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* AdvancingWallOfDoom: Rocktites pursue your train in tight tunnels and need several shots to the eye before being shortly pushed back. Then they come up with their shells closed, so you now need to shoot and exploding barrel to expose their eye.

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* AdvancingWallOfDoom: Rocktites pursue your train in tight tunnels and need several shots to the eye before being shortly pushed back. Then they come up with their shells closed, so you now need to shoot and an exploding barrel to expose their eye.
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* DidYouActuallyBelieve: Byrne agrees to betray the Lokomos to revive the Demon King Malladus in exchange for power. Malladus cripples Byrne not a minute after coming back to life, and Cole mocks him for believing that the Demon King would ever trust someone who already abandoned his own tribe.
-->'''Cole''': Nyee hee hee! Thank you for your help. But you are too gullible, my friend. Don't you know that he will never give you new power?
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By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


* WhipItGood: One of Link's new items is a whip that looks like a [[http://bulk2.destructoid.com/ul/156823-headerropesnake.jpg snake]].
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Expanded an example


* MinecartMadness: There are a few minecart puzzles in the game, including a full minigame centered around it. [[spoiler:And a BossFight during the endgame]].

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* MinecartMadness: There are a few minecart puzzles in the game, including and make up for the majority of puzzles present in the Fire Temple (culminating with a boss battle centered around the mechanic); there's also a full minigame centered where Link has to shoot targets while traveling around it. [[spoiler:And a wide canyon with the Spirit Train. [[spoiler:The BossFight against the Demon Train also occurs during the endgame]].one]].
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Crosswicking

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* ByTheEyesOfTheBlind: Zelda becomes a SpiritAdvisor and ExpositionFairy only Link and the Lokomo can see.

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* AnIcePerson: Ice Chuchus make their debut in this game, freezing Link on contact unless he uses the Boomerang and/or Whirlwind.



* BanditMook: 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.

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* BanditMook: Crows once again steal Link's rupees 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.contact.



* TheBusCameBack: The [[note]]regular[[/note]] [[VideoGame/TheLegendOfZeldaI Bubbles]], [[VideoGame/TheLegendOfZeldaALinkToThePast Mothulas]], [[VideoGame/TheLegendOfZeldaOcarinaOfTime White Wolfos, Freezards]], [[VideoGame/TheLegendOfZeldaTwilightPrincess Bulblins, and Bulbos]] make their reappearance after being absent since ''Twilight Princess'' in the case of the first and the latter four, and ''The Wind Waker'' in the case of the second.



* SamusIsAGirl: Stagnox, the first boss, a giant beetle that most players just think of as genderless, is explicitly made to be female in her trophy from ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', and the mooks she summons turn out to be her own larvae.

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* SamusIsAGirl: Stagnox, the first boss, a giant beetle that most players just think of as genderless, is explicitly made to be female in her trophy from ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', and the Blastworm mooks she summons turn out to be her own larvae.



* ShootingGallery: Two minigames, namely the rescue sequence in the Pirate Hideout (where Link has to shoot at several Bulblins, including a Big Blin at the end, while riding a minecart to rescue a captive character) and the Goron Test Range (where Link has to shoot bombs from his Spirit Train to several target posts while riding across the rails of a large shooting test area).

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* ShootingGallery: Two minigames, namely the rescue sequence in the Pirate Hideout (where Link has to shoot at several Bulblins, Miniblins, including a Big Blin at the end, while riding a minecart to rescue a captive character) and the Goron Test Range (where Link has to shoot bombs from his Spirit Train to several target posts while riding across the rails of a large shooting test area).



* {{Snowlems}}: The game has Sir Frosties on the overworld map where they pop up and attack your CoolTrain.

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* {{Snowlems}}: The game has Sir Frosties on the overworld map where they pop up and attack your CoolTrain.CoolTrain with thier heads.
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* ProductDeliveryOrdeal: Once Link manages to add a freight car to the Spirit Train, he'll be able to undertake sidequests where he's asked to deliver a specific product located in one part of Hyrule to someone who is waiting for it in another. Unlike the usual {{Escort Mission}}s where Link is taking a passenger (who gets impatient every time the train is hit by an enemy attack or Link fails to follow the road signs), here Link has to protect the train because any attack will directly affect the integrity of the product. In cases where he's transporting a specific amount of something, that amount will decrease by one with each hit taken (in the case of the vessel Link buys from Papuchia Village to deliver it to Steem in Snow Sanctuary, ''any'' hit will break it). The most extreme case is the delivery of Dark Ore from a Goron mining station to Linebeck, because the ore will ''also'' deteriorate with sunlight over time, and it's actually impossible to succeed unless Link has previously activated a certain pair of teleporters for the Spirit Train to head ASAP to Linebeck's Trading Company in the Forest Realm; to make matters worse, along the way lies a Rocktite in the caves, and if it's fought the Spirit Train can only be hit ''once'' during battle (it's possible to defeat it before undertaking the delivery, though).
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Crosswicking

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* SecretLevel: Some of the playable locations can only be unlocked by restoring rails with Force Gems that are rewarded by completing very obscure and/or difficult sidequests. Examples include the Snowdrift and Slippery Stations in the Snow Realm, and the Lost at Sea Station in the Ocean Realm.
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* JustTrainWrong: Even to a person with little knowledge of steam locomotives, the artistic license taken by the game is quite glaring. First of all, the trains in the game are ''tiny'' compared to those in real life; secondly, the Spirit Train has no tender or supply car (instead sporting a ''cannon'' of all things, which would likely be top heavy enough to tip the entire train over). The Spirit Train is also very clean, with no sign of ash or smoke anywhere save for the pretty white puff-balls discharged from the chimney (which appears to work as a whistle despite a separate whistle being clearly visible on the engine). The train has no visible infrastructure, never runs out of water or coal, and the tracks have green ties and yellow rails and are insanely narrow. Also, the ties are arranged in a zig-zag pattern. That's several problems found without even having an in-depth knowledge of how locomotives are constructed. However, this is all [[JustifiedTrope Justified]] given the game itself mentions the train itself is [[AWizardDidIt magical]], as well as the tracks themselves being actually magic shackles binding a demon lord that just happen to look like train tracks.

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* JustTrainWrong: Even to a person with little knowledge of steam locomotives, the artistic license taken by the game is quite glaring. First of all, the trains in the game are ''tiny'' compared to those in real life; life, with Alfonzo being bigger than the passenger carriage; secondly, the Spirit Train has no tender or supply car (instead sporting a ''cannon'' of all things, which would likely be top heavy enough to tip the entire train over). The Spirit Train is also very clean, with no sign of ash or smoke anywhere save for the pretty white puff-balls discharged from the chimney (which appears to work double as a whistle despite a separate whistle being clearly visible on the engine). The train has no visible infrastructure, never runs out of water or coal, and the tracks have green ties and yellow rails and are insanely narrow. Also, the ties are arranged in a zig-zag pattern. The train can even decide which way to turn at intersections, when real trains just have to go whatever way the railroad switch is set to. That's several problems found without even having an in-depth knowledge of how locomotives are constructed. However, this is all [[JustifiedTrope Justified]] given the game itself mentions the train itself is [[AWizardDidIt magical]], as well as the tracks themselves being actually magic shackles binding a demon lord that just happen to look like train tracks.
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The fifteenth game in ''Franchise/TheLegendOfZelda'' series, ''Spirit Tracks'' was released in December of 2009. It is an indirect sequel to ''VideoGame/TheLegendOfZeldaPhantomHourglass'', taking place over a hundred years after the events in that game and starring a new Link and Zelda. For the most part, controls are similar to its predecessor. However, there are several new features introduced for this game. Firstly, the player can take control of Phantoms (like those in ''Phantom Hourglass'') to aid in combat and solving puzzles. The second major change is that this game takes place on land, not the ocean. Link controls not a ship, but a train.

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The fifteenth game in ''Franchise/TheLegendOfZelda'' series, ''Spirit Tracks'' was released in December of 2009. It is an indirect sequel to ''VideoGame/TheLegendOfZeldaPhantomHourglass'', and by proxy ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'', taking place over a hundred years after the events in that game and starring a new Link and Zelda. For the most part, controls are similar to its predecessor. However, there are several new features introduced for this game. Firstly, the player can take control of Phantoms (like those in ''Phantom Hourglass'') to aid in combat and solving puzzles. The second major change is that this game takes place on land, not the ocean. Link controls not a ship, but a train.
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* DistantFinale: The game serves as a finale to the saga of [[VideoGame/TheLegendOfZeldaTheWindWaker the Hero of Winds]], showing that after his and Tetra's quest to find a new land ([[VideoGame/TheLegendOfZeldaPhantomHourglass and dealing with Bellum along the way]]), they ultimately succeeded and founded a new Hyrule, only for it to suffer its own troubles with a Demon King.
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* BattleThemeMusic: The game is unique among the 2D and 2.5D ''Zelda'' games in that it features a larger-than-usual repertoire of music tracks for bosses. There is one for the odd-numbered temples (Forest, Ocean, Sand), one for the even-numbered ones (Snow, Fire; the latter adds VariableMix for when Link isn't riding the minecart necessary to damage the boss), one for the overworld miniboss Rocktite (VariableMix is used depending on how close the monster is to the Spirit Train), one for all remaining minibosses, one for ClimaxBoss Byrne (a BossRemix of his {{Leitmotif}}), one for BonusBoss Dark Link (borrowed from the GhostShip from ''VideoGame/TheLegendOfZeldaPhantomHourglass''), one for the Demon Train, and three for Cole and Malladus (with the second being a BossRemix of Cole's Leitmotif and the third being a upbeat reprise of the game's title screen theme).

