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***************************************************************************** The Legend of Zelda: Spirit Tracks FAQ/Walkthrough For the Nintendo DS Version 1.05 (Last Updated 1/20/2010) By Devin Morgan This file is Copyright (c)2010 Devin Morgan. All rights reserved. ***************************************************************************** Table of Contents 1. What's New 2. Introduction 3. Controls 4. Overview 5. Walkthrough 6. Bosses 7. Items 8. Treasures 9. Heart Containers 10. Force Gems 11. Songs 12. Stamp Stations 13. Rabbits 14. Warp Gates 15. Train Parts 16. Side Areas 17. Mini-Games 18. Shops 19. Secrets/Tips and Tricks 20. Credits 21. Copyright Notice ***************************************************************************** -=-=-=-=-=-=-=-=-=-= -= 1. What's New -= -=-=-=-=-=-=-=-=-=-= Version 1.05 (1/20/10): Made a few small corrections/additions. Version 1.0 (1/15/10): The walkthrough and side sections are now complete! If there is anything to add or correct, feel free to contact me! Version 0.8 (1/11/10): The walkthrough and side sections are complete up until just after the Sand Temple. More to come soon! Version 0.6 (1/7/10): As of this update, the walkthrough is complete through the Fire Temple. Version 0.5 (1/4/10): The first version. The walkthrough and related sections covers through the Ocean Temple. Obviously it is a work in progress, so I will continue to update often as I progress through the game! ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-= -= 2. Introduction -= -=-=-=-=-=-=-=-=-=-=-= The Legend of Zelda: Spirit Tracks is the latest addition to the legendary series, for the Nintendo DS. It takes many elements from the previous entry, Phantom Hourglass, and improves upon them. The controls are largely based on the touch screen, which makes things quite simple to handle. As you would expect, a major theme involves riding a train, but it is not as clunky as you would expect initially. Like you would come to expect, Zelda games are a lot of fun with plenty to do/explore, and this game is certainly no exception! ***************************************************************************** -=-=-=-=-=-=-=-=-= -= 3. Controls -= -=-=-=-=-=-=-=-=-= Start: Pause/resume game Select: Open Collection screen Down/B: Bring down map to draw on Right/Y: Open Menu screen L/R: Use currently selected item Touch Screen: Perform actions onscreen ***************************************************************************** -=-=-=-=-=-=-=-=-= -= 4. Overview -= -=-=-=-=-=-=-=-=-= ============== Touch Controls ============== In this game, pretty much everything is controlled by using the stylus on the touch screen. To target something (so you can talk, read, or attack, among other things), simply tap it. To perform a somersault roll, tap twice in a row quickly. To move around, drag the stylus along in the direction you want to go; to stop, simply lift the stylus off the screen. Towards the bottom of your screen, you will see the Menu button. Tap this to go to a screen where you can switch items, view your Maps, or go to the Collection screen (where you can view Rabbits, Stamps, standard equipment, treasures, train parts, etc.). If you select an item to be used, tap its icon in the top-right corner of the screen to take it in hand and start using it; tap the icon again to put your item away. ====================== Using the Spirit Train ====================== Your primary transportation in the game is the Spirit Train, as you would expect. When you are on the train, you will have a gear box on the right side of your screen with four settings: Faster, Fast, Neutral/Stop, and Reverse. You can switch between them by sliding the gear up or down on the touch screen. Above the gear box is a rope; pull it and you will blow the train's whistle, used to clear obstructions on the tracks, activate warp gates, or call Beedle's shop to land. All of the locations found in the realms can be reached by stopping at train stations on the map. When you come to a station, you will not automatically enter the area; you must stop your train! Do this by simply slowing down and stopping at the station platform, but don't overshoot the stop station at the far end of it. A good way to quickly stop is to switch to Reverse, then go to Neutral/Stop immediately after stopping to switch directions. If you have a passenger, you need to stop more appropriately by slowing down in advance (some stations will have markers before you reach them so you know when to slow down, etc. You will encounter forks in the road as you progress, obviously. When you come to one, a switch will appear on the bottom of the screen. Pull it to the left or right to determine what way you will go at the fork. Also, alongside the tracks you will see signage referring to the various controls (a whistle sign, and signs telling you to switch to a certain speed gear). Technically you don't need to obey them, but if you have a passenger on board, you MUST obey them or the passenger will become angry! One more important thing to avoid on the tracks are the Dark Trains. They resemble giant bombs on wheels, and you will see them on the rail maps. If you hit one, the game is over. You must avoid them at all costs! Watch your map when planning your routes, and stay out of their way. Luckily, it will display what direction each Dark Train will go at a fork, so you can use that to your advantage when planning a route. Your train will also receive a Cannon after a certain point in the story. You can tap obstructions along the tracks, or even enemies, to fire upon them with the cannon. You can also be attacked by enemies. Initially your train will have 4 hearts of health, but this can be improved by upgrading your train parts (at the Trading Post later in the game). More on that in a different section of the guide. Finally, if you are at a station and want to board the train, simply talk to Zelda's spirit. She will talk to you and give you the option to board the train. When you first board the train, you will be able to draw a route on the rail map itself (this automates the switch controls at forks in the path but you can manually adjust your route anyway). If you want to change your drawn route mid-course, you can tap the Route button in the bottom corner. ================================ Carrying Passengers on the Train ================================ Later in the game, you may be asked to bring a character from one place to another. You even earn a few Force Gems in this manner. Basically, when you have a passenger, you will see a face icon in a bubble above your train. It has varying levels depending on the mood of the passenger (green = happy, yellow = okay, red = angry). When you ride the tracks with a passenger on board, you must pay attention and actually follow the signage you post along the way (the signs that tell you to slow down, speed up, or blow your whistle). You will also need to be careful not to get hit by enemies, so be ready to attack them quickly and safely. If you ignore a sign, your passenger's mood will drop one level; follow it and their mood will go up a level. When you get to a station, do not use the Reverse gear to quickly slow down, or they will get angry as well. The happier a passenger is when you arrive, the greater the reward you will receive from them. If you want to get rid of your current passenger for any reason, simply disobey the signs and get attacked by enemies. If their mood goes past the red bubble, they will automatically disembark. ================= Multi-Player Mode ================= NOTE: The multi-player modes involve using your Nintendo DS Wi-Fi Connection. Make sure you set it up accordingly, and you will be able to connect to other players and engage in online play. Battle Mode: Here, you will be able to do battle with other players. The objective is to collect Force Gems, but you are not allowed to use your weapons if you are carrying a gem! There are Phantoms and other players to be cautious of, as well. The person with the most gems at the end wins. Tag Mode: In this mode, you will be able to trade up to three treasures at a time with another player. Simply move the treasures you want to trade into the bucket, and you will be set to go. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-= -= 5. Walkthrough -= -=-=-=-=-=-=-=-=-=-=-= ============= Aboda Village ============= The game begins with a series of introductory scenes describing the history of the land, as told by the old man Niko. After the scenes end, Niko will continue with his story-telling. Answer him when he asks if you're paying attention, then Alfonzo will come in. It turns out you meet with Princess Zelda to receive your engineer certificate today. After Alfonzo leaves, Niko will give you simple directions on how to move around. When you are ready, exit the house. Go east and you will see a girl call to you. Talk to her and she will ask you to clear the rocks from the doorway to the house. Pick up and throw the four rocks, then talk to the girl again to receive 20 rupees. Next, head northwest and you will spot a beehive in a tree. Talk to the boy, then roll into the tree. The bees will chase you, so run around the village or jump in the water to lose them. Talk to the boy, who has moved to the northeast area, to get a treasure as a consolation prize. Now, head up the steps to the train station. Alfonzo will call to you, and the train will roll out of the station. Talk to Alfonzo again and board the train, and he will tell you to get to Hyrule Castle in 300 seconds. Once you get moving on the train itself, he will give you some more instructions on the controls. Tap the gearbox and whistle when he points at each of them, and you will be set to continue. Move the gearbox control to move at high speed, and follow the tracks. When you are alerted to an animal on the track, use the whistle to move it. Soon after, you will come to a fork in the track. You will need to keep an eye on the map to see where other trains are, so you can change your course/speed accordingly. Switch paths and adjust your speed as you progress northward to the castle. You have plenty of time, so you will be able to get there just fine. Just before you arrive at the castle, you will see the Tower of Spirits in the distance. You will then be prompted to slow down to stop at the station. Slow down and stop using the gearbox as you approach the station, and you will arrive. =========== Castle Town =========== Upon your arrival, Alfonzo will tell you to head over to the castle. Go down the steps and head northward. You will see a mailbox; as you pass by, the Postman will appear to deliver you a letter. After he leaves, continue northward to the castle (you can wander around the town but there is nothing to do at this time). ============= Hyrule Castle ============= In this new area, go north and talk to the guard on the left. Tell him you are there for the ceremony, and the guards will move aside. Enter the first floor of the castle. Go forward and talk to the guard, and at first he won't let you through. Then, Chancellor Cole will emerge and tells the guard to move. So, head upstairs and you will witness the ceremony with the princess. You will receive your Royal Engineer's Certificate, allowing you to ride the rails without Alfonzo's help! Zelda will also give you a letter before leaving the room. The Chancellor will tell you to leave, so go back downstairs. You will want to read the letter from Zelda immediately, so do so. Open up your map and draw the directions from her letter onto the map, then head to the southeast area of the first floor. Go up the stairs and you will be outside. Go east and north, and you will spot a narrow path leading northward. Follow it until you see the doorway, then drop down and enter it. Back inside the castle, you will be beyond the guards safely. So, head to the northwest and go up to the third floor. Inside Zelda's quarters, talk to her and she will give you the Recruit Uniform (your standard green garb). Zelda will want you to take her with you on the train to the Tower of Spirits, so you will need to lead her out of the castle safely. Exit the room and you will see that guards now roam the hallways. Zelda will explain how to control her movements independently, or call her to you from a distance if needed (she follows you by default). Anyhow, wait for the guard closest to you, to walk south and east. As he heads east, follow to the east and head southward a slight bit. Once that guard moves back to the west and north, quickly go north, east, and south to exit the same way you came in before. Out in the courtyard, the game plan changes slightly. The guards are stationary, so you need to distract them as Link, then switch to Zelda and draw a path she can take to safely get past them. Go to the first guard and talk to him from the east side, keeping him facing the east. Move Zelda between the two bushes to the south of this point, then switch to Link. Stand to the west of the second guard and talk to him, and move