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The Legend of Zelda: Phantom Hourglass/Map Data

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This is a sub-page of The Legend of Zelda: Phantom Hourglass.

Unlike its successor, Phantom Hourglass features a lot of unused maps and minimaps still present in the game files. Interestingly, some of them seem to be region specific.

Removed Maps

The following maps are included in the Course List, but were removed from the final game.

# Course List ID Developer ID Translation Identification Notes Used
38 seatest Sea Test Sea Test Removed
39 mtest2 MapTest Map Test Removed
3B enemytest Enemy Test Enemy Test Removed
3C eventtest Event Test Event Test Removed
3D roomtest RoomTest Room Test Removed

Unused Maps

player_dngn (3A)

Hmmm...
To do:
Add other region codes.

"player_dngn" is a test map referenced in the Course List as 3A making it accessible using an Action Replay. This map contains four different unused rooms.

Room 1

Zelda-PH-UnusedDungeon1.png Zelda-PH-UnusedDungeon2.png

Room 1 features the main entrance, several entrances in each corner, and a teleporter. The blue teleporter and the invisible teleporter at the bottom-left lead back to the room itself, while the main entrance leads to the Great Sea.

The bottom-right exit and the bomb-able wall in the top-right corner lead to Room 2, but both are glitched. Unless this wall hasn't been bombed, trying to return to Room 1 from Room 2 will cause Link to constantly spawn inside the "door", sending him back to Room 2.

Another bomb-able wall in the top-left corner leads to Room 4.

On an elevated platform there are three doors from the main dungeon. Each one corresponds to a spirit traveling with Link, and all of them are functional. Trying to use the Sun Gate, which requires the Sun Key from the sunken chest, causes the game to violently crash.

As for objects, the room holds a chest with a Force Gem with no text, a rock, two levers, a block Link can pull, a color-switching block, and some immovable blocks, too. There is also an event trigger that hangs the game.

Room 1 Minimap

Located on the right side of the area is the bridge Link encounters just before the first final boss form, and many stakes which can be stood on or grappled.

A Force Gem panel can be seen on the floor and the panel from Oshus's Cave, but writing on it doesn't have any effect. There are some slippery ice floors as well.

The wildlife in this area consists of Octoroks and Keese. Fortunately, it features some safe zones from the main dungeon, with their familiar red pots.

There is also a small room with a locked door with an empty chest inside.

Region Action Replay Code
PAL 94000136 FFFC0000
021B2E94 0000003A
021B2E98 00000000
021B2E9C 00000000
021B2EA4 00000001
D2000000 00000000

Room 2

Room 2 Minimap

The main entrance in this area leads to the top-right corner of Room 1. However, as mentioned above, if you already arrived from there, Link will be constantly warped back to Room 2. There are no enemies here.

Some of the features of this room are oddly textured water, safe zones from the main dungeon, three Force Gem floors with no Force Gems, and an open iron door. At the south of the area above the water there are interspaced floors which may have be used for testing Link's auto-jump. There is also a nonfunctional switch, an odd untextured object, and a closed door.

Using cheats to traverse the room reveals a winding path with a small staircase and two more lowered iron doors. To the east there is a small bridge leading to two switches that make the doors raise abnormally high when Link stands on them, but lower once he dismounts. At the end of the path is a cracked wall. Using a bomb on it makes the "puzzle solved" sound and raises the last gate indefinitely.

Region Action Replay Code
PAL 94000136 FFFC0000
021B2E94 0000003A
021B2E98 00000000
021B2E9C 00000000
021B2EA4 00020000
D2000000 00000000

Room 3

Room 3 Minimap

Room 3 is a wide area with a locked door leading to nothing in particular. It also boasts an elevated platform with some pillars, and stairs scattered around that make it possible to walk atop the walls, forming a narrow path. At the upper-right and upper-left corners are two abnormally high staircases that lead to nowhere, causing Link to fall off at the end. There is a large path at the north of the room that connects the two spots, and two warps to other rooms near the tops of the two staircases. These warps lead to the cracked top-left and top-right corners of Room 1. Towards the north of the area an invisible platform positioned slightly out of bounds can be found.

In the southern portion of the room there are two semi-closed square areas, each with a pot, and one Force Gem in a buggy chest on the right. A third completely closed square can also be found nearby.

