the cutting room mirror

player dngn

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

player_dngn (3A)

To do:
Add other region codes.

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

Room 1#

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

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

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

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

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

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

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

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

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

Region

Action Replay Code

PAL

94000136 FFFC0000
021B2E94 0000003A
021B2E98 00000000
021B2E9C 00000000
021B2EA4 00000001
D2000000 00000000

Room 2#

The main entrance in this area leads to the top-right corner of Room 1. However, as mentioned above, if you already arrived from there, Link will be constantly warped back to Room 2.

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

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

There are two Phantoms that are supposed to stand guard in the start of the map, but like many other things in this map due to changes made in the game since this test map was created, they no longer work properly in the final version of the game. Fixing the map files allows them to spawn properly. Their AI is set up to be stationary and idle until they spot the player, then return to their spot once they lose the player. They are also set up to not alert other Phantoms when they spot the player.

Region

Action Replay Code

PAL

94000136 FFFC0000
021B2E94 0000003A
021B2E98 00000000
021B2E9C 00000000
021B2EA4 00020000
D2000000 00000000

Room 3#

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

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

Region

Action Replay Code

PAL

94000136 FFFC0000
021B2E94 0000003A
021B2E98 00000000
021B2E9C 00000000
021B2EA4 00030000
D2000000 00000000

Room 4#

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

There are two Phantoms patrolling the grid in the right, this time with their AI set up to alert other Phantoms and chase Link. The objective in this Level is to take the Force Gem from the chest and transport it through the labyrinth without being seen by the Phantoms.

On the left part of the map, there is a flaming skull enemy.

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