Zelda to the south of the nearby bushes. For the third guard, there will be rocks nearby. Pick up a rock and throw it to the north of that guard, and he will be distracted. Now, quickly lead Zelda to the west past that guard's line of vision before he turns around. Then, lead Zelda southward to the courtyard exit. Follow her as Link, and you will escape the courtyard safely. After your escape with Zelda, Alfonzo will be waiting for you. With Zelda in tow, your next stop is the Tower of Spirits. ========= Overworld ========= As you ride the train towards the tower, the tracks will mysteriously disappear! Chancellor Cole, along with Byrne will appear. After a scene, Zelda's will be captured and her spirit will return to the castle. You and Alfonzo will be brought back to the castle. ============= Hyrule Castle ============= When you wake up in bed, talk to the old man nearby. Then, exit the room. Go southward through the hall and you will spot Zelda's spirit moving ahead. Make your way upstairs to the throne room, and go through the northeast door. Continue straight up to the third floor, where you will have another meeting with Zelda, this time in spirit form. She will give you the Spirit Flute, and asks to return to the Tower of Spirits again. With Zelda's spirit in tow, try to exit the room and she will mention a secret passage to the tower from the castle. So, exit the room and you will be on the second floor. Make your way to the southwest corner of the floor, and you will find a chest. Open it to get 20 rupees. Make your way to the northwest area and go up the stairs to reach an outside area. Go east and open the chest for 20 more rupees, then talk to the guard in front of the doorway. He won't let you through since you are not prepared for battle, so Zelda will suggest getting a sword. So, head back downstairs the same way you came out here. This time, go directly southward and open the door, then head downstairs to the throne room. Exit this room to the south and you will be on the first floor. Head to the east side and enter the room there. Inside the training room, talk to the guard captain and he will give you the Recruit's Sword. Complete the training exercises meant to teach you how to attack with the sword, and you will be set to go. Head back to the guard blocking the passageway and he will now let you exit behind the castle. Behind the castle walls, go north and defeat the three enemies surrounding the guard. Talk to the guard after the enemies are cleared, and he will point out a wall to the north. Follow the path to the north while defeating the enemies along the way. Pick up a Bomb Flower and throw it at the middle section of the north wall to blow open a hole in the wall. Then, enter the passage. =================== Tunnel to the Tower =================== In here, follow the path northward and defeat all of the enemies in the main area. In the southeast corner, pull and push the block onto the floor switch to the north, so that the eastern door opens. Then, open the chest to get a Small Key. Unlock the middle door and head upstairs. Up here, defeat the enemies and read the tablets as you hop across the small gaps. They give you hints about the four crystal switches ahead. Use the Bomb Flowers to clear the blocks in your path, and head north. In the crystal switch room, defeat the enemies, then hit the switches in this order: 2 4 1 3 If you did it right, the northeast door will open. Head upstairs to the third floor. Go forward and Zelda will be surrounded by two rats. Kill them and continue onward to the tower. ================ Tower of Spirits ================ When you arrive, you will find the spirits' train, and will also meet Anjean. After the conversation, Zelda will join you in the tower to find the rail maps. When you are ready, go north and up the steps. Follow the path leading around the next room and enter the door at the top; you will now be on the first floor of the tower. Go forward and you will see the large doors ahead of you. A Phantom will appear and give chase, so head back out of this room. After a quick regrouping with Anjean, you will realize that you need to find three Tears of Light so that Zelda can be of greater help. You also need the tears in order to stun the Phantoms by attacking from behind with the sword. Anyhow, when Anjean is done talking, head back upstairs to the first floor of the tower. This time, the Phantom will be patrolling the central area ahead. Start by heading into the center area and taking the western path. You will pass through the light purple area, which is a safe area (enemies can't see you in there, similar to Phantom Hourglass). Anyhow, go west and grab the first Tear of Light. Go back to the center and go directly north to the second Tear of Light. Now, step out of the northern safe area and go to the northeast corner of the room. Hit the crystal switch to form a bridge leading eastward. Now, go through the center area, avoiding the Phantom if necessary, and go east to the final Tear of Light. With your sword powered up, go follow the Phantom around the room and attack the blue spot on its back. Then, watch the scene and you will see that Zelda can take control of Phantoms! By default, Zelda will follow you with the Phantom, but if you want to set a specific path, draw a route from the blue point in front of her. For now, you need to work together to open the center door. Stand in front of it and draw a path with Zelda going through the door, and you will both open it. Head up to Floor 2. Follow the path up here to some spikes blocking your way. The Phantom can cross them, so draw a path leading over the spikes and to a crystal switch at the other side. Zelda will hit it, lowering the spikes so Link can cross. Continue to the southeast area of the floor and there will be two floor switches. Stand on one and direct the Phantom to the other, and the door ahead will open. Up ahead, there will be rats coming out of a hole in the wall. Zelda is afraid of them, so you need to kill the rats and pull the block so that it blocks the hole in the northern wall. With that done, continue west and north to find more spikes blocking the way. Since Zelda is in a Phantom body, she won't draw attention from the guards. So, direct her to the Phantom guard to the north. Then, lead Zelda to the crystal switch so the spikes by Link are lowered. Now, have Zelda talk to the guard from the right side, so that you can sneak around from the left and run into the safe area. After that, call Zelda back and head upstairs. On Floor 3, there is nothing to be concerned about aside from the Forest Rail Map in the middle area. This will restore some tracks in the Forest Realm! Collect the map and step into the blue light to warp back to the tower lobby. Talk to Anjean and she will let you use the train in the lobby to travel the world. She also marks the Forest Temple on your map. Now that you have a train again, you can use the stylus to draw your route along the tracks on the map. Tap the Route button (bottom-left corner) if you want to change your route mid-course. For now, head to the town in the center of the map, since we passed by it earlier in the game. There will be enemies along the way, but you can scare them away by pulling the whistle. When you arrive by the town of Whittleton, you will need to slow down/stop the train at the station in order to disembark. You'll get plenty of practice as the game progresses! ========== Whittleton ========== In this small village, start by going to the shop in the southwest corner. Buy the Shield for 80 rupees; you should have the money by now. Then, head to the chief's house in the north area of town. Talk to the chief and he will tell you about the Lost Woods and a man named Gage in the Forest Sanctuary. Exit the house and enter the other ones to talk to the other villagers. They will give you hints about how to get through the Lost Woods. When you are set to go, head back to the train and head along the western path on your map which looks like a dead end. ========== Lost Woods ========== In the Lost Woods, you will not be able to control your train's movements. Along your path, there are four trees with branches pointing in a certain direction. You need to pay attention and take the path where the tree is pointing (for the first three ONLY). At the fourth tree, go in the opposite direction it points, as per a villager's hint before. If you made it through, you will be in the Forest Sanctuary. ================ Forest Sanctuary ================ When you arrive, head northward and you will see some steps. Go up the steps and walk around to spot a couple of Bomb Flowers. Grab one and drop to the lower area, and run to the northwest section. Place it next to the blocks atop the steps, and it will clear a path for you. Go back to the Bomb Flowers and take one across the nearby bridge. Place it next to the crystal switch, then quickly go back and grab the other Bomb Flower. Run across the bridge with it, and the first one will trigger the switch, rolling out a second bridge. Run across that one with the second Bomb Flower in hand and clear the blocks ahead. You will see a statue with a hole in it ahead. Ignore it for this moment and continue onward, where you will see eight statues in a circle. Check the sign in the middle and you will have to draw a line connecting the two statues that face each other. Draw a line between the following two statues (marked with an X): X O O O O X O O Doing this will open the northern door. Enter that room and go forward to meet Gage. He will teach you how to play the Spirit Flute, and asks that you follow along with his song. There are only three notes to hit (orange, yellow, purple), and you get to practice first (press the back button when you want to play the real thing). You need to follow the pace and rhythm, so pay attention! Once you're done playing the song (Gage plays his part then you play yours, this goes back and forth three times), you will unlock new tracks leading to the Forest Temple! With that done, exit this room. Go back past the circle of statues, and approach the strange statue from before. This time, check it out and you will see colored orbs floating out of it. Select the Spirit Flute and play those notes, and the statue will rocket away, revealing a second statue. Talk to it and you will learn the Song of Awakening. Now, head back to the station and take the train out of here. Draw a route to the Forest Temple and get moving (there are Skulltulas that will hang over the tracks; the whistle will clear them easily). ============= Forest Temple ============= When you arrive, go to the northwest area and you will find another musical statue. Play its song and you will learn the Song of Healing. It's great since you can fully recover your hearts if you play it, but only once per temple, and you can not use it in the overworld. That said, go north into the first room of the temple itself. Go north to the locked door, and follow the path leading to the east. You will see a gap to the right and two objects you can lift up nearby. Throw one at the crystal switch across the gap, and a bridge will be rolled out. Cross it and head southward into a new room (you can't go north right now, as you will see on the map). Defeat the three enemies in the southern room, then open the chest to get 100 rupees. Head up the southeast steps to Floor 2. Make your way northward, navigating around the poisonous pools on the ground. In the north room, defeat the four spider enemies (be careful as each one will leave a poison puddle behind in its wake). Open the large chest that appears in the corner to get the Whirlwind! Point the line in a direction and blow into the DS microphone to use it. It will also clear those poisonous piles, which will come very much in handy now! You will see tiles lining up below the gap in this room. Face northward and use the Whirlwind to turn the totem pole, opening the door ahead. Before you proceed, go back to the south room and clear the poisonous piles to reveal a chest containing some treasure. Head back to the north and through the open door to the west. Clear the poisonous piles blocking the way to the stairs. There is a sleeping statue in the corner; use the Song of Awakening if you want (this is how you talk to the statues from here on out). Otherwise, go back down the stairs to Floor 1. Back down here, go around and you will see a Small Key on a ledge surrounded by a pit. Use the Whirlwind to blow the key across, then run and collect it. Head to the east and step on the floor switch to open the door. To the east, cross the bridge and head northward to the northeast corner of the floor. Use the Whirlwind to clear the poisonous stuff and you will find a floor switch, as well as a Stamp Station (more on these later). Hit the switch to reveal a chest elsewhere, then go back around and cross the bridge to reach the chest, containing 100 rupees! Now, head to the center area and unlock the door with your key. Follow that path around until you get trapped in a room with two Bubbles. Use the Whirlwind