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* BattleThemeMusic: The game is unique among the 2D and 2.5D ''Zelda'' games in that it features a larger-than-usual repertoire of music tracks for bosses. bosses, putting it closer to the style of the 3D games except ''Majora's Mask''. There is one for the odd-numbered temples (Forest, Ocean, Sand), one for the even-numbered ones (Snow, Fire; the latter adds VariableMix for when Link isn't riding the minecart necessary to damage the boss), one for the overworld miniboss Rocktite (VariableMix is used depending on how close the monster is to the Spirit Train), one for all remaining minibosses, one for ClimaxBoss Byrne (a BossRemix of his {{Leitmotif}}), one for BonusBoss {{Superboss}} Dark Link (borrowed from the GhostShip from ''VideoGame/TheLegendOfZeldaPhantomHourglass''), one for the Demon Train, and three for Cole and Malladus (with the second being a BossRemix of Cole's Leitmotif and the third being a upbeat reprise of the game's title screen theme).
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** In the Disorientation Station cave, you're supposed to go "north and north" to discover the treasure. At least one version of the game (sold in Europe) will however you tell to go "north, north, north". You can only go north twice, and the room in question looks perfectly normal otherwise, so instead of searching it for the hidden treasure, you're likely to instead assume you're in the wrong place, or supposed to find a way through the wall.

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** In the Disorientation Station cave, you're supposed to go "north and north" to discover the treasure. At least one The European version of the game (sold in Europe) will however you tell you to go "north, north, north". You can only go north twice, and the room in question looks perfectly normal otherwise, so instead of searching it for the hidden treasure, you're likely to instead assume you're in the wrong place, or supposed to find a way through the wall.



* DubNameChange: Several {{Non Player Character}}s and locations have different names between the NTSC and PAL versions of the game, depending on what version you're playing.

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* DubNameChange: Several {{Non Player Character}}s and locations have different names between the NTSC American and PAL British English versions of the game, depending on what version you're playing.game.
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* SelectiveLocalisation: ''Spirit Tracks'' received two entirely different localizations (hence why you'll find, for example, British who refer to "Whittleton" as "Mayscore", or Americans who call "Staven" "Byrne"). This was because, around that time, Nintendo had chosen to entrust its American and European branches to handle the localization separately for their games, likely to prevent another incident like the presence of the word "spastic" in ''VideoGame/MarioParty8''. This stopped happening as much around the time the (region-free) UsefulNotes/NintendoSwitch was released, as most first-party games since then are back to having only one English localization with minor adjustments to account for regional game name differences and the like.
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* BigNo: Zelda does this when she finds out what Chancellor Cole is planning to do with her body.

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* BigNo: Zelda does this and have a massive freak out when she finds out what Chancellor Cole [[DemonicPossession is planning to do with her body.body]].
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I get that her wording was terrible, but who’s ever heard of a song in a Legend of Zelda game that can only be used once?


** The Song of Healing restores all your hearts when played during a dungeon/boss battle. The game tells you multiple times that it "only works once", which makes it seem TooAwesomeToUse. However, the way the song actually works is that it can restore your health once ''per time you enter the dungeon''. Simply leaving and coming back allows it to be played again, making it much more useful.
** In the Disorientation Station cave, you're supposed to go "north and north" to discover the treasure. At least one version of the game (sold in Europe) will however you tell to go "north, north, north". You can only go north twice, but the room in question looks perfectly normal otherwise, so instead of searching it for the hidden treasure, you're likely to instead assume you're in the wrong place, or supposed to find a way through the wall.

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** The Song of Healing restores all your hearts when played inside a dungeon or during a dungeon/boss boss battle. The game spirit who teaches you the song tells you multiple times that it "only works once", can only be used “one time”, which makes it seem TooAwesomeToUse. However, the way the song sound TooAwesomeToUse, but what she actually works means is that it can restore your health be used once ''per each time you enter the dungeon''. Simply leaving and coming back allows it to be played again, making it much more useful.
visit a dungeon.
** In the Disorientation Station cave, you're supposed to go "north and north" to discover the treasure. At least one version of the game (sold in Europe) will however you tell to go "north, north, north". You can only go north twice, but and the room in question looks perfectly normal otherwise, so instead of searching it for the hidden treasure, you're likely to instead assume you're in the wrong place, or supposed to find a way through the wall.
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* MythPrologue: The game opens with Nico, a character from ''The Wind Waker'', explaining how New Hyrule was founded after the events of said game, told in an "ancient tale" format because he has a penchant for dramatics.

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I apologize for that oversight, Foolmath. I should have paid more attention. Here's some more crosswicking


* GoodFeelsGood: The Force Gems sustain the eponymous Spirit Tracks and restore the railways that were originally installed to seal Malladus. Every time Link helps a character in a sidequest, the gratitude he receives from them crystallizes into a Force Gem and a few previously-vanished tracks are restored.



* NoItemUseForYou: Item usage as a whole is disabled during the very last fight of the Take 'Em All On! minigame.



* RescueRomance: The Link of the time period meets the Zelda of the time period after the plot's started rolling, and the two grow affectionate during Link's quest to restore her to mortality. It's not done completely straight, though, as they spend more time working together as partners than they do as hero and distressed damsel.



* SolveTheSoupCans: While possessing a Wrecker Phantom, Zelda can't carry Link across a lava field because she turns into a sphere and rolls instead of walking (not because [[LavaIsBoilingKoolAid lava is hot]]), so you have to track down a regular Phantom for her to control. The problem is, she ''can'' walk normally as a Wrecker--she does it whenever you aren't directly controlling her movement, and should be perfectly capable of carrying Link over the lava in that form... but the game goes out of its way to dissuade you from even trying, and [[TooDumbToLive if you attempt it anyway]] she stubbornly starts rolling and tosses poor Link into the lava. It seems someone forgot that the whole situation only makes sense if Wreckers cannot walk.



* SuperDrowningSkills: As in the predecessor, Link cannot swim whatsoever. Zelda acknowledges it and when they reach Papuchia Village, she can offer Link to teach him swim after their adventure.



* SuitUpOfDestiny: Played with. Link starts out in an engineer's uniform and only changes his clothes to blend in with the [[StealthBasedMission guards prowling around the castle]]. Unlike ''Wind Waker'' Link, he doesn't seem to have much of an opinion about his new look. Zelda, on the other hand, isn't so crazy about it.
* SuperDrowningSkills: As in the predecessor, Link cannot swim whatsoever. Zelda acknowledges it and when they reach Papuchia Village, she can offer Link to teach him swim after their adventure.



* SuperDrowningSkills: Like in ''Phantom Hourglass'', falling into water is the same as falling into a pit or lava.
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* JollyRoger: Returning from ''Phantom Hourglass'', warships 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.

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I’m not sure why that second entry was added. Dodongos aren’t present in this game, and “Onox” (I assume) is from Oracle of Seasons.


*** Meanwhile [[DinosaursAreDragons Dodongos]] can breathe fire, and Olrox' OneWingedAngel [[spoiler: seeing as he's a dragon, has this as well]].
*** The boss Fraaz from Spirit Tracks is an entire boss fight centered around its BreathWeapon. The boss [[BalloonBelly inflates]] with a specific element ([[KillItWithFire fire]] or [[KillItWithIce "icy fire"]]) and the player has to use the polar opposite against Fraaz as it's inflating with another attack.

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*** Meanwhile [[DinosaursAreDragons Dodongos]] can breathe fire, and Olrox' OneWingedAngel [[spoiler: seeing as he's a dragon, has this as well]].
*** The boss Fraaz from Spirit Tracks is an entire boss fight centered around its BreathWeapon. The boss [[BalloonBelly inflates]] with a specific element element, either ([[KillItWithFire normal fire]] or [[KillItWithIce "icy fire"]]) frigid blue fire]], and the player has to use the polar opposite element against Fraaz as it's inflating with another attack.

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Massive example crosswicking, Day 3. Finished at long last, and also fixed a couple red links and removed a YMMV link. Phew!


* AfterTheEnd: New Hyrule is built upon the ruins of an ancient civilization. The titular "Spirit Tracks" are the main indication that the continent had inhabitants long before the characters from ''The Wind Waker'' encountered it.



* BigBad: Chancellor Cole, who [[spoiler:ends up as TheUnfought, although he can attack you in one stage of the final battle, and his body is possessed and used against you by the FinalBoss.]]

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* {{BFS}}: Like in ''Phantom Hourglass'', the Phantoms carry huge claymores they can swing around one-handed. But this time, Zelda can take over Phantoms to use their swords for herself.
* BigBad: Initially [[EvilChancellor Chancellor Cole, Cole]], as he desires to release Demon King Malladus, his master, who [[spoiler:ends up as TheUnfought, although he can attack you in one stage of is sealed within the final battle, Tower of Spirits, and his body is possessed destroying the titular Spirit Tracks for that purpose. Once Malladus is freed, he takes over as main villain and used against you by the FinalBoss.]]attempts to conquer Hyrule.



* BlowYouAway: The Whirlwind, one of Link's new items, is a pinwheel-like device that creates small cyclones, and is operated by blowing into the DS microphone.

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* BlowYouAway: The Whirlwind, one of Link's new items, is a pinwheel-like device that creates small cyclones, and is operated by blowing into the DS microphone. He can use it to push pinwheels, push important items across chasms, and throw bombs into the resident dungeon boss.



* BreathWeapon: To activate the Whirlwind, you have to blow into the microphone. The animation shows Link blowing into the device, which magically amplifies it.

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* BreathWeapon: BreathWeapon:
***
To activate the Whirlwind, you have to blow into the microphone. The animation shows Link blowing into the device, which magically amplifies it.it.
*** Meanwhile [[DinosaursAreDragons Dodongos]] can breathe fire, and Olrox' OneWingedAngel [[spoiler: seeing as he's a dragon, has this as well]].
*** The boss Fraaz from Spirit Tracks is an entire boss fight centered around its BreathWeapon. The boss [[BalloonBelly inflates]] with a specific element ([[KillItWithFire fire]] or [[KillItWithIce "icy fire"]]) and the player has to use the polar opposite against Fraaz as it's inflating with another attack.



* ButNowIMustGo: At the end of the game, [[spoiler:Anjean and the other Lokomos leave the kingdom of Hyrule under the protection of Link and Zelda, since the defeat of Malladus fulfilled their duties]].



* ChekhovsSkill: You're taught during your final exam how to use the train whistle to clear away friendly animals. After the first dungeon or so, its two uses are to summon Beedle down so you can visit his shop and wow passengers. [[spoiler: Then in the Dark Realm, it allows your train to go ''extremely'' fast, making the Armored Trains a lot easier to handle.]]