Region Action Replay Code
PAL 94000136 FFFC0000
021B2E94 0000003A
021B2E98 00000000
021B2E9C 00000000
021B2EA4 00030000
D2000000 00000000

Room 4

Room 4 Minimap

This room is a duplicate of Room 3, reachable via the top-left crack in Room 1. It differs from Room 1 in that it's bordered by ridiculously high walls, and that its stairs lead to a small curved hallway to the two warps, which work exactly like the ones in Room 3.

The rest of the northern path from Room 1 is replaced with the elevated walls.

Early Mercay Island

Found in "isle_first", this is an early version of Mercay Island, complete with a top screen map.

These models are far smaller than regular Phantom Hourglass models. While the setup files are present, they're slightly different from how the final game's setup files are formatted, meaning they simply crash if loaded unmodified. It is possible to load them with some modifications. The models for house insides aren't present at all.

Early Final
Zelda-PH-MercayMapEarly.png Zelda-PH-MercayMapFinal.png

Room 0

Somewhat similar to the final version of the room, but featuring in-model water, while the retail version's water is a separate model. Part of the bottom of the final island ended up being another MapObject: a beach with animated waves. Oshus' House was originally located on the beach section of the Map. The cave with the sword is not present at all, there's no Waterfall yet, and the broken Bridge was moved to Room 3.

Early Minimap
Early Final
PhantomHourglass ISLE FIRST 0.png PhantomHourglass MERCAY0.png

Room 1

Similarly to Room 0, the water featured in this room is just a static texture. The biggest difference, however, is the complete lack of provisions for the Temple of the Ocean King.

Early Minimap
Early Final
PhantomHourglass ISLE FIRST 1.png PhantomHourglass MERCAY1.png

Room 2

Room 2 is entirely different, and seems to have been where the Mercay Port was originally placed. The boat seems to have been placed at the very top of the map, and the cave exit of the tutorial dungeon is near the staircase on the left.

Early Minimap
Early Final
PhantomHourglass ISLE FIRST 2.png PhantomHourglass MERCAY2.png

Room 3

Room 3 was very likely where the broken bridge was originally intended to be. Other than that, there isn't much to speak of, aside from an extra box of tiles at the very bottom of the map; the rest is just water.

Early Minimap
Early Final
PhantomHourglass ISLE FIRST 3.png PhantomHourglass MERCAY3.png

Cutscene Maps

These maps are used for various special scenes in the game, such as the cinematic intro. Loading them without the proper setup puts the player into a barebones test map. The skybox and lighting reflects the intended Cutscenes though.

demo_title

This Map is used for the Cinematic Intro when the game is started up.

Model Minimap
Demo title.png Demo title map2d.png

Manually loading this map results in the bottom screen getting mirrored on the top screen.

Demo title loaded.png

demo_end

This map is used for the ending cutscene. It has a unique minimap when loaded manually. It features the skybox that can be seen in this cutscene in the final game.

Model Minimap
Demo end.png Demo end map2d.png

demo_chase

This map is used for the cutscenes where Bellum escapes to the Ghost ship. It has the same level geometry and minimap as demo_title. The lighting is dark, to reflect the cutscene. It features the skybox that is visible in the scene.

demo_op

This map is used for the Slideshow that recaps the story of Wind Waker and the cutscene at the beginning of the game. It has the same level geometry and minimap as demo_title.

Early Zauz's Island

Found in "isle_ice". Featuring textures not seen elsewhere, the island most resembles the layout of Zauz's, with the boat pier placed on the south instead of west of the island. Similarly to the early Mercay Island, the model for the inside of the house isn't present, water is static, setup file is formatted differently, and the model itself is several times smaller than regular Phantom Hourglass maps.

Early Minimap
Early Final
PhantomHourglass ISLE ICE.png
PhantomHourglass ZAUZ.png

Ice Dungeon Pre-Boss Room

The Ice Dungeon doesn't feature a pre-boss room found in all of the other dungeons in any versions of the Game. The room file itself is missing in the Japanese release, but it is present in the EU release. When trying to access the room in its default slot (04), the map doesn't load properly. Moving it to another map slot makes it work. It features a mini-riddle where you have to use the grappling hook on the two torches to catapult yourself onto the elevated terrain.