to stun them, then attack with your sword. Once the doors are open again, head upstairs to Floor 2. Up here again, there is not much you can do at the moment, so continue northward to Floor 3. You will see a gap and a crystal switch at the other end. Stand below the object at the edge and use the Whirlwind to blow it across the gap, hitting the switch. Open the chest that appears to get a Small Key, then go back downstairs. On Floor 2 again, go south and east, and unlock the door. When you are ready for a battle, enter that new room. You will fight the mini-boss Mothula in here. Stand in the middle and line up your sights of the Whirlwind on Mothula, but DO NOT attack yet. Wait for it to make a Bubble (skull enemy) appear, then use the Whirlwind to blow it back at Mothula, stunning it. Attack with your sword at this time. You only need to do this twice to kill it. Once the battle is over, go upstairs to Floor 3 again. Up here, go all the way south and east to find a blue worm enemy called a Blastworm. Attack it once and it will curl up until a spiked ball. Bump into it and lead it to the eastern blocks, then use your sword or the Whirlwind to detonate the bomb, clearing the blocks. Go east and clear the poisonous clouds with your Whirlwind, then go across the new path and hit a floor switch. Clear your way onward and open the chest to get some treasure. Also, hit the crystal switch to open the southwest door. Head to the southwest room on this floor and you will find two Blastworm enemies. Hit them and use the Whirlwind to blow them across the gap, clearing the blocks at the other end. Do this again to trigger the crystal switch, opening the northeast door. Now, head to the northeast area of the floor and you will find the Big Key. Before you take it, check the map on the wall. It will show a path you must take to the door with the key. Draw the path on your map and take the key, then proceed. If you don't take that path, you will have to deal with enemies attempting to steal the key away. When you get to the keyhole, use the Big Key to open it, then head up to Floor 4. Break the pots to get hearts if you need them. Check the tablet to make a blue light appear, should you need to get to the temple entrance. When you are set, go upstairs to the boss room. You will meet Stagnox, Armored Colossus up here. Read the Bosses section if you need help defeating it. Once the battle is over, the tracks will be powered up and the next level of the Tower of Spirits will be restored! Open the chest to receive a Heart Container, then step into the blue light to return to the temple entrance. Board the train and plot a course toward the Tower of Spirits. Beware of the dark trains that now ride the tracks as well; you will need to change your route to avoid them. You can also head to Castle Town if you want to buy anything or play a new mini-game (with a Heart Container as a prize too), otherwise go to the tower. ================ Tower of Spirits ================ Back in the tower, you will find that the second level is now in place. Head north to the spiral staircase room, and go up to the second door this time. On Floor 4, you will find two Phantoms patrolling this hot room. You will need to collect the three Tears of Light again so Zelda can control a Phantom. Go east and north to find a lava pit with a Tear of Light on the center platform. Use the Whirlwind to blow it across to the opposite ledge, then avoid the Phantom and collect the first tear. To the east, there is a chest containing treasure if you want it. In the northeast corner, you will find the second tear inside of a safe area. Be careful getting there since fire-shooting statues may block your path, in which case you wait a brief moment until they stop. Then, make your way to the west side and collect the third tear in the other safe area. With that done, attack a Phantom from behind, then tap the Phantom to have Zelda take control. Make your way to the southeast area, where you will find a pool of lava. Fortunately, the Phantom body can travel through it, allowing Link to ride on top of its shield as well. So, draw a path to lead Zelda in the Phantom through the lava and up the steps at the far side. Tap the ground to have Link jump off, then call to Zelda and continue upstairs to Floor 5. Follow the path up here to the next pool of lava, then direct the Phantom into it and jump aboard. Lead it to an alcove to the north, at the end of which is a totem pole. Use the Whirlwind to spin it, then head southward to the open area. Defeat the Keese as you move along, then use the Whirlwind to spin the second totem pole and open the door. Before you go, get to the southwest ledge and jump off to find a chest containing 100 rupees! Now, ride the Phantom northward to the surface, then jump off and call to Zelda, and continue down the hallway. In the southwest area of this floor, you will see an enemy moving around the area. It will run if you approach, so what you need to do is lead Zelda's Phantom so you end up surrounding the enemy in a corner. Then, kill it and collect the Small Key it drops. Call to the Phantom and head northward to the locked door. Use the Phantom to cross the lava in here as well, then go upstairs to Floor 6. When you get upstairs, there will be a tough enemy for you to face. Work together with the Phantom to defeat this creature (have the Phantom attack from one side while you run around and attack from behind. After that, go east and south through the narrow hallway. In the next room, you will find a Miniblin riding an Armos statue around the room. We can't kill it, so lead the Phantom to the southeast area by the fire-shooter, then run past while the Phantom blocks the flames. In this room, you will see some steps. Run up them with Link, then jump onto the Phantom's shield. Lead it back to the previous room and defeat the Miniblin with your sword. Head all the way along the east path atop the shield still, stopping briefly for the high fire-shooter. In the east room, use the Whirlwind to knock the Small Key onto the ground, then lead Zelda's Phantom to the key. Get back past those three fire-shooters and head northward to another room. There are two Miniblin/Armos enemies in here, so defeat them to make the room safer. Jump off the Phantom and use the key to unlock the door, and head upstairs to Floor 7. In here, go forward and collect the Snow Rail Map, which unlocks some tracks leading into the snowy region to the northwest! Step into the blue light to go back to the lobby, then talk to Anjean and leave on the train. Before we go to the Snow Realm, we need to stop at Castle Town. Along the way, wild animals will get in the way of your train and ignore your whistle. Your train will explode if you go further, so stop in town. =========== Castle Town =========== Here, head northward toward the castle, and the Postman will come to deliver you a letter by the mail box. Read that letter from Alfonzo, and head into the castle ahead. ============= Hyrule Castle ============= On the castle grounds, go directly north to enter the castle itself. Inside, go west and north into the break room. Talk to Alfonzo here and he will mention heading back to Aboda Village in order to help prepare your train for the road ahead. So, head out of the castle, and board the train in Castle Town, setting a course for Aboda Village. ============= Aboda Village ============= When you arrive, Alfonzo will run off to work on the train. Since you're here, head to Niko's house in the southwest area. Talk to Niko and he will give you a Stamp Book, to be used with the Stamp Stations throughout the world. See that section in this file for more information as to their locations and rewards for getting stamped. When you're ready, go back to the train station and Alfonzo will roll out the train and its new Cannon! Now that you can get on board, it's time to head to the Snow Realm! Alternatively, you can go to past locations and visit some Stamp Stations, or use your new Whirlwind item to blow the leaves and uncover treasure in Whittleton. Anyhow, as you travel along, you will see three boulders blocking the tracks. Clear them with the cannon and you will be able to proceed. Along the way, you will see a station; stop here to visit the Rabbitland Rescue. You will get a Rabbit Net after talking to the man dressed as a rabbit there (see the Rabbits section of this guide for more details). After that, continue along to the Snow Realm. Once there, you will see a circular path to the east. Take the first fork to the east, and you will come across a gate. Shoot the triangular gem above it and you will activate your first warp! Pass through the gate while blowing your whistle and you can go back and forth between two gates (the one this leads to is near Whittleton). With that done, make your way to the village on the map and stop there. ============== Anouki Village ============== Here, head northward and you will find six houses. In the center area, you will find a rocket statue. Check it out and play its song to learn the Song of Discovery. Open the chest that appears to get a Red Potion! Now, head up the steps and enter the house on the hill; this is Honcho's house. Inside, talk to Honcho and agree to help pairing up the villagers as requested. There are six villagers in two rows of houses. Talk to each (on your map you will get a visual of what each one looks like, for reference), then go back to Honcho and he will ask you to draw lines between the partners. Based on the layout of the houses, the three pairs are as follows: 1 2 3 2 3 1 After you draw the lines to these pairs, you will be rewarded with 20 rupees. Talk to Honcho some more and he will open the way to the Snow Sanctuary, but warns of a monster in the tunnel leading to it. So, exit the house and disembark at the train station, heading along the western tracks. ================= Snow Realm Tunnel ================= Inside the tunnel, you will be chased down by a giant spider creature. Shoot at its yellow eye with your cannon repeatedly to stop it temporarily. It will get more difficult as you go, since the creature will also crawl on the walls and ceiling, moving around and making it hard to aim. You need to blast it quickly since you will take damage if the monster gets too close. Eventually you will get to the end of the tunnel after multiple encounters with this creature. When you reach the station, slow down and stop to reach the Snow Sanctuary. ============== Snow Sanctuary ============== When you arrive, drop down to the lower area and visit the shop if you want. There is a Heart Container for sale but you most likely don't have enough money for it just yet. Anyhow, make your way northward along the winding paths, defeating the packs of White Wolfos along the way. At the north end, enter the cave. In the cave, you will see nine statues arranged in a way such that each one faces a different direction. Take a moment to go to each statue and draw on your map in the direction each statue is facing. The trick is that you cannot be seen by these statues when you get through the room once you hit the timed floor switch. When you are ready, hit the floor switch and navigate around the statues without being seen, and enter the room at the other side. You will meet Steem in the far room. He will have you play another duet with him, so follow the rhythm on your Spirit Flute when it's your turn (blue, white, blue, orange). Once you perform the song, you will unlock the tracks leading to the Snow Temple! Steem will also mention that getting to the temple will be tough due to blizzard conditions. For now, leave the cave and head back to the train. Return to Anouki Village. ============== Anouki Village ============== Back in the village, head up to Honcho's house on the northern hill. Ask him for information about the blizzard and he will mention someone named Ferrus who lives to the east, who should be able to help. With that information in hand, exit here and head back to the train. Plot a course towards the far eastern section of the Snow Realm. You will come across a station, so stop there to reach the Wellspring Station. ================== Wellspring Station ================== Here, there is not much you can do at the moment other than enter the lone building. Check the note on the desk and you will see three locations on the nearby track loop circled. Mark those spots on your map, then leave the building and the station. ========= Overworld ========= Back on the overworld map, draw routes leading past those three locations you marked previously. Be careful of the dark train riding around in the region as well. When you get to each location, look for a man taking photographs alongside the tracks. If you spot him, stop and you will speak to him. This man is Ferrus, the one you were looking for. Tell him you are looking for the temple and he will show you a map with the correct path to take. Draw it on your map, then draw a route going along it to successfully pass through the blizzard and reach the Snow Temple. =========== Snow Temple =========== Upon your