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* ChekhovsSkill: You're taught during your final exam how to use the train whistle to clear away friendly animals. After the first dungeon or so, its two uses are to summon Beedle down so you can visit his shop and wow passengers. [[spoiler: Then [[spoiler:Then in the Dark Realm, it allows your train to go ''extremely'' fast, making the Armored Trains a lot easier to handle.]]]]
* ChestMonster: The game takes the familiar Like-Like enemy and makes it more frustrating by including ones that hide inside pots and burst out to attack you when you get too close. Pots containing them will occasionally shake, tipping you off to the [[MooksAteMyEquipment shield-eating menace]]'s presence, but chances are that you'll be either too busy or too eager to get whatever's inside the pot to notice. And then there's the one hidden inside an actual treasure chest. Fortunately, this only happens once.
* AChildShallLeadThem: Princess Zelda, though due to her age she's being tutored by a counselor, while the political duties are being administered by Chancellor Cole, who happens to be a CorruptPolitician.



* CirclingBirdies: Like in ''Phantom Hourglass'', Link become dizzy if he uses the SpinAttack too many times because the touch screen controls allows you to execute the attack much faster than in most other games. You'll also get dizzy if you roll too many times.



* TheComputerIsALyingBastard:
** The Song of Healing restores all your hearts when played during a dungeon/boss battle. The game tells you multiple times that it "only works once", which makes it seem TooAwesomeToUse. However, the way the song actually works is that it can restore your health once ''per time you enter the dungeon''. Simply leaving and coming back allows it to be played again, making it much more useful.
** In the Disorientation Station cave, you're supposed to go "north and north" to discover the treasure. At least one version of the game (sold in Europe) will however you tell to go "north, north, north". You can only go north twice, but the room in question looks perfectly normal otherwise, so instead of searching it for the hidden treasure, you're likely to instead assume you're in the wrong place, or supposed to find a way through the wall.



* ContrastingSequelAntagonist: Chancellor Cole is a smug, manipulative CorruptPolitician that aims to free Malladus from his imprisonment. This separates him from the TragicVillain portrayal of Ganondorf in ''The Wind Waker'' and the pure-evil nature of Bellum from ''Phantom Hourglass''.



* ConvectionSchmonvection: Link can ride on top of Phantom!Zelda while she walks through lava and neither are any the worse for wear.

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* ConvectionSchmonvection: There are plenty of the molten stuff to go around, and Link isn't affected unless he lands in it, where he loses half a heart from terminal fall respawning. With the exception of the Wrecker Phantoms, Link can ride on ''on top of Phantom!Zelda while she walks through lava Zelda'' over these molten masses and neither are any the worse for wear.of them will be hurt. The extra-heavy armor that Wrecker Phantoms use must be made of Goron iron...



* DamnYouMuscleMemory: Are you used to the roll input from Phantom Hourglass? Now you have to double tap the screen instead of drawing circles on it.

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* DamnYouMuscleMemory: DamnYouMuscleMemory:
**
Are you used to the roll input from Phantom Hourglass? ''Phantom Hourglass''? Now you have to double tap the screen instead of drawing circles on it.it.
** The game lacks the RealTimeWeaponChange nature of the item inventory seen in ''Phantom Hourglass''.



* DarkerAndEdgier: Although it still has an overall lighthearted tone, ''Spirit Tracks'' is a lot eerier than its predecessor ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]''.

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* DarkerAndEdgier: Although it still has an overall lighthearted tone, ''Spirit Tracks'' is a lot eerier than its predecessor ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]''.Hourglass]]'', which is reflected in that it's one of the only two Zelda games in the Toon Link style to not receive a regular E rating, but rather E10+ (the other game being the HD remake of ''The Wind Waker''), as well as the only handheld game in the series with that rating. The antagonist is a twisted, corrupt politician who is actually a demon in disguise, and the story features one of the shortest, but creepiest plot points of ''Twilight Princess'' (itself one of the darkest games in the series already) as framework for a huge chunk of the story: [[spoiler:Princess Zelda's empty body being possessed by a male SealedEvilInACan]].



* TheDayTheMusicLied: Link and Zelda celebrate the PowerOfFriendship after defeating a boss. The camera slowly pans around them, the background fades to white, happy music flares up...then the band stalls when the background returns to normal and you see the NotQuiteDead boss simply limp out of the room back to his master.



* DemonicPossession: Remember what happened [[VideoGame/TheLegendOfZeldaTwilightPrincess the last time]] Zelda's soul was removed by the BigBad? It's repeated here, but this time it happens in the very beginning of the game.

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* DemonicPossession: Remember what happened [[VideoGame/TheLegendOfZeldaTwilightPrincess the last time]] Zelda's soul was removed by the BigBad? It's repeated here, but this time it happens in the very beginning of the game. Also, during the climax of the story, [[spoiler:Malladus forcefully possesses Cole's body after Zelda manages to retrieve hers]].



* EldritchAbomination: The fittingly named Skeldritch, a giant, humanoid, ancient demon skeleton [[NinjaPirateZombieRobot thing]] with an unusually large spinal column, and wearing spiked viking attire. What exactly ''was'' this thing? Was it ever even ''alive'' at one point?



* FlawExploitation: Chancellor Cole uses Zelda's [[EekAMouse fear of mice]] to interrupt a battle.



* GrapplingHook: Byrne wears what amounts to a really big Hookshot as an ArtificialLimb over his left arm.
* GreaterScopeVillain: Malladus, a demon lord who Cole wants to resurrect.

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* GrapplingHook: GrapplingHookPistol: Byrne wears what amounts to a really big Hookshot as an ArtificialLimb over his left arm.
* GreaterScopeVillain: Malladus, a demon lord who Malladus. The plot is actually driven by Chancellor Cole wants trying to resurrect.resurrect and unseal him.



* ImpaledWithExtremePrejudice: Link and Zelda [[spoiler:execute Malladus by planting the Lokomo Sword into his forehead]].



* KarmicDeath: During the prologue of the game, Chancellor Cole robs Zelda's body to give it to Malladus as a vessel. [[spoiler:During the climax of the story, Zelda regains her body and Malladus ends up possessing Cole's body; this leads to Cole's eventual death when Malladus loses the FinalBoss battle against Link.]]



* TheLostWoods: There's a brief area in the Forest Realm you have to navigate through, with intersections where you must look at the direction the nearby tree's branch is pointing to choose where to turn. Top it off with the last intersection in the puzzle being accompanied by a tree designed to point ''opposite'' of where you're supposed to go (a man from Whittleton does warn you about this, though). Reaching the end of this maze takes you to the Forest Temple, which contains various rooms with toxic smoke that can only be cleaned with the Whirlwind, and is guarded by a massive insectile monster posing at the top (Stagnox).



* MaybeEverAfter: The constant strong ToyShip of the game would suffice by itself, but it goes further. The last shot of the game is Link and Zelda holding hands in a very romantic tone. Also, in two of the three epilogues of the game we see that they still are together in some way.

to:

* MaybeEverAfter: The constant strong ToyShip ShipTease of the game would suffice by itself, but it goes further. The last shot of the game is Link and Zelda holding hands in a very romantic tone. Also, in two of the three epilogues of the game we see that they still are together in some way.



* MythologyGag: The final battle begins with Link protecting Zelda from the attacks of the boss while she charges up her magic power like in ''[[VideoGame/TheLegendOfZeldaFourSwordsAdventures Four Swords Adventures]]''. The second half of the battle involves Zelda stunning the boss with Light Arrows so Link can attack, similar to the final battle of ''The Wind Waker''.



* NonStandardGameOver: When you're travelling with a character, a Pirate tank (or ship) may invade your train. When this happens, lots of Miniblins (and later a [[MiniBoss Big Blin]]) will try to kidnap your passenger. If they succeed, you can still rescue the character when going to the Pirate Hideout island, so this wouldn't be a big deal. But if that place hasn't been unlocked yet (and it '''isn't''' yet by the time you're taking Carben, a plot-critical character, with you), you have no way to rescue the character, and you get an automatic Game Over.



* OminousLatinChanting: The theme heard in the staircase of the Tower of Spirits. It isn't added to the song right until you almost reach the top.



* OneWingedAngel: Malladus attains his last, monstrous form by taking over Chancellor Cole's body, mutating it in the process. In a strange coincidence, the result ends up looking somewhat like Ganon's Dark Beast form from ''Twilight Princess'', only more goat-like than pig-like.



%%* OurGhostsAreDifferent

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%%* OurGhostsAreDifferent* OurGhostsAreDifferent: Princess Zelda herself becomes a ghost after the villain steals her body, and can aid Link by possessing Phantoms, enemies resembling living suits of armor.



* APupilOfMeUntilHeTurnedToEvil: Byrne was an apprentice of Anjean in the Tower of Spirits. He desired power from the good spirits, and when he was not granted it, he left and reached out to serve the Demon King Malladus.

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* APupilOfMeUntilHeTurnedToEvil: APupilOfMineUntilHeTurnedToEvil: Byrne was an apprentice of Anjean in the Tower of Spirits. He desired power from the good spirits, and when he was not granted it, he left and reached out to serve the Demon King Malladus.



* RoyalsWhoActuallyDoSomething: This is just about the most active and helpful a Princess Zelda has ever been in this series, second only perhaps to [[VideoGame/TheLegendOfZeldaTheWindWaker Tetra]], who wasn't raised as a princess. After initially demanding that Link do the usual job of a Link and rescue her (body), she consents to follow Link and help him in every way she can. That includes pulling double duty as an ExpositionFairy and acting as Link's invincible armored partner in the Spirit Tower. [[spoiler:During the final battle, she's a formidable fighter on her own, outside of the armor]], and [[spoiler:the credits]] show that she's not above doing the important bureaucratic work that comes with being royalty, either. For reference, ''Spirit Tracks'' is the first ([[VideoGame/TheLegendOfZeldaCDIGames Nintendo-published]]) ''Zelda'' game in which Zelda is playable.

