names in Other Regions|
A Phantom attacking the Links in the Spirit Tracks multiplayer mode
- "Wait, Link! The evil that cursed this temple made these monsters. Phantoms are very dangerous enemies. Their armor is nearly impenetrable, and they strike very hard." — Leaf (Phantom Hourglass)
- "All you can do is sneak by the Phantoms so they don't see you. You can watch their movements on your map. This is where the Phantoms are. The cone shows where they are looking." — Leaf (Phantom Hourglass)
- "I should have watched the paths that the Phantoms walked more carefully... They're patrolling the same areas, again and again..." — Ghost (Phantom Hourglass)
- "The area that you are standing on is called a safe zone! Only Link can enter safe zones. Magic keeps the Phantoms out of them! Phantoms can't see Link when he's in a safe zone, so you can trick them." — Ciela (Phantom Hourglass)
- "Ok, so if a Phantom spots you, just run to a safe zone! That's easy! Right, Link?" — Ciela (Phantom Hourglass)
- "Allow me to explain! Those are Phantom Eyes. They act as extra eyes for the Phantoms. If one sees you... The Phantoms will find you, and then it only gets worse. So be cautious!" — Leaf (Phantom Hourglass)
- "The Phantoms hear when a switch is hit... Hit switches quietly or lure them away with sound." — Ghost (Phantom Hourglass)
- "Phantoms sometimes carry keys... But what could I have done to take one...?" — Ghost (Phantom Hourglass)
- "Even among the monsters born of the Sand of Hours, some are especially evil. The Phantoms who roam my temple take after the evil of their master. Supernatural strength, wrapped in plate armor... virtually invincible. They prowl the temple, searching for victims. No one can harm them. Of course, they were created to be untouchable." — Oshus (Phantom Hourglass)
- "That evil monster is a... Swift Phantom! As you might guess, they're much faster than the other Phantoms!" — Neri (Phantom Hourglass)
- "Sounds like a Phantom, my dear. They're the guardians of the Tower of Spirits. Though they look quite sinister, they won't harm anyone with a good heart." — Anjean (Spirit Tracks)"There is one possible explanation... With the Spirit Tracks gone, perhaps an evil spirit has possessed the Phantom..." — Anjean (Spirit Tracks)
- "Hitting the Phantom in the back with your sword should stop it for a while... But first, you need to gather all three of the Tears of Light. That will power up your sword. Then you'll be able to face the Phantom!" — Anjean (Spirit Tracks)
- "I bet you could hop on top of my shield from that perch!" — Princess Zelda (Spirit Tracks)"I don't think you can get through these floor spikes, Link. Leave it to me! I'll figure something out!" — Princess Zelda (Spirit Tracks)"Hey, look! Now that I'm a Phantom, I can walk through fire and lava! Hee hee hee! I'm like a walking, talking shield, Link!" — Princess Zelda (Spirit Tracks)
- "There's another Phantom, Link! But wait a second... Now that I'm in disguise, maybe I can trick him into thinking I'm on his side. I'll go try!" — Princess Zelda (Spirit Tracks)
- "Eeeeek! What is that disgusting monster?! Phantoms are terrifying, but at least they're not as revolting as that thing! Let's fight him together, Link!" — Princess Zelda (Spirit Tracks)
- "Yay! I'm a Torch Phantom, so I've got this great sword to light the way! Now there's no need to worry about the dark!" — Princess Zelda (Spirit Tracks)
- "Hey, check it out! I'm a Warp Phantom now! Hee!/You know those eyeball monster things? They're called Phantom Eyes. If you draw a line to a Phantom Eye, I can teleport straight there!" — Princess Zelda (Spirit Tracks)
- "Hey, look! I'm a Wrecker Phantom! Now I can roll around and smash things up!" — Princess Zelda (Spirit Tracks)
- "I don't think I can hold anything while I'm all rolled up..." — Princess Zelda (Spirit Tracks)"Uh-oh, I don't think I cancarry you when I'm all rolled up..." — Princess Zelda (Spirit Tracks)
- "That's a nice song." — Princess Zelda (Spirit Tracks)