arrival, go ahead and enter the first room of Floor 1. Defeat the Keese and continue into the next room to the north. You will see a bell in the middle area, and three slots in the ground. Push the first bell northward into the first slot, then check the sign behind it to see a musical staff with bell symbols on it. Hit that first bell you pushed into the hole with your sword twice, and the southeast door will open. Head into the southeast area and you will find an icy surface and a block. Push the block south, west, north, east, and north. Then, go up the steps and jump across the block to reach the other side. Follow the path into the next room to the south. There, go south and you will see an enemy spitting spiked balls across the water nearby. Use the Whirlwind and blow one of those balls into the crystal switch, which will cause two bridges to form. Go across them and head downstairs to Basement 1. Down here, push the nearby block to the east so it slides into the water at the end of the platform. Jump onto the block and use the Whirlwind to spin the totem pole ahead, opening a door to the northeast. Use the Whirlwind to move yourself while riding the block (face the direction opposite of the way you want to go when using it). Get to the northeast area and jump off, then go through the door. Push the next block to the west into the water, and jump aboard. This time, you will have to deal with water enemies spitting projectiles at you. Use the Whirlwind to stun them, then get close and attack with your sword to kill them. As you ride the block, head southward to a small room where you can jump to a ledge with a chest containing 20 rupees. Then, move north and east, defeating the three enemies in the water. Doing so will make a chest appear at the end. Head to the northeast ledge and open the chest there to get some treasure, then go north. From here, head west into a room containing three Ice Keese. Use the Whirlwind to stun them, then attack with your sword. Once you kill them, open the chest that appears to get the Boomerang! Now, go into the east room and use the Boomerang to target and hit the two crystal switches together, causing a bridge to form. Go across and head upstairs to Floor 1. Head to the west and you will see the second bell, and another sign on the wall. Go south and east, and hit the crystal switch around the corner with the Boomerang, which will open the nearby door. Kill the Ice Keese and a chest containing treasure will also appear near the stairs you just came up. Now, push the second bell to the south, west, north, west, south, east, south, west, and south. This will sink the second bell into its slot. If you go back into the northeast room and check the sign, you will see that you need to hit these two bells in a certain order (using the Boomerang). Use your new item to target the first bell, followed by the second one twice, then the first again. Do this correctly and the southwest door will open. Go through it to reach a new room. There is a torch in the center, and four unlit torches surrounding it. Target the center torch with the Boomerang, then draw a path around it, leading near the unlit ones (do not light them yet). This will melt the snow on the ground, revealing dots next to each torch. This is the order in which you must target them with the Boomerang after targeting the center torch in order to open the door. That order is: 3 1 4 2 Once all of the torches are lit, go down the now-accessible stairs to Basement 1 again. There, go east and you will reach a pool of water with an icy torch in the center. If you target the torch with your Boomerang and draw a path across the water, the icy flames will create a frozen path for you to walk across. Do that to reach the southeast ledge, where you will find a chest containing a Small Key. Get back to the other side and open the locked door you walked past moments earlier. Unlock the door and go into the icy chamber ahead, where you will find four frozen enemies and a torch. Target the torch with the Boomerang and draw paths across the enemies; the flames will melt the ice, turning the enemies into regular Octoroks. Kill them and the eastern door will open. Stand on the edge by the water, then pull out the Boomerang and target the torch, followed by the frozen totem pole at the north end of the water. This will melt the ice surrounding the pole. Now, target the icy torch to the south to form a path across the water, and use the Whirlwind to spin the totem pole, opening the door ahead. Cross the water along the icy path you created, and enter the next room. There, you will find a large watery room with projectile-spitting enemies popping out of the water. Create an icy path using the Boomerang and the icy torch (you can use that torch to light other ones as you progress across the water, making it easier to progress without as much backtracking). Defeat the four enemies in the room and a chest will appear on the northwest ledge. Before you go there, make your way to the northeast ledge and you will find a Stamp Station if you desire. Otherwise, get to the far west and jump onto that solid ledge. Open the chest if you killed the enemies to get 100 rupees, then head upstairs. Upstairs, you will see the third bell in front of you. Before you do anything with it, head south into that side room. Defeat the Fire Keese with your Boomerang, then target the torches with the Boomerang and clear the snowy floor. This will reveal a musical scale showing how to hit the three bells once they are in place (left, middle, middle, right, middle). Take note of this scale and head back to the previous room. There is one more thing you should do before moving the bell into place. Stand along the edge by the water and target an icy torch with the Boomerang, and form a path to the southeast ledge. Step on the floor switch to open the door leading into the central area. Go back across and it will be time to push the bell around! Push it to the north, east, south, west, and north. Before you go further, get to the water's edge and form an icy path across the water (icy torch and Boomerang) so that the bell can move directly to the east of its current position without falling into the water. After you form the icy bridge properly, push the bell to the east and it will stop in the central chamber. Go across as well, but before going through the door, open a chest to the north to get 20 rupees. Head into the central room and target the icy torch in the previous room so you can light the unlit one in the main room. With that done, you need to target the icy torch and cover the entire small icy pool with ice. Once you do that, you need to act quickly. Push the bell to the south, west, and south again. If the bell falls into the water, it will spawn again where it started in this area, so no worries. Once the bell is at the solid area of ice to the south, push it west, north, and east into its slot. Now that the four bells are in place, you need to target them in the correct order with your Boomerang (lfet, middle, middle again, right, and middle). Once you do that, the northern door will open. Before you go, use the Boomerang on the icy torch in here to light the one on the opposite side. Open the chest that appears through the northern door to get 20 rupees. Then, head upstairs to Floor 2! Up here, go south and east to find some Ice ChuChus. Defeat them using the Boomerang and your sword, then check the sign on the wall. It will show fiery and icy torches in a certain pattern, as shown here (F is fire, I is ice): F I I F I F Take note of this, and head back around the corner. Enter the western room and you will find two lit torches, one fire and one ice, and six unlit ones. You need to stand on the marked middle spot and target everything in one shot, since the torches don't stay lit for long. Target the fire torch and the three unlit torches, then target the icy torch and the remaining three unlit ones, all in one trace. If done correctly, everything will be lit and the eastern door will open. Go into the east room and defeat the four White Wolfos that appear. Once they are gone, head into the next room ahead. Walk onto the solid ice and step on the floor switch to create a bridge across the gap. The Big Key is on a ledge in the middle of the pit, but we can't get to it from this side. Walk around to the bridge and use the Whirlwind to blow the key northward onto the ice. Go back around and grab the key, then cross the bridge with it in tow. At the other side, toss the key into the keyhole and head upstairs to Floor 3. In this last room, use the Boomerang to grab the pots across the pits on each side. Check the stone tablet if you want to warp back to the entrance. If you are ready, go upstairs to the boss room. There, you will meet Fraaz, Master of Icy Fire. Read the Bosses section if you need help defeating this creature. Once the battle is over, new tracks leading to the Tower of Spirits from the Snow Realm will appear on the map. Open the chest that appears to get a Heart Container, then exit via the blue circle of light. ========= Overworld ========= Back outside, if you take a look at the map, you will see the dark trains inhabit the area. You will also see that Beedle has a shop in an air balloon floating along the tracks. If you get close to Beedle's location, blow your train's whistle and stop the train. Beedle will land, so stop nearby like it's a station and you will enter the shop. Do this now and buy the Bomb Bag, so you can carry Bombs! It is also useful to join his membership club, so pay the extra 100 rupees for that as well. Now that you have Bombs, you can blow open cracked walls to explore new areas. Draw a route to the southeast section of the Snow Realm, to the Tower of Spirits. Towards the southeast part, you will find an unmarked station. Stop there at the Bridge Worker's House just so it goes on your map. Also, check the mail box; you should get mail from Russell who is promoting some sword training at Hyrule Castle, as well as the Member's Card from Beedle. Then, leave here and continue to the tower. ================ Tower of Spirits ================ When you arrive, talk to Anjean as usual. Since there is a new segment of the tower, you can go up another set of spiral stairs to reach the eighth floor right away. If you want, you can go through the lower floors again to collect some treasures, but this is optional. Anyway, get to Floor 8 and you will find it is almost completely dark. Go east and you will spot an unlit torch; use the Boomerang to target a lit one, followed by the unlit, to light it. You can go either north or south too; head north and you will find a wall with two lit torches against it. Bomb the wall and enter the hidden room to find a treasure. Exit and head all the way south and east, lighting torches as you go along. If you see a ghost, stay in the lit areas to avoid being attacked. You will see a tablet but you can't read it at this time. In the far southeast corner of the floor, head up the stairs to Floor 9. Up here, you will see a Phantom with a fiery sword lighting the way. Head to the west, lighting torches along the way with your Boomerang, starting with the one by the stairs. You will see a tablet and unlit torches; go west and north from there and you will find a safe area. Use the torch there to light up the unlit torches to the south, as well as to the east of the safe area. When the Phantoms are not in the way, go east from the safe area and head north through the hall, lighting torches as you go. At the north end, go west into another safe area with a Bomb Flower in it. From there, go west and light the torches. In the northwest corner, wait for the ghosts to move southward, then walk into the darkness so you can see the unlit torch ahead, then light it from the torch in the northern corner. From there, go southwest and around the corner to a safe area. Collect the first Tear of Light there. Next, head back to the safe area with the Bomb Flower. Go east and south toward the very first safe area, but hug the eastern wall until you find a new path. Once you spot the next safe area, head south and around the corner to reach it and the second Tear of Light. From here, head all the way directly southward and east. Go north all the way to a torch in the northeast corner (make sure the coast is clear before you take this path). Use the Whirlwind to blow it out, then use a Bomb on the illuminated crack to find a hidden room. Enter that room and grab the last Tear of Light to power up your sword! Now, exit the room and attack a Phantom from behind, and have Zelda possess it. Since the Phantom has a fiery sword, it acts as a torch to light the way forward. If you want, you can head back down to Floor 8 and read the tablet to find a nearby bombable wall leading to a room with treasure. Otherwise, on Floor 9, head to the southwest area. You will find a bridge leading across a pit. Lead the Phantom along the path so you know where to go, and you will reach two unlit torches and a door in the southwest corner. Light them with the Phantom's