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* RoyalsWhoActuallyDoSomething: This is just about the most active and helpful a Princess Zelda has ever been in this series, second only perhaps to [[VideoGame/TheLegendOfZeldaTheWindWaker Tetra]], who wasn't raised as a princess. After initially demanding that Link do the usual job of a Link and rescue her (body), she consents to follow Link and help him in every way she can. That includes pulling double duty as an ExpositionFairy and acting as Link's invincible armored partner in the Spirit Tower. [[spoiler:During the final battle, she's a formidable fighter on her own, outside of the armor]], and [[spoiler:the credits]] show that she's not above doing the important bureaucratic work that comes with being royalty, either. For reference, ''Spirit Tracks'' is the first ([[VideoGame/TheLegendOfZeldaCDIGames canonical, Nintendo-published]]) ''Zelda'' game in which Zelda is playable.



* SchizoTech: Aside from the obvious train travel in an otherwise medieval world, the fifth dungeon is an [[spoiler:Egyptian-inspired pyramid that's guarded by ''automated tanks'']], and the overworld features enemy ''tanks'' that frequently attack Link's train.

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* SchizoTech: Aside from the obvious train travel in an otherwise medieval world, the fifth dungeon is an [[spoiler:Egyptian-inspired pyramid that's guarded by ''automated tanks'']], ''defense turrets'']], and the overworld features enemy ''tanks'' that frequently attack Link's train.



* SuperDrowningSkills: Like in ''Phantom Hourglass'', falling into water is the same as falling into a pit or lava.



* TakingYouWithMe: [[spoiler: This is what Malladus plans to do with [[OmnicidalManiac the rest of the world]] as he notices Cole's body rejecting him.]]

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* {{Tagline}}: "Ride into adventure with Link and Princess Zelda."
* TakingYouWithMe: [[spoiler: This [[spoiler:This is what Malladus plans to do with [[OmnicidalManiac the rest of the world]] as he notices Cole's body rejecting him.]]



* TeleportingKeycardSquad: Every time you get a big key in the central dungeon, giant disembodied hands appear out of the floor. They will move towards the Phantom carrying the key on sight, can force the Phantom to drop the key in one hit (they will then return it to its original location), and are positioned in the most inconvenient places possible for the player. Kill them? They'll just respawn.
* TentacledTerror: Phytops, the third boss, is a giant cyclopean octopus with ''thorned'' tentacles it uses to slam on Link and to impede his way around the arena. Thankfully, the thorns can be snatched with the whip and hurled on Phytops' [[GoForTheEye single eye]].
* TheThreeTrials: Though the game's overarching quest averts the trope (its structure is more comparable to those of ''Majora's Mask'' and ''The Minish Cap''), there are three trials which must be passed to gain entrance to the Sand Temple, where the sacred Bow of Light lies. The trials are based on, respectively, defeating Rocktite, traversing a convolute maze, and destroying the turrets protecting the Sand Temple itself. All of them must be done while driving the Spirit Train.



* TimeLimitBoss: You need to chase the Demon Train across a set of rails in another dimension. If you take too long, you reach the end of the line and crash.



* TrickShotPuzzle: Like in ''Phantom Hourglass'', there are puzzles where Link has to use Arrow Orbs to redirect arrow shots and hit targets he wouldn't be able to otherwise. At one point in the Tower of Spirits, he has to do this while Zelda is carrying the orb and positioning herself in the exact required spot.



* TwoKeyedLock: There's a good number of two-keyed puzzles in the game. Sometimes using a block or the assistance of lovely Princess Zelda (as a Phantom) to push one, or hitting a series of switches with the boomerang.



%%* UndergroundMonkey: The five types of rabbit you can catch.

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%%* * UndergroundMonkey: The There are five types of rabbit you can catch.collect, matching the environment in which they're found, including one that lives in the sea.
* UnderTheSea: Being the distant sequel to ''Wind Waker'' and ''Phantom Hourglass'', the game has the Ocean Realm, which does have a large section underwater (the Ocean Floor) where Link's train can navigate without any issues (except for some enemies like the Octomines and two evil trains). However, the dungeon accessed within (the Ocean Temple), while being underwater as well, is somehow devoid of water in its rooms (even as a cosmetic element).



* VariableMix: The overworld theme varies in instrumentation and volume depending on the speed your train is going. Also, the theme inside the Tower of Spirits changes as you progress (e.g. drums are added on the 2nd set of stairs, OminousLatinChanting on the next set...).

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* UnnecessaryCombatRoll: Like in ''Phantom Hourglass'', rolling four times in a row causes Link to get dizzy.
* UnresolvedSexualTension: When Link and Zelda first meet, Link blushes, then at the end of the game [[spoiler: immediately after Zelda reclaims her body, she gives Link a hug, causing Link to blush]], which seems innocent enough, until [[spoiler:after the final boss, Link and Zelda hold hands, which is much less innocent than it sounds. UST is restored at the game's conclusion, though, as Link returns to his engineering, becomes a warrior trainee, or just departs from Zelda's life depending on the choice the player makes near the end.]]
* VariableMix: The overworld theme varies in instrumentation and volume depending on the speed your train is going. Also, the theme inside the Tower of Spirits changes as you progress (e.g. drums are added on the 2nd set of stairs, OminousLatinChanting on the next set...).)
* TheVeryDefinitelyFinalDungeon: The Dark Realm, a FinalBossNewDimension accessible once you retrieve the Compass of Light at the very end of this game's MegaDungeon (the Tower of Spirits). The Demon Train, as well as Chancellor Cole assisting the first form of Malladus, are confronted during the train portion and Phantom portion respectively, but the game kicks back to New Hyrule for the final parts of the battle.



* VideoGameCrueltyPunishment: You can attack Zelda with various items while she's possessing a Phantom. If you hit her too many times, the red haze and [[SoundCodedForYourConvenience "you've been spotted by a phantom" music]] will play, and she'll attack back.



* WarpWhistle: There's a series of fixed warp gates set up in various places along the titular train tracks, each of which must be activated by a shot from the Spirit Train's cannon before it can be used, then turned on by blowing your train whistle.
* WaterfrontBossBattle: Phytops is an octopus-like monster found lurking inside a large flooded pit. As Link can only stand on the edge of this pit and thus can't reach the creature, while Phytops has free reign to strike with its tentacles and spit globs of poison across the gap, he must wait for Phytops to attack, grab a thorn from its tentacles, and throw it at its eye. Doing this often enough will stun the beast and cause it slump on the edge of the pit, allowing Link to attack it directly before Phytops recovers and retreats.
* WhatTheHellPlayer:
** If you attack Zelda with any of your weapons, she'll protest. Each weapon elicits a different response, [[VideoGameCrueltyPotential some of which are hilarious.]] Do it too many times and she'll tell you that you're making her angry and ask why you're being so pushy. Keep provoking her and [[VideoGameCrueltyPunishment she'll hit you back]].
** At one point the Lokomo of the Snow Sanctuary, Steem, asks you to bring him a vessel. After obtaining it from [[spoiler:the fortune-teller in Papuchia Village]], you deliver it to him. He's ''really'' happy, giving you a Force Gem out of gratitude. But if you succumb to temptation and break the vessel, he'll yell at you and demand that you replace it. (The replacement vessel costs twice as much as the first one. By this point in the game, either amount is small potatoes, but you still deserve it!)
* WhereItAllBegan: It is noted that the entrance to the Dark World is located not far at all from Link's hometown.



* YouCanSeeMe: When Zelda realizes that Link has followed her into her room. It's never really explained ''why'' he can see her. All of the Lokomos they meet can ''also'' see her. It seems that Malladus, Cole, and Byrne can also see her. Basically only plot-relevant people can see ghost Zelda.

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* YouCanSeeMe: When Zelda realizes that Link has followed her into her room. It's never really explained ''why'' he can see her. All of the Lokomos they meet can ''also'' see her. It seems that Malladus, Cole, and Byrne can also see her. Basically Basically, only plot-relevant people can see ghost Zelda.Zelda.
* YouCantThwartStageOne: The bad guys are trying to resurrect an ancient demon and you have to climb to the top of the Tower of Spirits in order to stop them. Guess what happens when you reach the top.

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More crosswicking. Hopefully I'll be able to finish the job tomorrow


* MagicMusic: Par for the series. This time the magical instrument is the Spirit Flute.
* MarathonLevel: The "Take 'em All On" minigame, where players must power through rooms and rooms of enemies before reaching the exit. The final version culminates in a BossRush against the dungeon bosses, ending with the BonusBoss, [[spoiler:Dark Link]].
* MatchMakerQuest: [[spoiler:One that causes a whole village to end up without a chief, no less.]]

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* MagicMusic: Par for It was obvious that this game would go with this trope ever since it was revealed that the series. This time game's Japanese name was "Earth's Whistle". The "whistle" was revealed to be the magical instrument Pan-flute like "Spirit Flute", which is played by using the touchscreen and microphone in tandem. It works almost identically to magic instruments from earlier games. You also play duets with the Lokomo and Zelda with instruments such as bass, shamisen, flute, drums, and oboe, and to some extent... a pair of vocal cords. Which are held by Gage, Steem, Carben, Embrose, Rael, and Zelda, respectively.
* MagicWand: The game features the Sand Wand, which solidifies sand into pillars and stops Quicksand from [[QuickSandSucks sucking]].
* MaouTheDemonKing: Malladus is often referred as the Demon King. He once terrorized the land that would become known as New Hyrule before the Spirits of Good imprisoned him with the spirit tracks. He has a subservient demon known as [[EvilChancellor Chancellor Cole]] who seeks to resurrect his master with Zelda's body, as well as a fleet of demonic trains to do his bidding. A fun trivia, he's actually the first villain to bear the title "Demon King" in the English version, long before Ganondorf was revealed to be Demise's reincarnation.
* MarathonLevel:
** The last section of the Tower of Spirits
is the Spirit Flute.
* MarathonLevel:
longest and most labyrinthic, and houses a vast array of puzzles and enemies that guard the last PlotCoupon of the game, the Compass of Light.
**
The "Take 'em All On" minigame, where players must power through rooms and rooms of enemies before reaching the exit. The final version culminates in a BossRush against the dungeon bosses, ending with the BonusBoss, {{Superboss}} [[spoiler:Dark Link]].
* MatchMakerQuest: [[spoiler:One There is one that causes has become quite infamous due to what happens after said quest. [[spoiler:Namely, a whole pretty depressed village to end up that has been left without a chief, no less.]]chief since he eloped. The girl also ''already had a boyfriend'', who was kidnapped by pirates at the time. You can rescue him in a later sidequest... and he's not happy when he gets home]].
* MaybeEverAfter: The constant strong ToyShip of the game would suffice by itself, but it goes further. The last shot of the game is Link and Zelda holding hands in a very romantic tone. Also, in two of the three epilogues of the game we see that they still are together in some way.