PhantomHourglass DNGN WATER 4.png
PhantomHourglass DNGN WATER 4 scr.png

Flooded Isle of Ruins Cave

Isle of Ruins has two versions: one with water raised, and one with the water lowered. The latter allows you to access a secret cave with treasure. This cave ALSO exists in the flooded version, however, and is clearly incomplete.

Flooded Unflooded
PhantomHourglassIsleCaveFlooded.png
PhantomHourglassIsleCaveUnflooded.png

Battle Maps

Phantom Hourglass features a Multiplayer Mode, where two players can play against each other. The final game features 7 Stages (plus the Tutorial level). These maps are stored as .narc archives in the root of the Filesystem in order to slim down the tethered Multiplayer mode (DS Download Play), where a slimmed down ROM is sent to another DS. The main player selects the Map to play, which is then sent to the other tethered Player on-demand. These Maps are also present in the normal Map directory though, and while the maps that correspond to the final Stages are identical, there are two extra ones present!

battle08

This level was probably cut late in development. It features a nearly complete layout. Of note is that the Phantom Player would be unable to reach entire areas of the Stage, which are completely blocked off with Safe-Zones. Also, once a Force Gem has been claimed by a Player, the opponent needs to travel a long distance to neutralize or claim it. This doesn't sound like a very fair or fun Stage to play, which could be a reason why it was scrapped.

Model Minimap
Battle08 map.png
Battle08 map2d.png

battle09

This level was probably scrapped very early on in development. It is rather barren, featuring only two player specific zones and a few ponds of water, as well as three sections that are raised above for no apparent reason.

Model Minimap
Battle09 map.png
Battle09 map2d.png

Cut Dungeon (dngn_hidari/dngn_hou)

Dngn hidari.png

There are two maps only present in the European Version of the Game, "dngn_hidari" and "dngn_hou". They are both identical and contain a level that looks to be a very early version of a cut dungeon.

These maps are not present in the course list, and use the same early format as the "isle_first" map. They're also the only instance of a map not having an equivalent minimap generated in the Map2D folder. Even maps that were later removed entirely or had their geometry replaced with MapObjects still have a minimap, even if it's sometimes an earlier version. It is possible that this is just a side-effect of the presumably accidental inclusion of this map though.

The name suggests this dungeon would have been located on Bannan Island (named "isle_hidari" internally). This island doesn't play a major role in the final game, aside from a few sidequests and a minigame. The textures in the nsbtx file of the level mostly have unremarkable names, but two stand out: "seiiki", which means "Sanctuary", and "shinden", which means "Temple".

There is an interesting similarity in the general structure of the map to the final Temple of Courage. While this is *purely speculative*, it could be that the Temple of Courage was originally meant to be located on Bannan Island, which shares a connection in the final game to Molida Island through the Adventurer that left Molida to go to both the Island of Wind, and later ends up on Bannan Island. It is obvious that this area of the Game underwent some changes, so it would make sense as to why this map would be leftover.

Zelda PH dngn pluck main floor.png


Early Goron Minigame Room (dngn_goron)

This map is only present in the Korean and Japanese versions of the Game. It's a barebones room that contains a number of breakable crystals that are used in the Goron Minigame on Dee-Ess island. From the map name, it can be deducted that this minigame was at one point meant to be located on Goron Island (as a cave), before it was moved.


(Source: Phantom Natsu (Video Uploader))

Early Level Geometry

While most Areas in Phantom Hourglass use basic shapes and heightmaps to define their layout, there are some very detailed areas too, for example Boss Arenas and Interiors, allowing for more immersive camera angles during cutscenes.
Those areas are implemented using MapObjects, which are loaded into the respective map and are used for the entire Geometry of the respective area.

MapObjects are stored in a seperate directory, and Nintendo did not remove the original models that are stored natively inside the map files themselves, so we can explore them in their early, unfinished state here!

An interesting observation is that the minimaps shown on the top screen are actually generated from the same heightmaps as the unused, native map models. Therefore, they reflect the unused models instead of the final ones. This is usually not very obvious since the basic layout tends to be similar, but in some areas the mismatch is very clear.

Temple of the Ocean King

Minimap
Early Model Final Model
Dngn main f.png Room main.jpg

Ghost Ship Pre-Dungeon Room

The mismatched minimap is very obvious here.