sword, and head upstairs to Floor 10. Head east and you will see a floor switch next to a closed door and a torch. Ignore it for now and continue east and north to find a second switch. Have Zelda in the Phantom stand on that switch while you run back and hit the first one. The door will now open. Call Zelda back to you, and head through to the next section of the floor. Read the tablet, which tells you about illuminating the floor to see the way. If you walk around the room, you will see special tiles along the ground. They form a "Z" symbol on the floor, so take note of this. Make your way to the southeast area of the map, near the Big Key (see the top screen) and you will find a red door blocking the way. Check the door and draw the "Z" symbol on it to open the way forward. The Big Key is electrified, so have the Phantom grab it. Since you took the key, three Key Masters will appear and pursue you to take back the key. You need to draw paths for the Phantom to follow while you watch the map for Key Masters, and kill any that get in the way. Make your way to the far north area, then have the Phantom toss the key into the keyhole. Before you go upstairs, head west and follow a path, defeating two rats, to a chest containing treasure. Then, head upstairs to Floor 11. Up here, the door will close and you will both have to do battle with a shielded enemy. Double-team it with the Phantom attacking from one side, then having Link attack from behind. Once you defeat it, open the chest that appears to get a treasure. Then, head up to Floor 12, the final floor for this segment. Go up the steps and collect the Ocean Rail Map, which of course unlocks the next area for you to visit! Step into the blue light when you're done, and you will be downstairs. Talk to Anjean, then you will be on your way. ========= Overworld ========= Back in the Forest Realm, you could visit Hyrule Castle and do some sword training (you can win a Heart Container). If not, then draw a route to the southeast area of the realm along the new tracks. Down there, stop at the station and visit the Trading Post. ============ Trading Post ============ Here, go east along the tracks and you will discover that the bridge leading to the Ocean Realm is busted! Head southwest and enter the building. Approach the counter and you will meet none other than Linebeck (from Phantom Hourglass). Talk to him and he will mention a bridge worker in the Snow Realm who can fix the bridge. So, leave the Trading Post. ========= Overworld ========= Since you need the bridge worker, it's time to head to the southeast area of the Snow Realm. Make your way there (cut through the Tower of Spirits and talk to Anjean for a shortcut) and stop at the worker's home. ==================== Bridge Worker's Home ==================== Out here, defeat the enemies and enter the building to the east. Talk to the bridge worker inside and he will agree to help fix the bridge. He will wait for you on the train, so exit the building and start to head back. Talk to the guy along the way and he will tell you to observe the signs and avoid getting hit by enemies since you have a passenger (this is great advice, so pay attention). Board the train and head back to the Trading Post, paying attention to everything as you go (you can use the gate warp, luckily). ============ Trading Post ============ Back here again, the bridge worker will get right to work. Head east and talk to him, and Linebeck will appear. Linebeck will con you into footing the 5000 rupee bill for the bridge, before running back into his shop. This is unacceptable, so go into the building and talk to Linebeck. Agree to do some side work, which involves finding some buried treasure, in this case the Regal Ring. He will give you a letter from his Gramps, so read it for the clues. Exit the building and go west, and enter the cave. Inside the cave, you will find three Like Likes (one hides in a pot). Stun them with the Boomerang, then kill with your sword. Be careful since if they eat you, you may lose your Shield! To the west, hop across the ledges and bomb the block to reach a Stamp Station. Then, take the northern exit from here. Outside, defeat the crows and go east to find a strange rocket statue. Check it out and play the notes on the Spirit Flute (purple, yellow, orange, blue, white). You will learn the Song of Light, and a beam of light will emerge, pointing to the northeast. Go to the edge and use the Boomerang to hit a crystal switch over there, revealing a bridge to the east. Go east and cross the bridge, and bomb the cracked wall to open up a new cave. Go inside and defeat the Octoroks, then play the Song of Light in front of the two diamonds. Now, get to the point where the light beams intersect, and go four steps north, and six steps west. You will be just above the northwest corner of the gray tiles. Play the Song of Discovery at that point and a chest will emerge; open it to get the Regal Ring! Now, make your way back through the caves and talk to Linebeck, who is now waiting outside for you. The bridge worker will come and tell you the bridge is repaired, but he will take the ring! Lucky for you, you technically still have it as treasure! At this point, Linebeck will open up the Trading Post for business. You can sell him treasure for rupees, or give various pieces to create new train cars (the main benefit to this is making your train stronger with more hearts). Sell what you want here, so you can buy things you've passed up previously (like a Heart Container in Snow Sanctuary). When you're set, go back onto the train and head east to the Ocean Realm! Once there, stop at the first station, which is Papuchia Village. ================ Papuchia Village ================ Here, make your way to the large building on the east side of the village. This is the Wise One's place (according to the girl near the train station, at least). Talk to the Wise One (you'll have to speak into the microphone to answer three questions; it doesn't matter what you say though). Once you are done, leave here. Head to the northeast, then go west to find a chest containing some treasure. There is nothing else to do here, so head back to the train. ========= Overworld ========= For now, head eastward some more on the train. After you cross the long bridge, you will approach a station. Stop there, for that is the Ocean Sanctuary. =============== Ocean Sanctuary =============== When you arrive, head to the west and you will find a crab enemy blocking the way forward. Send the Boomerang to stun it from behind, then kill it with your sword. Then, go north and enter the cave. Defeat the first crab inside, then continue until you reach Bomb Flowers and a pit. Take a Bomb Flower and place it toward the edge of the pit, then use the Whirlwind and blow it across to the bombable blocks to the northeast. If you get close enough, the bomb you send over will clear a block. Then, throw the Boomerang to hit the crystal switch, extending a bridge over the pit. Continue through the cave, defeat the second crab you meet, and exit at the end. Back outside, go forward to a red door. Check it and you will find that you need to see what way the statues on the island are facing. Make your way to the northeast, defeating two crabs along the way. Go up the steep steps and use a Cucco to float down to the east-central area. Hit the floor switch there to make a bridge appear. Take another Cucco and head southward to another small island, where you can find a chest containing a treasure. From there, jump to the southern ledge and go south to the next area. Hit the floor switch to make another bridge roll out, leading back to the station (as a shortcut). Now, on the west side of the area, you will see a line of Octoroks firing at you. Use the Boomerang to hit the crystal switch behind them, causing a bridge to come out. Go across and defeat that group, then go back across and defeat the crab to continue northward. Now that you should have seen all of the statues, take a look at the design they form (it resembles the number 8 on its side). Go back to the red door and draw the design on the door (six lines total) to open it. Enter the cave, and you will find that Carben is not even there. Check the sign in the middle area to find that Carben is supposedly at Papuchia Village. So, exit the cave and make your way back to the train, and return to the village. ================ Papuchia Village ================ Here again, make your way south and east until you spot a group of birds circling overhead. You will see that Carben is being held under one of them. If you go to the Wise One, she will tell you that something is hidden near the lonely tree below the birds. So, stand by the tree and play the Song of Discovery to uncover another of those rocket statues. Check it out and play its song to learn the Song of Birds, and to drop Carben down to where you are. Talk to Carben and he will want you to take him to the Ocean Sanctuary again, so agree to do so, and board the train. ========= Overworld ========= The same rules apply with Carben as with the bridge worker, since he counts as a passenger. Along your journey, the train will be attacked by pirates! The scene goes inside of the passenger car, and you have to defeat a series of enemies as they jump through the windows and attempt to capture Carben. Stay close to Carben and defeat the closer enemies first, before getting the rest. Once you defeat the initial wave of enemies, a much larger and slower one will appear at the far end of the room. You need to defeat this one as well, but it takes a LOT of hits from your sword. Pummel it with your attacks, but step back when it's about to swing its club, or you will be stunned. There can be small enemies jumping in as well, so keep an eye out for anything near Carben. Once the large enemy is defeated, Carben will be saved, and you can continue to the sanctuary. =============== Ocean Sanctuary =============== When you arrive, Carben will thank you by giving you a reward: your first Force Gem! These will unlock new sections of track throughout the world, so it is useful to collect them! Anyhow, head to the sanctuary and meet Carben once more. You will have to play another duet with your Spirit Flute, so take the practice rounds to get the notes/timing right (blue, orange, purple). Once you perform the song correctly, many new tracks will appear in the Ocean Realm! You will also receive a letter from Carben containing instructions on how to get to the Ocean Temple. Check the letter out and it will have three numbered locations, so mark them on your own map. When you are ready, get out of this room and get back to the train. ========= Overworld ========= Now that there are new tracks in the Ocean Realm, make your way eastward some more. At the next island, you will spot Ferrus taking pictures alongside the tracks. Stop and talk to him, and he will mention some structures ahead and how they are activated by big noises. Set a course for the three numbered locations on your map, in order. At each one, blow your whistle when you spot the large red orb structure, and it will turn blue. Once you activate the third orb, a giant fish head will emerge from the water next to the third orb. This is the point where you will go underwater. On the ocean floor tracks, draw a route to the Ocean Temple in the east. As you approach, a dark train will appear on the tracks, which means you need to take the long way around to the temple, following the tracks that go behind the temple instead. A second dark train will appear, so plot your route according to their movements, and get to the temple safely. ============ Ocean Temple ============ When you arrive, go forward and into the next room. Here, go north and take the western path to a room with four tablets. Each one references something above it in a certain order (west, east, north, south, in that order). Note this, then head north and east across the room with arrows shooting out of the walls. At the other end, go north and head upstairs to Floor 2. Here, bomb the cracked wall to uncover a secret room. Also, bomb the north wall to the east of the stairs; it's not cracked but it reveals another hidden entrance. You can't do anything in these rooms yet, so head south and ride the first block across the pit, facing upward to deflect the arrows as you pass. Go south and onto the second block, and you will find a room with four crystal switches. Target them with your Boomerang in the order as shown before (west, east, north, south) and the southeast door will open. Mess up and the arrows in the walls will shoot at you. In the southeast area, go north to find a crystal switch. Hit it from around the corner with your Boomerang, then head back downstairs the same way you came up. Back on Floor 1, go around to the center area, and take the eastern path this time (it was originally blocked by the falling boulders above). Make your way to the northeast area, and head upstairs to Floor 2. Up there, go south and east, then north to some more stairs. Go up those to Floor 3. Head into the central