Safe Zone: Difference between revisions
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[[File:Safe Zone.jpg|thumb|Link running towards a Safe Zone]] | [[File:Safe Zone.jpg|thumb|Link running towards a Safe Zone]] | ||
In the [[Temple of the Ocean King]] and in the [[Ghost Ship | In the [[Temple of the Ocean King]] and in the [[Ghost Ship#Phantom Hourglass|Ghost Ship]] of ''[[The Legend of Zelda: Phantom Hourglass|Phantom Hourglass]]'', and in the [[Tower of Spirits]] in ''[[The Legend of Zelda: Spirit Tracks|Spirit Tracks]]'', there are areas called '''Safe Zones''' where the [[Phantoms]] patrolling the dungeon cannot harm, or perhaps even see Link. In ''Phantom Hourglass'', time does not drain from the [[Phantom Hourglass (Item)|Phantom Hourglass]] whenever Link stands within one of these zones. There are red jars, however, that when broken, create a small Safe Zone. Though in ''Phantom Hourglass'', they play a much more vital role, it is possible to play an entire run-through of ''Spirit Tracks'' without using them at all, as the Tower of Spirits does not place Link on a fixed timescale as the Temple of the Ocean King does in ''Phantom Hourglass''. | ||
In ''Phantom Hourglass'', one known false floor disguised as a safe zone can be found on B8 of the Ocean Temple<ref>{{cite|I walked on an invisible floor and got this far! An invisible floor! But then I got trapped in a pit. I can't believe my luck...|Skeleton|Phantom Hourglass}}</ref>. | In ''Phantom Hourglass'', one known false floor disguised as a safe zone can be found on B8 of the Ocean Temple<ref>{{cite|I walked on an invisible floor and got this far! An invisible floor! But then I got trapped in a pit. I can't believe my luck...|Skeleton|Phantom Hourglass}}</ref>. |
Revision as of 16:03, 25 April 2010
In the Temple of the Ocean King and in the Ghost Ship of Phantom Hourglass, and in the Tower of Spirits in Spirit Tracks, there are areas called Safe Zones where the Phantoms patrolling the dungeon cannot harm, or perhaps even see Link. In Phantom Hourglass, time does not drain from the Phantom Hourglass whenever Link stands within one of these zones. There are red jars, however, that when broken, create a small Safe Zone. Though in Phantom Hourglass, they play a much more vital role, it is possible to play an entire run-through of Spirit Tracks without using them at all, as the Tower of Spirits does not place Link on a fixed timescale as the Temple of the Ocean King does in Phantom Hourglass.
In Phantom Hourglass, one known false floor disguised as a safe zone can be found on B8 of the Ocean Temple[1].
Phantom Hourglass Battle Mode
In the Battle Mode, red and blue safe zones are utilized with the added effect of changing a Force Gem's color to increase points for the Link of the respective color. The normal safe zones can still be found which revert Force Gems to a gold color and subtract points from the Link whose color was lost. While playing as a Phantom, Link is not visible on the screen; although his location can be detected by a floating-in-the-air Force Gem should he be holding one.
References
- ↑ "I walked on an invisible floor and got this far! An invisible floor! But then I got trapped in a pit. I can't believe my luck..." — Skeleton (Phantom Hourglass)
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