Minimap
Early Model Final Model
Zelda PH dngn ghost main early.png Zelda PH dngn ghost main final.png


Bellum Pre-Boss Room

This is the room right before you fight Bellum.

Early Model Final Model
Zelda PH bellum preboss room early.png Zelda PH bellum preboss room final.png

Tetra Cutscene Room

This is the room on the Ghost ship where you find Tetra after fighting the Boss.

Early Model Final Model
Zelda PH dngn ghost tetra dem early.png Zelda PH dngn ghost tetra dem final.png

Spirit Island Shrine

This is the early version of the Shrine Room on Spirit Island.

Early Model Final Model
Zelda PH room shrine early.png Zelda PH room shrine final.png

Golden Frog Room

This is the early version of the Golden Frog Room on "Unknown Island".

Early Model Final Model
Zelda PH room frog early.png Zelda PH room frog final.png

Boss Rooms

Early Bellumbeck Arena

Early Model Final Model
Boss last 3 00 01.png Boss final3rd.png

boss_flame

Temple of Fire Boss Arena.

Early Model Final Model
Boss flame early.png Boss flame final.jpg

boss_ghost/phantom

Ghost Ship Boss Arena. Map name is "boss_ghost", MapObject name is "boss_phantom".

Early Model Final Model
Boss ghost early.png Boss phantom final.png

boss_ice/water

Temple of Ice Boss Arena. Map name is "boss_water", MapObject name is "boss_ice".

Early Model Final Model
Boss water early.png Boss ice final.png

boss_pluck

Temple of Courage Boss Arena.

Early Model Final Model
Boss pluck early.png Boss pluck final.png

boss_power

Goron Temple Boss Arena.

Early Model Final Model
Boss power early.png Boss power final.png

boss_wind

Temple of Wind Boss Arena.

Early Model Final Model
Boss wind early.png Boss wind final.png

boss_wisdom/philos

Mutoh's Temple Boss Arena. Map name is "boss_wisdom", MapObject name is "boss_philos".

Early Model Final Model
Boss wisdom early.png Boss philos final.png

Early Steel Interiors

After fighting the respective Bosses, you enter a room where you get the sacred Metal. In the final game, those are once again handled as MapObjects, including leftover original level geometry.

Goron Temple Metal Room

Early Model Final Model
Zelda PH power metal room.png Zelda PH steel red int.png

Ice Temple Metal Room

Early Model Final Model
Zelda PH water metal room.png Zelda PH steel blue int.png

Mutoh's Temple Metal Room

Early Model Final Model
Zelda PH wisdom metal room.png Zelda PH steel green int.png

Early House Interiors

There are a few unused house interiors present. While all final house interiors are properly labled, these aren't. It's not clear what role they once played therefore, and they don't really resemble any final locations all that much.

room_a

room_a_1

room_d


Ember Island

Ember Island is a bit of an exception here in the sense that the early non-MapObject house interiors are still present in the map files with their level geometry intact!

room_fire

This is the room of Astrid's assistant.

Early Model Final Model
Zelda PH room fire early.png Zelda PH room fire final.png

room_fortune

This is the room of Astrid.

Early Model Final Model
Zelda PH room fortune early.png Zelda PH room fortune final.png


Unused Minimaps

Minimaps are automatically generated from a given model of a map. For every area that uses a MapObject for its entire geometry, the minimap present in the game files reflects the original map geometry, which has been removed in most cases. (Exceptions above).

Due to the fact that In-Game there are a lot of areas where instead of the minimap generated for the location, the respective overview minimap is shown (with a bubble indicating the player location), there are a lot of unused maps for house interiors, caves, etc.

The unused minimaps for those locations are usually very unremarkable, so they're omitted here, except a few noteworthy examples.

Additionally, there was a concept that was presumably scrapped early on (given that in the 2006 E3 Versions this is no longer the case) where in addition to the overview maps of a given island, there'd be zoomed-in versions of the minimap depending on what subsection you were in. While the concept was scrapped, the zoomed-in, unused minimaps are still auto-generated from the final maps, so they're pretty unremarkable.

Prince of Red Lions

There are unused versions of ship interior minimaps for every ship, which are normally not visible.

The only noteworthy one is for the boat of the "Self-Proclaimed Hero", called "flink" internally.

Ship Interior View Minimap
Room fake.png Room fake map2d.png

The other ones basically all look like this.

Ship Interiors Minimap