area, and you will be whipped by the enemy you must now defeat. When it pulls you in close, attack with your sword to break free. Then, use the Boomerang to stun the enemy, and your sword to attack until it is defeated. Open the chest that appears to receive the Whip! You can use this to swing from those wooden poles you've seen in other areas and elsewhere in this temple! The Whip can also clear the thorns from those green archways in the temple as well. Now, you can go back to Floor 2 and use your Whip to swing across poles in the south area to get some treasure. On Floor 1, there are two treasures you can get by using the Whip (one behind the eastern arch, one by pulling a wall switch in the southwest area). Also, on Floor 2, you can go into the two rooms you bombed open earlier. Go into the right one first and hit the crystal switch with the Boomerang, then go into the left one and swing across with the Whip. At the other end, pull the wall switch to open the eastern door. When the block moves to the left, swing on the first pole and drop onto it, and ride it to reach the Stamp Station. When you are done exploring, head back to the central area of Floor 3. There, go west using the Whip and go up to Floor 4. Go east and read the tablet, which gives a hint about the switches ahead. For now, head south through the room and defeat the Yellow ChuChus. Pull the wall switch across the small gap in the corner with your Whip, and go through the door. You will see three paths of varying lengths with wall switches north of them. Go on the shortest (eastmost) path and pull the wall switch to open the next door. Then, go southeast and back downstairs to Floor 3 via the new steps. Head west in this southern area and you will find two fish heads across a small pit. Pull the sword out of the left one and toss it into the right one using the Whip, and a chest and pole will appear. Open the chest to get a Small Key, then swing back to the center area via the pole. Now, go north and cross the pit with your Whip. If you go east, you can reach a treasure, otherwise go west and unlock the door, and head upstairs to Floor 4. Back on Floor 4, pull the wall switch to open the nearby door as a shortcut should you return here later. Then, go from pole to pole to cross the northern gap. At the other end, go into the southern room and you will find two Red ChuChus with spiked helmets. Pull the helmets off with the Whip, then kill the ChuChus. After that, head up to Floor 5. Here, go west to the central area, and defeat the two whip enemies, using your Whip of course to stun them first. After that, you will see two narrow paths going across the middle of the room. Take the western path and defeat the spiked Red ChuChu, then go north. Pull the propeller out and it will start flying along. Use the Whip on its handle and hold down the stylus as you fly to the southwest ledge. Once there, land and go up to Floor 6. Up on this floor, go ahead into a room with two electrified ChuChus. Pull the sword from the wall and target each ChuChu to defeat it (you have to do this twice, of course). Once that is done, a pole will appear in the other area of this floor. So, head back downstairs and pull the nearby propeller out, and hang onto it to reach the main area once more. Land on the narrow ledge, and use the Whip to pull swords from the fish mouths. This will lower the poles spanning the far north pit. Get to the northeast area of this floor, clearing the thorns with the Whip, and cross the northern pit thanks to those poles. At the other side, go back up to Floor 6. This time, swing across the poles, dropping from the fourth one a slight bit so you can reach the last one (time it right and you will make it). Hit the crystal switch at the other end, then go south and west. On this floor, there are four sets of fish heads, each with swords arranged in some of their mouths. That arrangement is as follows (there are two sets of five heads, then two sets of three further south; X means it has a sword, O does not): O O X O X O O X O X O O O X O X With this in mind, go to the center of the room, and follow the narrow path going to the east. Get past the electrified ChuChu, and swing northward via the pole you activated before. Open the chest to get a Small Key, then go back to the center area. If you take the western path and clear some thorns, you can pull a wall switch to make a chest containing treasure appear. Next, head to the northern area and swing back across the five poles. At the other side, go downstairs to Floor 5. Swing across the poles and get to the main area of this floor. Now, go to each set of fish heads and rearrange the swords according to how they are on Floor 6 (see the diagram above). Once you rearrange everything to be identical on both floors, the southeast door will open. With that done, go to the center area and unlock the southern door with the key. Swing across the pole to the east, and head up the steep set of stairs. At the top, go upstairs to Floor 6 yet again. Pull out the propeller nearby, and hang from it as it flies over the gap. Drop onto the moving platform when you get to it, and ride it to the western end. Get off and pick up the Big Key, then step on the floor switch to make a bridge appear. Cross it and the Key Masters will appear in the room. This part can be tricky since the Key Masters respawn, and you need to kill them without losing the key. Put down the key and kill them, then quickly run to the north and up the steps. Toss the key into the keyhole, and head up to Floor 7. Go to the west side and swing across the poles with your Whip. Break the pots to recover your health, and check the tablet if you want to return to the entrance. When you are ready to go, clear the thorns with your whip and head upstairs to meet the boss. Before you fight, you need to ascend to the top of the temple. Use the Whip to swing across the poles along the way. When you get blocked by thorny monsters, pull a thorn off of the creature, and hit its yellow eye to defeat it. At the top, pull out the propeller and hang on to reach the top level. You will then meet Phytops, Barbed Menace. Read the Bosses section if you need help defeating this creature. Following the battle, the Tower of Spirits will be restored yet again, and new spirit tracks will lead there from the Ocean Realm! Open the chest to get a Heart Container, then exit via the blue light. Once at the entrance, board the train and get out of here. ========= Overworld ========= Now that the third temple is complete, you can go to the Tower of Spirits again. If you want to explore around with your new Whip (as a hint, you can hang from the birds in Papuchia Village and call Cuccos to you in Castle Town, among other places), go ahead and check out the side sections in this FAQ. Otherwise, when you are ready, head to the tower! ================ Tower of Spirits ================ Here again, talk to Anjean, then head up the spiral stairs to the top door. You will emerge on Floor 13. There are now Phantom Eyes patrolling the floor; if one spots you, the Phantom will appear to attack you, so be careful! Luckily you can stun them with the Boomerang from a distance, though they will still respawn. Anyhow, head to the east and light the unlit torch by targeting the lit torch to the west first with the Boomerang, then target the unlit one. A chest will appear in the northern area. Wait for the Phantom to move to the west, then stun the Phantom Eye by the first Tear of Light. Run into the safe area and collect that tear. From there, wait until the coast is clear, then go up the northern hall and hit the crystal switch in the next safe area. This will make a bridge appear elsewhere on the floor. Go around to the west side of the higher platform, and open the chest you made appear to get a Small Key. Now, go around the corner and head up the steps to the higher area, then look at the fish heads in the northern wall. Use the Whip and move the sword from the middle one to the right one, and a chest will appear in the southwest area. While on the high platform, use the Whip and go across the poles to the west. Follow the path of poles, using the Boomerang to stun the Phantom Eyes along the way. At the end of the swinging path, you will find the second Tear of Light in a safe area. Go back out using the Whip again. Head to the southwest area of the floor and open the chest there to get another Small Key. Unlock the nearby door with it, revealing a crystal switch. You can't do much here for now, so head to the northeast area of the floor. Unlock that door and head upstairs. On Floor 14, go south to the safe area. Make your way towards the Warp Phantom in the northern area, stunning/killing the Phantom Eyes along the way. Just before you reach the Phantom, you need to make a diversion to get to the Tear of Light. Throw the Boomerang at the wall east of the Phantom. When it goes to investigate, run up and grab the last tear! Now that your sword is powered up, strike the Phantom and have Zelda take it over. Since it's a Warp Phantom, Zelda can warp to a Phantom Eye's location if you draw a line to one. Try this out by sending Zelda into the southeast closed room where a Phantom Eye is located. Have her press the floor switch, then go there as Link and open the chest for some treasure. Call Zelda back and head northeast, then go back down to Floor 13. Back down here, you can jump onto Zelda's Phantom (leave her next to the high ledge in the northeast area, and jump onto her shield from above). You can reach two chests in the eastern area of the floor to get treasures (one requires the Whip). Make your way to the crystal switch in the southwest area again. Warp Zelda to the Phantom Eye in the northwest area, then direct her to the crystal switch near the locked door. Have her hit it, and then have Link hit the second one to open that door. Call Zelda back and head northwest to the stairs leading up to Floor 14 again. Make your way to the southern area, having the Phantom kill the electrified ChuChus along the way. When you reach the sand pit, have the Phantom stand on the floor switch to the north, then have Link run across and step on the other floor switch. Lead the Phantom across the bridge that forms, and continue eastward. Send the Phantom through the spikes and onto the glowing platform in the northeast corner. Go around the corner as Link and stand on the other one; you will both switch places! Go to the west side of the room and use the Whip to pull the sword from the left fish head, and toss it into the right one. This will open the door blocking the stairs. Now, draw a route for Zelda to join you, then call to her and head upstairs to Floor 15. Up there, you will find three more glowing tiles, each with a different shape. For now, draw a path for Zelda's Phantom heading east, south, and west across the spikes to a triangular tile. Move Link to the other one and you will switch positions. As Link on the other side, go east and north to the sand pit. Defeat the big enemy (use the Whip and you can steal its shield, making the battle so much easier). Continue north to find a large door you can't open as Link. Go west and push the block to the west and north. You will see two floor switches; put the block on one and stand on the other. This will lower the spikes leading to the central area. Go south and stand on the square tile, then move the Phantom onto the other square one to switch positions. Lead the Phantom onto the floor switch to lower the spikes again. Then, have Link go east across the lowered spikes, and meet up with the Phantom. Head to the large door in the northeast and have the Phantom push one side while you try to open the other half. The two of you can open the door together. In that room, open the chest to get a Small Key. Next, call Zelda to follow you, and go west and south to some steps. Go up them and drop down to the middle area, having the Phantom follow. Draw a route for the Phantom to the Phantom Eye in the northwest area, then lead the Phantom southwest to the sand pit. Stop there and have Link move along the westward path to the pit. Use the Boomerang to hit the crystal switch, forming a bridge across the sand. Lead the Phantom across it and all the way to the southwest area of the floor. Have the Phantom stand on the circle tile, then move Link onto the other one. After you switch positions, warp the Phantom to the northwest Phantom Eye. Lead the Phantom back to the southwest area, but this time hit a single floor switch to the east. This will lower the spikes to the south, allowing Link to reunite with the Phantom on this side. Now, lead the Phantom to the northwest corner of this area, where there are boulders falling. After a boulder passes, send the Phantom in that path to block the next one. Quickly run to the northwest around the spikes as Link, then go east to the area with two floor switches. Stand on one and have the Phantom stand on the other, causing a bridge to form leading to the center area again. Don't go there yet though; instead head north towards the Phantom Eye. Stun the