* MinecartMadness: There are a few minecart puzzles in the game, including a full minigame centered around it [[spoiler: And a BossFight]].

to:

* MegaDungeon: The Tower of Spirits is a very tall dungeon (and the tallest one in the ''Zelda'' franchise with 30 floors, surpassing the 13 of its predecessor's equivalent) whose magic is connected to that of the rails the trains travel across (the rails also have the function of sealing the Demon King Malladus). As Link and Zelda venture through the temples of Hyrule to restore the rails, they also manage to rebuild the Tower and explore the higher floors, as doing so allows them to explore new parts of the land to access new temples and repeat the cycle. Unfortunately for them, by the time they fully restore the magical seal, Malladus is already freed by Chancellor Cole, so the purpose of the last round of the cycle (which consists of the last remaining temple and the Tower's highest floors) revolves around finding the weapon that can kill Malladus and then gain access to his new location (the Dark Realm).
* MinecartMadness: There are a few minecart puzzles in the game, including a full minigame centered around it [[spoiler: And it. [[spoiler:And a BossFight]].BossFight during the endgame]].
* MirrorBoss: [[spoiler:Dark Link]] shows up as a {{Superboss}} at the very end of the most difficult BossRush challenge of the game, and not only replicates Link's sword skills but also his usage of bombs and arrows.
* MissionPackSequel: The game recycles some graphics and the controls of its predecessor ''Phantom Hourglass'', and the overall structure, progression style and interface are all kept almost the same: Both games divide the overworld into four large quadrants, there's a central dungeon that has to be revisited several times, the various destinations and playable areas have to be accessed through a vehicle, and in both games the penultimate dungeon is a pyramidal temple filled with dangerous traps and a very tall boss whose body first has to be dismantled before Link can attack the weak point at the top of the head.



* MookBouncer: The Phantoms evict you to the last entry point for the floor you're on, but unlike in ''Phantom Hourglass'' there's no time penalty since there's no time limit. They also infinitely respawn and cannot be destroyed by direct means; the only way to remove one from a floor is to insert Zelda into it. There's also a new enemy called a Key Master, but instead of targeting you [[EscortMission they target the Big Key for the level]].
* MookThemedLevel: Like its ''Phantom Hourglass'' equivalent, the Tower of Spirits is themed around the Phantoms. However, you only have to dodge them until all Tears of Light are gathered and Link is able to stun them so Zelda can possess them.



* MultiMookMelee: The Take 'Em All On minigame is a gauntlet divided into three tiers of varying duration. The highest tier adds [[BossRush bosses thrown in for good measure]] as well as the usual enemies.



* NeverMessWithGranny: Lokomo sage Anjean. The lavender-haired, steam-powered Segway-riding old maiden releases the Spirit Train from its sleep at the least. [[spoiler:She also conjures the Lokomo Sword and a custom Phantom for Zelda, despite injuries sustained from fighting Byrne to a stalemate while you were out at the Fire Temple. Mock her now.]] She spends most of the game [[spoiler:holding the Tower os Spirits together to keep Malladus from entering the world completely. And she did it ''by herself''.]]
* NewWorkRecycledGraphics: The game was built upon the assets, engine and mechanics of its predecessor, ''Phantom Hourglass''. This helped the developers accelerate its making, similar to the case of ''Majora's Mask'' (in relation to ''Ocarina of Time'') and the two ''Oracle'' games (in relation to ''Link's Awakening''). Its overworld map is also structured akin to that of ''Phantom Hourglass'' (four big quadrants, each corresponding to a themed region of the mainland).



* NoobCave: The cave preceding the Tower of Spirits, and to an extent the first visit to the tower itself. In these areas, Link learns the ropes of basic gameplay, and in the latter part Zelda also learns about spirit possession and how the Tears of Light can enable it.



* OneOfTheseDoorsIsNotLikeTheOther: One villager tells Link that he has to turn in the directions tree branches point in order to make it through the Lost Woods... [[spoiler:but another villager tells him that the fourth tree "has no sense of direction", and you must go ''opposite'' of where it's branch is pointing instead.]]



* PaletteSwap: There are two forms of Geozard, green and red. The red one is stronger, to the point that it's a MiniBoss.
* PlayerDeathIsDramatic: Like ''Phantom Hourglass'', the game makes the camera pull out after Link collapses and then it fades to black.
* PlotCoupon: Four colored Force Gems (which are needed to assemble the chunks of the Tower of Spirits together, followed by the Bow of Light to defeat Malladus, and then the Compass of Light to access his whereabouts (the Dark Realm).
* PopGoesTheHuman: The second boss Fraaz has this happen to it upon its defeat having lost control of its [[InflatingBodyGag self-inflation]] superpower.



* PreFinalBoss: Link and Zelda has to defeat the Demon Train before proceeding to challenge Malladus (and, indirectly, Chancellor Cole) in the climax. This is justified, because the evildoers are awaiting them within the Train, and their battle's first phase takes place above the frontmost wagon.



* PrincessProtagonist: Zelda is turned into a ghost at the beginning of the game, allowing her to possess suits of AnimatedArmor and accompany Link on his journey (and voice her reaction to events, since Link... [[HeroicMime well...]]). At the beginning she even says it's a family tradition to wait and be rescued, but here she gets told it's not happening.



* PsychoStrings: The music that plays when you meet the Dark/Armored Trains.
** Also, Chancellor Cole's theme.
** And when the Rocktite gets closer... and closer... AND CLOSER...

to:

* PsychoStrings: PsychoStrings:
**
The music that plays when you meet the Dark/Armored Trains.
Trains, to great effect.
** Also, [[TheDragon Chancellor Cole's theme.
Cole's]] {{Leitmotif}}, which fits his deranged personality and malice.
** And when the The BattleThemeMusic for Rocktite gets closer... and closer... AND CLOSER...incorporates this via VariableMix, as it transitions into Psycho Strings as the monster gradually approaches the Spirit Train.



* APupilOfMeUntilHeTurnedToEvil: Byrne was an apprentice of Anjean in the Tower of Spirits. He desired power from the good spirits, and when he was not granted it, he left and reached out to serve the Demon King Malladus.



* APupilOfMeUntilHeTurnedToEvil: Byrne was an apprentice of Anjean in the Tower of Spirits. He desired power from the good spirits, and when he was not granted it, he left and reached out to serve the Demon King Malladus.



* PuzzleBoss: At first, Fraaz can be harmed when Link uses the fire and ice torches in his arena to imbue his Boomerang with them and attack the elementally-opposite halves of the boss. Halfway through the battle, however, Fraaz destroys both torches, forcing Link to think outside the box and imbue his Boomerang with the elemental attacks performed by the boss itself.
* QuicksandSucks: The Sand Realm has quicksand pits in the Sand Temple and parts of the nearby Tower of Spirits. The Sand Wand can create sand bridges by solidifying part of the quicksand's terrain so Link (as well as Phantom Zelda in the Tower of Spirits) can walk over them safely.
* RacingMiniGame: The Whip Race, located in a hidden area northeast of Whittleton, is where Link has to clear an obstacle course with the help of his whip in a time limit. A standard run rewards him with a Bomb Bag upgrade, while beating a certain record will net him a (full) HeartContainer.



* RailroadEmployeeRoundhouse: Link himself, who starts as an apprentice engineer, and is quite heroic as usual. His mentor Alfonzo also counts.



* RocketPunch: Byrne has a big power glove that he can fire to grab or punch his opponents. It's attached to a chain, making it retrievable.



* SameContentDifferentRating: This is the only handheld game in the ''Zelda'' series to be rated E10+ by the ESRB, instead of just E. While the game does have a darker story, in terms of explicit content it's not any more violent than the other ''Zelda'' games, and the ESRB still uses the same content label they put onto the predecessor ''Phantom Hourglass'' (Fantasy Violence).



* SandBlaster: The Sand Wand allows Link to create pillars of sand, which is useful to traverse quicksand, expose enemies hiding beneath the sandy floor, and move or stop heavy objects.
* SandIsWater: How Malgyorgs move through it. Most sand-dwelling enemies in the ''Zelda'' series are worms of some sort, but Malgyorgs are sand-swimming ''sharks'' (serving as distant cousins of the sea-dwelling Gyorgs from ''Majora's Mask'', ''The Wind Waker'' and ''Phantom Hourglass'').
* SandWorm: The game shows a variant of the shark-like Gyorg seen in ''Wind Waker'' and ''Phantom Hourglass'' called Malgyorg, which swims in the desert of Sand Realm.
* SaveGameLimits: Like ''Majora's Mask'' and ''Phantom Hourglass'', the game only has two save files, giving you little room for saving backups (and none if you either share the game with someone else or choose to preserve a cleared playthrough).



* SchizoTech: Aside from the obvious train travel in an otherwise medieval world, the fifth dungeon is an [[spoiler:Egyptian-inspired pyramid that's guarded by ''automated tanks''.]]

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* SchizoTech: Aside from the obvious train travel in an otherwise medieval world, the fifth dungeon is an [[spoiler:Egyptian-inspired pyramid that's guarded by ''automated tanks''.]]tanks'']], and the overworld features enemy ''tanks'' that frequently attack Link's train.
* ScoldedForNotBuying: Beedle complains loudly if you leave his shop without buying. It's justified because he has to pedal extra hard to get the hot-air balloon shop down to the ground.



* SegmentedSerpent: Skeldrich is an odd example in that it's a human skull on a spine rather than a snake or worm.
* SelectiveLocalisation: ''Spirit Tracks'' received two entirely different localizations (hence why you'll find, for example, British who refer to "Whittleton" as "Mayscore", or Americans who call "Staven" "Byrne"). This was because, around that time, Nintendo had chosen to entrust its American and European branches to handle the localization separately for their games, likely to prevent another incident like the presence of the word "spastic" in ''VideoGame/MarioParty8''. This stopped happening as much around the time the (region-free) UsefulNotes/NintendoSwitch was released, as most first-party games since then are back to having only one English localization with minor adjustments to account for regional game name differences and the like.