Phantom Eye with the Boomerang, then use the Whirlwind to blow it to the north, then west across the sand (stun it again if needed). Once it's by the switches, have your Phantom warp to the stunned Phantom Eye. Stand on the two floor switches to open the central door leading upstairs. Make your way back to the center area and stun/kill the Phantom Eyes in the way, then head up to Floor 16 after unlocking the second door with your key. Here, go south and read the tablet next to the spikes, which tells you to go from the green tile to the red tile. On the east side of the room, watch the Phantom move along a set path through the room. You need to replicate this on the west side, with the Phantom. Send the Phantom to the northwest Phantom Eye, then lead it onto the green tile. Now, send it directly southward to the corner, straight across to the northeast corner, west to the northwest corner, and finally directly across to the southeast corner and the red tile. If you followed the path correctly, the center door will open. At that point, call the Phantom back to you, and head upstairs to Floor 17. There, go forward and collect the Fire Rail Map at last! Before you get to leave, you will be confronted by Byrne from earlier in the game. Watch the scene with him and Anjean, then you will be back in the tower lobby. Since the Fire Realm is connected to the Snow Realm, head out that way. ========= Overworld ========= Outside in the Snow Realm, head to the southeast corner of the realm and take the eastbound path leading into the Fire Realm. When you arrive, you will find that the mountain has erupted, raining giant fireballs from the sky (if any block the tracks, shoot them with your Cannon). To the east, you can visit the Goron Target Range which is temporarily closed. Otherwise, go all the way east to the mountain structure; that is Goron Village. ============= Goron Village ============= Here, you will see that the way into the village is blocked by lava. Talk to the villagers near the first lava mound and they will mention visiting Kagoron who is praying at the altar further up the mountain. So, go west and up the steps, and continue into the next area. Go west and you will see boulders rolling down the path. The pattern is two boulders, then one, then two again. Keep this in mind and head up the path, standing in corners in between waves, to avoid getting hit. There are two paths you need to take this approach with. Further west, you will see a crystal switch. Hit it and a bridge will form to the north, but for a limited time. Go west and use the Whip on the two wooden poles, then head up the steps and cross the bridge in time. If you go to the northwest from here, you can get to a Stamp Station as well (you'll have to hit the switch again, obviously). From here, simply go north to the new area. Watch the scene with Kagoron at the altar, then talk to him about meeting the elder and going to the Fire Sanctuary. He will agree to help, and asks that you meet him by the train station. So, exit the altar area, and head east along the shortcut (as the sign says). Use the Whip to get across the gap, then go up the steps and follow the high path to the southeast (there are treasures to be found if you wish to drop down to lower plateaus and explore). In the southeast area, drop down and go east to the station. Kagoron will ask you to help get rid of the lava, and in order to do that, he gives you a Freight Car for your train! The hint is to get something cold to clear the lava, so get on the train and head to the Snow Realm! Then, head over to Anouki Village. ============== Anouki Village ============== When you get here, head to the northwest area by the small pond. Talk to the guy there and he will ask you to take him to another body of water to make Mega Ice (which is what you need, coincidentally). Agree to help, and go back to the train. Take him to Wellspring Station to the east. ================== Wellspring Station ================== Once you make it here, go to the dock ahead and the guy will give you a Force Gem! He will ask you to come back in a little bit, so simply enter and exit the nearby house. Talk to him again and buy 20 units of Mega Ice for 25 rupees. Now, head back to Goron Village. The Mega Ice will not melt in the Snow Realm, but go to any other area and it will slowly begin to melt. If you get attacked, that causes some ice to fall out as well, so be careful! Since the direct route to Goron Village is blocked by one of those evil trains, you will need to go north and take the roundabout way. Steer clear of the other two Dark Trains, and get back to the village safely. ============= Goron Village ============= Back in the village with Mega Ice, go west and talk to Kagoron. The way leading to the rest of the village will now be cleared, so head to the large building in the northwest area to meet the Elder. Talk to him and he will let you go through a secret passage in the back of the room. In there, defeat the Fire Keese and go east, north, and west. Use the Whip to cross the northern lava pit, then hit the floor switch to form two bridges. Go southeast and cross the other lava pit, and follow the narrow path going eastward. In the next room, you will see a bunch of pots. Simply ignore them (several of them have Like Likes hiding in them, which will make this very annoying) and head up the steps. Go west to find some stairs. If you want, go west to get treasure, otherwise go up to exit this area. Outside of the cave, go north to enter the Fire Sanctuary. ============== Fire Sanctuary ============== Here, follow the path going around the area, defeating the enemies along the way. You still have to watch out for falling rocks, so be careful. You will come to a point with several torches and only one of them being lit. Light the others from it using the Boomerang, and a bridge will appear. Further south, you will find two more unlit torches. Light them as well and two more bridges will roll out. Head north and go up the steps, and you will find the bridges here. If you go west and north, you will find treasure and a Stamp Station. If you go north and east, you will reach the next part of the sanctuary. There, you will find eight statues facing in different directions. Read the tablet in the middle to find out the story behind this puzzle. In the center row, stand between the middle and right statues, and play the Song of Light. If you were in the right position, a crystal of light will appear, opening the northern door. Go into the cave and you will meet Embrose. You will have to play another song with him, so follow along with the rhythm and play the real thing when you are ready (Purple, Yellow, Purple, Yellow, Blue). After you successfully play the song, a lot of tracks surrounding the Fire Temple will appear on your map! So, when you are done here, make your way out of this room, and backtrack to exit the sanctuary altogether. ============= Goron Village ============= Back in the village, talk to the Elder at his place (you have to pass through there anyway, so you have to). He will mention that monsters are surrounding the temple, and hold the keys to open the way in. Talk to other villagers about it, and they will mention making a short noise followed by a long noise (using your Whistle, presumably). So, get back on the train and head eastward. ========= Overworld ========= As you head towards the Fire Temple, you will see three birds appear on your map, each carrying a key. These are the monsters that everyone in Goron Village told you about. The trick is that you need to approach them head on, and stun them by pulling your whistle twice: one short, then hold it down the second time. If you did it right when the bird was approaching, it will be stunned in the air. Quickly shoot it with your train's cannon and it will drop the key. Be careful though, since these birds will also attack you if you run into them again during this part. Once you recover all three keys in this fashion, the Fire Temple gate will be open. So, head to the center area and enter the next temple. =========== Fire Temple =========== Upon your arrival as usual, go north and enter the first room of Floor 1. Go forward and defeat the Fire Keese along the way. When you come to the locked doors, head west and north. Walk around the spikes and avoid getting hit by the rotating fire poles. When you reach the next room, defeat the three Stalfos and continue southward. Read the tablet and you will find that this room is the same as the one on the east side of the floor. Walk around, taking note of where the trap doors are on this side (and mirror it for the other side). Anyway, get to the east side of this area and go upstairs to Floor 2. There, jump in the cart and ride it to the other end of its track. Open the chest to get a Small Key, then go back in the cart and head downstairs again. This time, go up the nearby steps to a higher ledge. Use the Boomerang to hit a crystal switch across the way, causing a round object to fall to the ground. Drop down and carry the object to the east, where you will find a small volcano. Toss the platform onto it, and you can now jump across to the other side. Pull the block south twice, then push it east, north, and all the way east against the flames so you can progress. Drop into the mirror room there, and get to the west side safely. There is a chest containing 100 rupees in the southeast if you want to get it. Otherwise, head up to Floor 2. Up here, get into the cart and start riding it again. There will be something new though, in the way of crystal switches near intersections of the tracks. If you hit the switch, the tracks will switch so you can get to other areas. Hit the first crystal switch to switch course, then hit the second one. You will reach a northwest platform with a chest containing a Small Key. Get back in the cart and return to the stairs (if you go around again and hit just the first switch, you will get to a chest with treasure). Back on Floor 1, go around to the steps and use them as a shortcut to get past the flames again. Jump across the gap to reach the center area. Now, unlock both doors with your keys, revealing crystal switches. Stand in the middle area and target both of them carefully, and the middle door will open. Go back upstairs to Floor 2. There, enter the room and you will have to fight a Heatoise mini-boss. It can not be hurt by your items just yet, but take note of the electrical enemies moving around the room. When the turtle goes into its shell, stand near those electrical enemies and Heatoise will spin right into them, getting stunned. That's when you run in and attack its head with your sword. Once you defeat it, open the chest to receive the Bow and Arrows! In order to proceed, go into the east room and shoot an arrow into the red eye on the wall. A bridge will form, so go across and head down to Floor 1 yet again. You will see two arrow-like devices; if you hit them, they will change direction, but they will propel arrows in the direction if you shoot one into it. Shoot an arrow into it, which will hit the red eye, opening a bridge. Jump over to the chest containing treasure. Now, strike one of those arrow-shooters until it faces northward, then throw it across the western pit so it lands on the small ledge. Shoot an arrow at it to hit the eye, opening up another bridge. Cross it and make the device point westward, and toss it onto the north ledge. Shoot at it, and another eye will be hit, creating a third bridge. Go across that one and head down the steps to Basement 1. There is not much you can do here with the locked door, so continue down to Basement 2. When you enter this room, four Stalfos will attack you from the sides. Defeat them with two arrows apiece, then go into the south room. Go west and shoot the arrow-shooter to hit the eye. Now, quickly go east and use the Whip to cross the long lava pit. At the other side, go north and defeat the Stalfos, and hop across the platforms in the lava. Ride the third one when it shoots upward, then jump across the last one to reach the safe platform. Get the treasure out of the chest, and use the Whip to continue southward. When you land, hit the floor switch to open the door behind you. Go across the narrow path, avoiding the Blade Traps along the way. At the end, wait for the last trap to move upward before heading south. Go south and east to the end, and you will see two unlit torches. The trick here is to attack the Fire Keese and target the unlit torches so their flames light the torches. Once both are lit, a platform will appear to the west. Go back and jump across that ledge to reach the steps; head up to Basement 1 again. As soon as you enter the room, you will face two Heatoises. Use arrows to kill them both from a distance. Once you do that, read the tablets and take note of the order each one says to hit the eyes above (you will do that soon). For now, go down the western stairs to Basement 2. Follow the path around until you reach a floor switch. Before you hit it, go north and hit the arrow-shooter so it points west, then