* SequelGoesForeign: Inverted. Whereas its two predecessors in the Adult Timeline took place in the Great Sea and the World of the Ocean King respectively, ''Spirit Tracks'' is set in a newly-founded version of Hyrule, much like the more traditional ''Zelda'' games.



* ShiftingSandLand: The Sand Realm, though it doesn't affect gameplay at all, seeing as you can only stop at the sanctuary and the temple (which does have plenty of desert-themed motifs, including an item to manipulate sand, the Sand Wand).
* ShockinglyExpensiveBill: Renzo demands a full 5,000 rupees from Linebeck III in order to repair the BrokenBridge to the Ocean Realm. Linebeck himself decides that Link is paying for that, giving that he wants the bridge to be repaired.
* ShootingGallery: Two minigames, namely the rescue sequence in the Pirate Hideout (where Link has to shoot at several Bulblins, including a Big Blin at the end, while riding a minecart to rescue a captive character) and the Goron Test Range (where Link has to shoot bombs from his Spirit Train to several target posts while riding across the rails of a large shooting test area).



* SkywardScream: Again, when Zelda finds out Cole's plans. It helps that she actually flies up and screams at the camera while spinning around.

to:

* SkywardScream: Again, PlayedForLaughs when Zelda finds out Cole's plans. It helps She, now a wandering spirit, learns that she actually TheDragon is going to use her body as a vessel for the BigBad. Her reaction? She flies up and screams right at the camera while spinning around.



* SlippySlideyIceWorld: The races for treasure at the aptly-named Slippery Station involve traversing corridors of ice-covered floor, which requires rolling to adjust Link's position.

to:

* SlippySlideyIceWorld: The races for treasure at entire Snow Realm, which encompasses the Anouki village (no Yooks to deal with this time, unlike in ''Phantom Hourglass''), the Snow Sanctuary, the Snow Temple, and several optional (some needing to be unlocked via sidequests) snowy stations. As a standout, the aptly-named Slippery Station involve Station, which revolves around obstacle courses to get treasure, involves traversing corridors of ice-covered floor, which requires rolling to adjust Link's position.position.
* SmashingSurvival: There's a [[ThatCameOutWrong lot of rubbing to get released]]: [[ManEatingPlant Fire Babas]] eating you, [[ExtremeOmnivore Like Likes]] eating you, basically everything trying to eat you. [[spoiler:Plus driving your sword into the main villain's '''skull'''.]]
* SmashMook: You're [[spoiler:ambushed by pirates]] on your way back to the Ocean Sanctuary. You fight them in the train carriage, and they come in waves. One wave is a single Smash Mook; it pulls its arm back, prepares to swing, and then after a long time finally swings its club. The damage it does is monstrous, so it's best to play it safe.


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* {{Snowlems}}: The game has Sir Frosties on the overworld map where they pop up and attack your CoolTrain.


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* SongsInTheKeyOfLock: The Spirit Flute, which utilizes the DS microphone, has magical properties enabled with the songs learned. Playing duets with the Lokomos help restore the Spirit Tracks, which enable you to go to new areas.
* SongsInTheKeyOfPanic: There's a sequence where your train goes into a dark tunnel, shooting the occasional tektite as [[https://www.youtube.com/watch?v=KlfdA9jfGcA this]] plays. Then you meet the boss, who takes up half the tunnel and is only vulnerable to shooting ExplodingBarrels (recall that both you and the boss are moving at different speeds), and [[https://www.youtube.com/watch?v=e50EpYW_lkQ this]] plays as gets inexorably closer (and drops back to the former if you manage to hit him).


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* StationaryBoss: Phytops cannot move from the watery pit where it lives, and attacks by lashing out with its long tentacles and by spitting globs of poison. Since Link cannot swim across its pit, he also cannot attack it directly and must go through a complex routine to stun Phytops and make it slump onto the side of the pit in order to reach it.

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Massive example crosswicking, Day 2. I'll continue later tonight


* HundredPercentCompletion: The train parts, much like the ship parts in ''Phantom Hourglass''. It's made easier by the sets coming into only four categories instead of eight, but getting them all is still time-consuming (since they're now earned by trading treasures, some of which are of high rarity).



* EarlyBirdBoss: Fraaz, the Snow Temple boss, is unusually tough in spite of only being the second boss in the game. Fraaz's attacks increase in frequency as the battle goes on, he can split himself in two, and once he's destroyed the torches in his chamber, you have to run suicidally close to his attacks in order to reflect them and stun him. The player only gets one free heart container before him; it's possible to get more, but they involve scraping up a lot of Rupees and a BossRush challenge.
* EdgeGravity: You are actually attracted to lethally empty voids, and approaching any edges in the game is a mortally bad idea. Unless you want to jump to a different platform, which is only accomplished by running at the edge at high speed.



* EnemyChatter: A Zelda-possessed Phantom can converse with the other Phantoms [[VerbalTic WHO SPEAK IN ALL CAPS]]. Apparently, the lower-ranking Phantoms do not get on well with the elite ones.
---> SOMETIMES IT'S LONELY BEING SO ELITE



** Big Keys in a few dungeons are electrified and Link can't carry them, so Zelda (in Phantom armor) carries them instead -- but then you have to protect her from Keymasters who try to take the key back.
** [[spoiler:Phantom!Zelda in the first part of the fight with Cole and Malladus has to guide Link to the front of the train, while Malladus!Zelda shoots a laser beam.]]

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** Big Keys in a few dungeons the Tower of Spirits are electrified and Link can't carry them, so Zelda (in Phantom armor) carries them instead -- but then you have to protect her from Keymasters who try to take the key back.
** [[spoiler:Phantom!Zelda [[spoiler:Phantom Zelda in the first part of the fight with Cole and Malladus has to guide Link to the front of the train, while Malladus!Zelda Malladus shoots a laser beam.]]



%%* EvilChancellor: Chancellor Cole.



* EvilTowerOfOminousness: The Tower of Spirits. The only times you can't see it from your train are when there's physical objects (mountains, trees and the like) blocking your view.



* {{Faceship}}: While Ganon himself doesn't appear in it, the Demon Train (a CoolTrain with a human face on the front) looks so much like him it has been nicknamed the Ganontrain.
* FairyBattle: The Jellyfish from ''Phantom Hourglass'' return in the Ocean sector map, and once again they can be shot for Rupees.
* FairyCompanion: Princess Zelda's spirit travels in the form of a little glowy ball, resembling a wingless fairy. When she wants to talk, she's your usual, glowing and floating in mid-air, [[OurGhostsAreDifferent ghost-girl]].



* FeedItABomb: The carnivorous Fire Baba plants will readily swallow Bombs, blowing themselves up in the process.

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* FeedItABomb: The carnivorous Fire Baba Babas are fireball-spitting, Link-eating plants will readily that can swallow Bombs, blowing themselves up in bombs if you throw them with the process.proper timing. This kills them in one hit, which is good, since the usual method of fighting them (with your sword), can be quite tedious, and runs the risk of you getting swallowed and taking a fair amount of damage.



* FinalBossNewDimension: [[spoiler:Attempted with the Dark Realm, but the final part of the battle is back in Hyrule.]]

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* FightingFromTheInside: Averted. [[EvilChancellor Cole]], being as savvy as he is, removed the Princesses' spirit from her body before performing the soul-transfer ritual on it, specifically so it couldn't end like this. She still manages to fight the possession though -- from outside.
* FinalBossNewDimension: [[spoiler:Attempted with In order to track down Malladus and Cole, you need to use the Compass of Light to follow them into the Dark Realm, but a dimension of evil that they fled to immediately after Malladus' resurrection. [[spoiler:However, the final part of the battle is back in Hyrule.]]Hyrule]].
* FireIceDuo: Fraaz can control both ice and fire, shown by one eye being red and the other being blue. When he's hit enough he splits into two Fraaz Jr.'s, which each control one element.
* FisticuffsBoss: During the fight against {{superboss}} [[spoiler:Dark Link]], all weapons except the sword are disabled.
* FlamingSword: The game gives these kinds of swords to Torch Phantoms so as to act as a light source; beyond that, there's nothing else different about them.
* ForDoomTheBellTolls: The background music in the Tower of Spirits gets more and more defined as you climb higher and higher up the staircase. Somewhere toward the middle of the climb, snares accompanied by bell rings dynamically enter.
* FreakOut: Princess Zelda understandably loses it when Anjean reveals that a demon will take over her body. She freaks out so badly that, at one point, the player has no control over the text boxes. It's played for laughs, and she snaps out of it rather quickly when Anjean tells her that she needs to accompany Link, as several traps in the Tower of Spirits require teamwork.



* FutileHandReach: Done by Link during the endgame, as Zelda's body is carried off by Cole and Byrne.
* GameplayAllyImmortality: Zelda gains the ability to control phantoms, which are giant armored knights. She can't be killed, but some attacks will stun her, she'll panic from the sight of rats, and [[spoiler: the final boss can take control of her and make her attack you.]]



* GetBackHereBoss: Byrne, who constantly jumps back and forth between a series of posts around the arena for much of his first phase, all the while peppering you with weak but quick energy blasts. The only way to get him down to your level is to wait until he launches his grappling claw, dodge it, and direct Phantom Zelda to grab it and pull him off his post.



* GiantEnemyCrab: Rocktite is a large crustacean monster with a rocky exoskeleton, and it's fought three times. And it can put a shell on its [[AttackItsWeakPoint weak point]] whenever it wants the second and third time. And gets little ones to help the third time. And the third time, you need to transport Dark Ore.



* GoForTheEye:
** Rocktites are one-eyed, armored enemies that can only be defeated by being shot in the eye.
** The Ocean Temple boss, Phytops, can only be harmed by shooting its eye, which begins the battle covered in rolls of flesh that Link must cut off by throwing its own thorns back at it.



* GrandTheftMe: Cole intends to have Malladus possess Zelda's body. Zelda is {{squick}}ed out to high heaven.

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* GrandTheftMe: Cole intends to have Malladus possess Zelda's body. Zelda is {{squick}}ed out gets a FreakOut to high heaven.heaven.
* GrapplingHook: Byrne wears what amounts to a really big Hookshot as an ArtificialLimb over his left arm.


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* GuestStarPartyMember: Any Phantom [[spoiler:possessed by Princess Zelda's spirit]]. During gameplay, you switch between Link and the Phantom.


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* GuysSmashGirlsShoot: During the final battle, Link attacks Malladus with his sword from the front while Zelda attacks him with Light Arrows from the back.


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* HealingPotion: Like its predecessor, the game has 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.
* HeartContainer: Like its predecessor and the two NES ''Zelda'' games, ''Spirit Tracks'' has only full Containers to extend Link's LifeMeter. In addition to those earned after defeating bosses in dungeons, there are Containers in the overworld obtained after completing sidequests or expensive purchases in shops.


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* HolyHandGrenade: The Light Arrows, shot with the sacred Bow of Light. They're the only thing that can weaken the defenses of Malladus during battle, including [[spoiler:his link with Zelda's body, allowing the princess to regain it after Malladus' soul is repulsed from it]].


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* HostageSpiritLink: In the final battle, Zelda is FriendlyFireproof but must [[ProtectionMission be defended from enemy fire]]. If she's hit, you lose some life.
* HypnotizeTheCaptive: Not only is Zelda's body possessed like in ''VideoGame/TheLegendOfZeldaTwilightPrincess'', but there's also the second-to-last boss battle, where [[spoiler:Ghost Mice repeatedly possess Zelda, while ''she'' is possessing a Phantom.]]
* IcePalace: The Snow Temple, which not only has slippery ice but also dense snowy terrain, where the White Wolfos are better at moving through than Link. Large bells are hit with the Boomerang to open doors.


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* IFightForTheStrongestSide: It turns out that [[spoiler:Byrne is a rogue Lokomo who is trying to revive the tribe's enemy, the demon king Malladus]], because he could only get the power he wants that way. After his defeat against Link and Zelda, he goes back to Malladus' whereabouts to witness his awakening; yet the villain [[RewardedAsATraitorDeserves one-shots his servant with a magic blast]]; as a result, the now-betrayed character joins the good guys' side.


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* InvincibilityPowerUp: There are [[spoiler:Tears of Light in the Dark Realm. Pick these up in your train, and enjoy the ''invincibility, super speed, and TouchOfDeath on the bomb trains that oh-so have been asking for being knocked right off of the tracks''!]] These are essentially [[spoiler:Power Pellets]].
* InvincibleBoogeymen: As you progress through the game, the tracks on the overworld feature Dark Trains and Armored Trains which can't be destroyed (the Dark Trains can be temporarily stunned by shooting them enough times, Armored Trains NoSell your shots). They don't actively chase you (fortunately), but it's all too common to be trapped between two of them on a portion of track where you can't move out of the way, which is an instant GameOver. There's a grand total of one time in the game where they can be hunted down and killed, and that's just before the final boss.
* InvisibleToNormals: Zelda becomes a SpiritAdvisor and ExpositionFairy only [[TheHero Link]] and the Lokomo can see.
* ItsAllUpstairsFromHere: The 30-story Tower of Spirits has to be reassembled piece by piece by completing the game's other dungeons, and then each relocated part has to be navigated upon upward.


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* JustTrainWrong: Even to a person with little knowledge of steam locomotives, the artistic license taken by the game is quite glaring. First of all, the trains in the game are ''tiny'' compared to those in real life; secondly, the Spirit Train has no tender or supply car (instead sporting a ''cannon'' of all things, which would likely be top heavy enough to tip the entire train over). The Spirit Train is also very clean, with no sign of ash or smoke anywhere save for the pretty white puff-balls discharged from the chimney (which appears to work as a whistle despite a separate whistle being clearly visible on the engine). The train has no visible infrastructure, never runs out of water or coal, and the tracks have green ties and yellow rails and are insanely narrow. Also, the ties are arranged in a zig-zag pattern. That's several problems found without even having an in-depth knowledge of how locomotives are constructed. However, this is all [[JustifiedTrope Justified]] given the game itself mentions the train itself is [[AWizardDidIt magical]], as well as the tracks themselves being actually magic shackles binding a demon lord that just happen to look like train tracks.


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* {{Knighting}}: While not actually a knighting ceremony, Link receiving his licence to become a Royal Engineer is treated the same way, complete with Princess Zelda personally handing him his certificate. Trains are SeriousBusiness in New Hyrule.


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* LastSecondEndingChoice: Zelda asks Link ''just before'' going into the final battle against [[BigBad Chancellor Cole]] what he's going to do with the rest of his life if they manage to reseal the Demon King Malladus. "Soldier", "Engineer", or "I dunno" all lead to three ''barely'' different endings.
* LegacyOfService: Alfonzo was once a member of New Hyrule's castle guard, his family having served the royal family for generations. Given that [[spoiler:he's a descendant of Gonzo, who was Tetra's first mate]], this legacy of service has lasted through ''two'' different iterations of the Kingdom of Hyrule, plus the lengthy interregnum in between.
* LegendaryInTheSequel: Tetra from ''The Wind Waker'' is remembered fondly as the founder of New Hyrule, with a stained glass portrait of her overlooking Hyrule Castle's throne room.
* LethalLavaLand: The Fire Realm as a whole. The volcano has been dangerously active since the rails started disappearing, so Link has to go to the Fire Temple and defeat the resident monster (Cragma) to eradicate the problem.
* LettingTheAirOutOfTheBand: After defeating Byrne in battle, Link and Zelda take a moment to sentimentally smile at each other in an affirmation of their friendship, while a heartwarming version of "Zelda's Lullaby" swells. And then it deflates as we see that Byrne is getting away, while Link and Zelda continue to stand there and smile like morons.
* LeyLine: The eponymous railways are not only rails for the royal trains, they also act as the Ley Lines that channel the energy of the Spirits and keep Malladus imprissoned within the Tower of Spirits.
* LocomotiveLevel: How the overworld is traversed. Initially, only a small handful of tracks are available, but as Link and Zelda rebuild the Tower of Spirits by conquering the temples, retrieve the Ancient Tablets, and collect Force Gems by completing sidequests and such, more and more tracks will reappear.

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Massive example crosswicking, Day 1


* AfterlifeExpress: A very weird exception. There's the Spirit Train and a [[OurGhostsAreDifferent ghost]] who rides it (along with a living passenger), but the ghost in question gleefully giggles, smiles and plays around on the train while it drives around, removing all the creepiness from the situation and moving it into heartwarming territory instead. [[https://www.youtube.com/watch?v=tN8Ls77-NNY The game's commercial]] plays it straight.



* AmazingTechnicolorWildlife: There are golden dolphins and rabbits with fur blending in with any environment (including the green of the Forest Realm, red of the Fire Realm, and blue [[MisplacedWildlife of the Ocean Realm]]).



* AwardBaitSong: The [[https://www.youtube.com/watch?v=8N21htq8lXQ Final Duet with Zelda which contains reprises from all the Lokomos you've met]] leads into the FinalBoss Climax Music. And it's gorgeous.



* BeTheBall: Princess Zelda herself can curl when she possesses a Wrecker Phantom in the Tower of Spirits.



* BigCreepyCrawlies: The first boss is a beetle bigger than most buildings.

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* BigCreepyCrawlies: The first boss Stagnox is a gigantic stag beetle bigger than most buildings.that charges at Link during battle, though its abdomen can be hurt. In the first phase, it's necessary to remove the surrounding poison from the abdomen; in the second phase, stunning it requires hitting the head with an explosive instead.



* BlackoutBasement: The darkened areas of the Tower of Spirits, which must be lit by having Zelda possess a Phantom that wields a flame sword.
* BlockPuzzle: A staple of the series. This game features block puzzles on FrictionlessIce as well as rolling block puzzles. The blocks of the latter can only be moved by means of the Sand Wand.

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* BlackoutBasement: The darkened areas Certain portions of the Tower of Spirits, Spirits are almost completely dark, save for one or two torches near the entrance; you can use the Boomerang to transfer fire from them to the conspicuously unlit torches further ahead, but this only lights up small, circular areas. Ghost-like Nocturns also patrol the dark, and are completely invulnerable unless caught in the light, making it dangerous to stay in the darkened areas too long. One of the types of Phantoms encountered in these darkened areas carries a flaming sword which must be lit by having Zelda possess a Phantom is its own light source.
* BlingBlingBang: One of the unlockable train parts is golden cannon, which adds to your ride's health like
that wields a flame sword.
of the Golden Boat in ''Phantom Hourglass'', [[PowerAtAPrice but it's still pretty pricey]].
* BlockPuzzle: A staple of the series. This game features block puzzles on FrictionlessIce as well as rolling block puzzles. The puzzles; the blocks of the latter can only be moved by means of the Sand Wand.Wand. Notably, one floor of the Tower of Spirits has a block puzzle maze reminiscent of ''VideoGame/{{Sokoban}}''.



* BlueMeansCold: The blue flames that featured in "Ocarina of Time" return with the ability to freeze things.
* BlushSticker: For Link in a couple scenes, especially the ones with the Link/Zelda {{Ship Tease}}s in them.

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* BlueMeansCold: The blue flames that featured in "Ocarina ''Ocarina of Time" Time'' return with the ability to freeze things.
* BlushSticker: For Link gains some, although they are only visible on his map sprite-symbol and in a couple scenes, especially certain cutscenes. This is the ones with second notable trait that sets him apart from the Link/Zelda {{Ship Tease}}s in them.otherwise identical Link from ''VideoGame/TheLegendOfZeldaTheWindWaker'', the first being the lower pitch of his voice.



%%* BodySurf: How Zelda takes control of the Phantoms.
* BonusBoss: [[spoiler:Dark Link]] in the final level of the "Take 'Em All On" minigame.
* BonusDungeon: The game has a few with his various secret train stations, but the best example is the [[spoiler:Lost at Sea station, consisting of a dungeon with four floors and ''Phantoms''.]]
* BossRush: The aforementioned BonusBoss is preceded by rematches with the five dungeon bosses.

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%%* * BodySurf: How Zelda takes control of the Phantoms.
* BonusBoss: [[spoiler:Dark Link]]
Phantoms. She can quickly surf from one Phantom to another one whenever Link hits one in the final level back. This turns into a true Body Surf-Orgy in the last segment of the "Take 'Em All On" minigame.
Tower of Spirits.
* BonusDungeon: The game has a few with his various secret train stations, but the best example is the [[spoiler:Lost at Sea station, consisting of a dungeon with four floors and ''Phantoms''.''Phantoms'', harkening back to the Temple of the Ocean King from ''Phahtom Hourglass''.]]
* BossArenaIdiocy: Compared to most bosses in the game and the ''Zelda'' series, Fraaz takes a rather different approach; upon noticing that Link has been using the two torches in his chamber to damage him, he simply reaches over and smashes them apart. And then [[TacticalSuicideBoss he starts using attacks that can be used as replacements for the torches to damage him]], making it only a little harder than before.
* BossRemix:
** Byrne's battle theme is a remix of his {{Leitmotif}}.
** [[spoiler:Cole's theme]] is remixed for the first phase of [[spoiler:Malladus' beast form]], followed by an epic remix of the [[spoiler:[[MagicMusic song used to weaken him]]]] in the second phase, which itself is a remix of the game's main theme.
* BossRush: The aforementioned BonusBoss While the Take 'Em On All minigame is preceded by rematches default a MultiMookMelee challenge where you go through a bunch of monsters (adding the first boss at the end of the easiest setting and the first three over the course of the intermediate one), in its hardest setting it fully transitions into this, as you first deal with several mooks as usual (including minibosses in-between) in the five dungeon bosses.first floors and then fight all all bosses (excluding [[spoiler:Byrne, who isn't a monster and eventually redeems anyway,]] and the endgame bosses) back-to-back, followed by [[spoiler:Dark Link]] at the very end.



* BuildLikeAnEgyptian: Of course, the game's ShiftingSandLand's temple is built like a pyramid.

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* BuildLikeAnEgyptian: Of course, the The game's ShiftingSandLand's [[ShiftingSandLand Sand Realm]] features a temple is built like a pyramid.pyramid, which is also reflected in the inner layout of its dungeon map (this was also the case with Mutoh's Temple in ''Phantom Hourglass'').



* ClimaxBoss: Byrne. He's fought at the top of the Tower of Spirits, just before [[spoiler:Malladus finally possesses Zelda's body.]]

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* ClimaxBoss: Byrne. The game has the fight with [[TheDragon Byrne]] at the top of the Tower of Spirits, [[https://www.youtube.com/watch?v=8aytSMb0xVo unique boss theme]] and all. He's fought at the top of the Tower of Spirits, just before [[spoiler:Malladus finally possesses Zelda's body.]]body]].



* CollectionSidequest: Train Parts, Rabbits, Force Gems and Train Stamps for the stamp book. The Train Parts work like the Ship Parts in ''Phantom Hourglass'', as they help Link customize the Spirit Train and increase its LifeMeter when a full set is in use; however, for the sake of convenience, the parts come in only four categories instead of eight. The Rabbits are spread all over Hyrule, and in each region there's a specific breed; bringing them to a rabbit corral northwest of the Forest Realm will yield rewards for Link. The Force Gems, earned by completing character-driven sidequests, unlock new rails for the Spirit Train to traverse, which in turns unlocks new shortcuts, new stations and lurking parts for Rabbits. The Train Stamps are located in major stations, and Link has to add their marks onto a book Niko entrusted to him; collecting 10 will allow Link to switch between his Hero Clothes and the train uniform, while collecting all 20 unlocks a sword skill.



* ControlRoomPuzzle: Like in ''Phantom Hourglass'', there are areas with multiple switches within. They usually include stone tablets with the proper switch sequence written on them in cryptic form.



* CorridorCubbyholeRun: Subverted in the [[ShiftingSandLand Sand Temple]]. Sets of two boulders close together are rolling down at regular intervals and there's a safe area halfway through, but it turns out to be a TrapDoor into a BottomlessPit. You're instead supposed to squeeze between the boulders.



* CoupDeGraceCutscene: The game features Link jamming his sword into Malladus' forehead [[spoiler: with Zelda's help, after the former has taken over Chancellor Cole's body]] after a little PressXToNotDie.
* CovertPervert: Zelda gives off this vibe when handing Link his "disguise" in her room early on in the game.
-->''Zelda:'' Please get changed so we can leave. ...Oh! I-I'm sorry. I'll look the other way.
* CrosshairAware: During the boss battle with Byrne, purple crosshairs appear on Link right before Byrne launches his claw at him.



* CovertPervert: Zelda gives off this vibe when handing Link his "disguise" in her room early on in the game.
-->''Zelda:'' Please get changed so we can leave. ...Oh! I-I'm sorry. I'll look the other way.



* DastardlyWhiplash: Chancellor Cole definitely has the look, complete with top hat (or rather, two of them, to hide his horns; hatless, he looks like the original PointyHairedBoss). But he's a lot more competent than most Dastardly Whiplash characters and, early in the game, kills Zelda because he didn't actually need her ''alive'', since her body is necessary for reviving his boss, Demon King Malladus. This backfires, funnily enough; Zelda is [[SpiritAdvisor surprisingly]] [[AnimatedArmor useful]] while dead.
* DeadlyGas: Stagnox's main defense for its abdomen is its toxic gas, especially during the first stage of the fight against it.
* DeadToBeginWith: The bad guys remove Zelda's soul from her body; most people can't see her soul and her body is lifeless. The plan is to then house a monster's spirit in her body and thus control Hyrule.



* DesignatedVictim: Lampshaded. Once a ghost, Zelda insists you go retrieve her body while she waits for you, claiming it's tradition. Anjean, who's listening to all this, tells her that it's not happening that way this time, and Zelda joins you as your ExpositionFairy instead.



* DiscOneFinalBoss: Byrne, who is faced in the Tower of Spirits. What appears to be a PreFinalBoss fight preceding the battle against Cole and Malladus turns out to be in fact the only boss battle in that dungeon, since the two antagonists leave the tower for good after Malladus regains his power, and aren't fought until much later in the Dark Realm (and that endgame has its own PreFinalBoss with the Demon Train).



* TheDragon: Byrne is this to BigBad Chancellor Cole, with Malladus as the GreaterScopeVillain.

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* TheDragon: Byrne is this to BigBad Chancellor Cole, DittoFighter: Dark Link appears as a {{superboss}} at the end of the third (and final) round of the Take 'Em All On minigame. He can attack with Malladus the sword as well as the GreaterScopeVillain.bow and the bombs.


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* DoWellButNotPerfect: You have to score less than 4000 points to win the quiver from the Pirate's Hideout minigame. You have to deliberately miss a couple of times, as if you hit everything flawlessly to keep the counter up you will exceed 4000 and win a HeartContainer instead (both prizes are great, but the former is still given only with a score lower than that for the latter).
* TheDragon: Byrne is this to BigBad Chancellor Cole, with Malladus as the GreaterScopeVillain.


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* APupilOfMeUntilHeTurnedToEvil: Byrne was an apprentice of Anjean in the Tower of Spirits. He desired power from the good spirits, and when he was not granted it, he left and reached out to serve the Demon King Malladus.


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* {{Superboss}}: [[spoiler:Dark Link]] in the final level of the "Take 'Em All On" minigame. Not only is he proficient at swordplay, but can also attack with arrows and bombs, making him a MirrorBoss.
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* CharacterDevelopment: Zelda goes from a DamselInDistress who only accompanies Link on the quest to restore the Spirit Tracks because he can't do it alone to an ActionGirl who shows no hesitation charging into battle and facing the final boss alongside Link.
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Up To Eleven is a defunct trope


** ''Link''. [[spoiler:And both he and Zelda take it UpToEleven in the final fight against Malladus.]]

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** ''Link''. [[spoiler:And both he and Zelda take it UpToEleven up to eleven in the final fight against Malladus.]]



** You will often need to quickly alternate between controlling Link and Zelda to solve puzzles in the Tower of Spirits. Then taken UpToEleven during [[spoiler:the final boss fight, where one must simultaneously attack Malladus with Link while positioning Zelda at the proper spot so she can shoot a Light Arrow at the demon's weakspot]].

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** You will often need to quickly alternate between controlling Link and Zelda to solve puzzles in the Tower of Spirits. Then taken UpToEleven exaggerated during [[spoiler:the final boss fight, where one must simultaneously attack Malladus with Link while positioning Zelda at the proper spot so she can shoot a Light Arrow at the demon's weakspot]].

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* ArbitraryMissionRestriction: Near the end of the Tower of Spirits, you need to take a detour to swap Zelda's Wrecker Phantom armor out for another Phantom type, because she can't ferry Link across lava when she's curled up and rolling around. It's not explained why, as a Wrecker, she ''has'' to ball herself up to follow the paths you draw out for her, since she's able to move about on foot when she's just following Link around.



* YouHaveResearchedBreathing: Near the end of the Tower of Spirits, you need to take a detour to swap Zelda's Wrecker Phantom armor out for another Phantom type, because she can't ferry Link across lava when she's curled up and rolling around. It's not explained why, as a Wrecker, she ''has'' to ball herself up to follow the paths you draw out for her, since she's able to move about on foot when she's just following Link around.
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* DramaticIrony: One recurring sidequest involves Zelda's teacher asking to be taken to various towns while looking for her, unaware of the fact that she's been with Link all along ([[CassandraTruth though not for lack of trying on Link's part]]).
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* OurFounder: A stained glass portrait of Tetra in her pirate outfit overlooks the throne room in Hyrule Castle. And on a more subtle note, the castle also cotains a recurring symbol of a dragon's head and twin scimitars, representing the figurehead and jolly roger respectively of her crew's ship.
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Nice Hat is now a disambiguation page.


* NiceHat:
** Cole wears ''two'' top hats in order to [[spoiler:cover up his horns]]. Linebeck III also has one.
** Link's engineer cap. And although other people [[LampshadeHanging make fun of the rookie guard uniform in-game]], plenty of gamers will recognize Link's classic uniform's hat as being pretty nice itself.
** Skeldritch covers [[AttackItsWeakPoint its weak point]] with a Viking-esque helmet.

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