pick it up. Place it against the wall directly north of the switch, then step on the switch. Shoot an arrow northward and it will hit the eye beyond the door (you need to stay on the switch). This will cause a platform to fall into the room. Take it to the north and toss it onto the small volcano to the west. Go back and grab that arrow- shooter, and carry it northward. Ride that platform to the new area in the northwest. Hit the southeast crystal switch to make a pole appear. When the small volcano in the southeast erupts again, grab the platform back. You will see three small lava pits in this area. Toss the platform on the west one. In the northeast area of the room, strike the arrow-shooter until it faces the northeast, then grab it and toss it into the southern lava pit. Finally, strike the other shooter you brought up here from below, and hit it until it faces the west. Toss it into the eastern pit. Now, stand on the platform to the west, and use the Boomerang to hit the crystal switch. Shoot an arrow to the diagonal arrow shooter, then when its arrow hits the right eye, shoot an arrow into the left eye quickly. If you did this right, the northwest door will open. Drop down and open the chest in there to get a Small Key. Next, go southeast and drop to the lower area. Swing across the next pit with your Whip, and go north to Basement 1. Now that you can, unlock the door and continue onward to the cart. Here is the fun part now; you get to ride past those four eyes with the tablets below them. You will only be able to really hit one each time you pass (the track loops; don't hit the crystal switch when you pass it to continue looping, hit it to go back to the start). Once you hit the four eyes in order, the track will switch to the north, allowing you to reach the next area. When you dock there, go back into the cart and ride it clockwise this time. As you reach the southwest area, aim your Bow and shoot at a crystal switch in the corner. If you hit it, you will be able to reach a Stamp Station via the western track. When you're ready to continue, dock in the center area and go downstairs to Basement 2, then on to Basement 3. On the third underground level, check the map on the west wall. Mark the five spots on your map, then use a Bomb to clear the boulder to the east. Toss the platform onto the small volcano and ride it upward to the cart, then jump in when you are ready for a long ride. Hit the first crystal switch, then the third one (both are spots you should have marked on the map). When you reach your stop, go southwest and use the Whirlwind to push the Big Key westward into another cart. If you want, you can go north and use the Whip to cross a gap and reach some treasure. Then, go west and equip your Bow, and jump into the cart riding across from the one containing the Big Key. Hit the first, second, and fourth switches as you approach (the ones you marked on the map). When you get to the end with the Big Key (if you miss, you just have to do it again, no big deal), open the big lock and go down to Basement 4. Check the tablet to open the way back to the entrance if needed, then break the pots for arrows and hearts. When you are ready to go, step into the next room. You will meet Cragma, Lava Lord, as the temple boss. Read the Bosses section if you need help defeating this creature. Following the battle, the final piece of the Tower of Spirits will be restored, and new tracks will appear. Open the chest to get a Heart Container, then step into the light to exit the temple. Back downstairs, all that's left to do is board the train and make your way to the Tower of Spirits. Of course, you can go exploring the realms to get more Force Gems and unlock new areas as well. ================ Tower of Spirits ================ When you arrive, go upstairs as usual to the last door atop the spiral stairs. On Floor 18, you will see three Phantoms patrolling the area. There is a Tear of Light in the southeast corner, but two groups of bombable blocks stand in the way (you need two Bombs to clear through each set). Patiently wait for the Phantoms to move away, then clear the blocks one set at a time (run back to the safe area if needed, it's recommended). Once you get the first tear, make your way to the northwest corner of the floor. Some hallways are divided by bombable blocks, to make passage quicker for you. There are also large blocks you can't move right now. In the northwest safe area, pull the first block all the way westward. When you get to the second block, pull it west and south, then hit the floor switch at the end to make a chest appear in the northeast area of the floor. Make your way over there, using the Whip to cross the gap, and open the chest to get a Small Key. With it, go to the north-central area and unlock the door to get upstairs to Floor 19. Up there, go east and up the steps in the corner to grab the arrow shooter. Take it all the way west and south, then toss it onto the discolored tile near the floor switch. Strike it to face westward, then stand on the floor switch to open the door. First, use the Boomerang and target the second arrow shooter inside the door twice so it faces northward. Then, shoot an arrow into the first one, allowing you to hit the red eye switch, which causes a bridge to form in the eastern area. Go back around to the east side, and cross the new bridge. At the other side, start to go west and a Phantom will appear. Quickly go all the way west to the end, and bomb through the blocks leading to the safe area (hit the bombs with your sword to quickly detonate them). When the Phantom retreats, go to where the second Tear of Light is, and bomb the blocks surrounding it to grab it. Now, go west to the stairs and head up to Floor 20. Wait for the slow-moving Phantom to get out of the way, then go to the northeast corner. Pull the block to the west and north, so it sits between the two higher platforms. Next, go to the southeast corner to find a stack of boulders with an arrow shooter atop it. Bomb the pile to knock it down, then carry the shooter to the northeast area. Jump across the block and place it on the special tile at the other side, facing southward. Bomb the blocks in the center of the room (go to the safe area if you get spotted by the Phantom). Once they are gone, get to the western ledge by going up the steps. Use the Boomerang and hit the leftmost arrow shooter to the south twice, so it faces northward. Now, go to the northeast area and stand on the floor switch. Shoot an arrow to the west and you will be able to hit the red eye through the door, opening the way to the last Tear of Light! Grab the tear and attack the Wrecker Phantom to possess it. It can roll through blocks and push those larger ones you found downstairs. So, head back down to Floor 19. Have Zelda roll to the east through the blocks and into the Wrecker Phantom to stun it, following along as Link. Then, quickly hit that Phantom in the back and possess it instead. Once it's cleared, go north and clear the enemies with the Phantom. Then, head into the western alcove and roll through the statues as the Phantom to clear them. In the center area, go up the steps and hit the arrow shooter to point it northward, then shoot an arrow at it to make a chest containing treasure appear. After that, go down the nearby stairs to Floor 18. You will arrive in a large puzzle room. Start by going around to the west side of the nearby large block as Link, and pushing the small block all the way northward. Direct Zelda's Phantom to push the large block to the west a couple of times, then north and west onto the two floor switches in the corner. Back in the center of the room, have Link push the small block south one space, then all the way to the western end. Then, pull it as far south as you can by the single floor switch. Have the Phantom pull the large block nearby to the east, then go around and push the small block onto that southwest switch. In the southeast corner now, have Link move the small block northward two spaces. Then, have the Phantom move the left large block two spaces to the left (it'll have to pull once from the left, then move around to the right side and push). Once that's done, have the Phantom push the right large block northward one space. Now, have Link move the small block south, east, and south onto the single floor switch in the southeast corner. For the final corner in the northeast, you need the Phantom to pull the large block south one space. Then, have Link get to the northwest corner of the room and pull/push the remaining small block all the way east, then north and onto one of the two switches in the corner. Move the Phantom onto the other switch, and the spikes will finally be lowered. Go around as Link to the chest to collect the Small Key! Now, go back upstairs to Floor 19. Once there, unlock the nearby door and continue up to Floor 20. Follow the path around to the boulders, then have the Phantom roll upward while Link follows behind, clearing the boulders along the way. Continue ahead and hit the crystal switch if you want (you can't reach the door it unlocks just yet anyway). Zelda will mention that she can't cross the lava as a Wrecker Phantom. So, have the Phantom roll to the south through the rows of blocks, and then the both of you go up to Floor 21. When you enter the main room here, go to the middle area and stand on both floor switches. The door will close and four Stalfos will appear. Defeat them, and three Geozard Chiefs will appear. A Rat will also appear, rendering Zelda useless until you kill it. Use the Whip to take the enemies' shields, then defeat them all. Kill a second Rat and the door will open, but four Phantoms will surround you. You need to quickly run to the southeast safe area, then attack any of the regular Phantoms to have Zelda possess them instead. With that done, go back down to Floor 20. Get to the lava area again, and have the Phantom walk in, with Link jumping atop its shield. Ride the Phantom to the west end of the lava area, then jump onto the ledge and pick up the first arrow shooter. Carry it back to the southeast area of the lava pit, and jump onto that platform. Go up the steps and toss the shooter onto one of the special tiles, then hit it so it faces east. Next, ride the Phantom to the north area and use the Whip on the poles to reach the high west ledge. Strike the arrow shooter so it faces the west, then pick it up and call the Phantom near so you can jump aboard. Ride it to the southwest platform, then jump off and drop the shooter on one of the special tiles. Ride the Phantom back to the north area and use the Whip on the poles to get back onto the high ledge. With Link up there, send the Phantom back to the southwest ledge where you just dropped the other arrow shooter. Have the Phantom pick it up and stand on one of those tiles. Then, have Link shoot at the southeast arrow shooter (the one facing east) to trigger the eye switch, opening the west door. Shoot the southwest one next, which will trigger another switch inside the door, opening a second door which leads upstairs. Move the Phantom all the way east and onto dry land, while Link moves east via the poles using the Whip. Attack the Phantom to make it drop the shooter, then ride the Phantom's shield across the lava to the stairs. Go upstairs to Floor 21. Up there, go around the corner and continue up to Floor 22. In the new area, lead the Phantom north and west through the fire, then all the way south and east to where the Big Key is on your map. Lead Link around to where the Big Key is as well, then send the Phantom through to pick the key up. At this point, four Key Masters will appear. Lead the Phantom to the northwest corner of the floor, while Link kills the Key Masters along the way. Once you get to the fiery parts, lead the Phantom all the way eastward on the path that runs alongside the pit. As Link, follow along on the parallel path, shooting arrows to kill the other two Key Masters. Place the Phantom on the circle tile at the end, while Link stands on the corresponding one across the way. After you switch places, send the Phantom southward and put the key into the hole. The enemies will disappear, as will the flames, so send Link around to meet the Phantom, then head up to Floor 23. Break the pots to recover if needed, then have both Link and the Phantom open the large door ahead. A blue ring of light will appear if you want to go back to the lobby. Let's go onward into the next room! In here, you will have to do battle with none other than Byrne. Read the Bosses section if you need assistance here. After the battle, go through the opening and you will be outside. Head up the spiral stairs to the roof, and witness the scenes ahead. After the lengthy scenes are over, you will receive a Force Gem from Anjean, allowing you access to the desert and the Sand Temple. You can only access the desert from the Ocean Realm for now, so you will exit the tower into that realm automatically. ========= Overworld ========= In the Ocean Realm, make your way to the new tracks, and take them into the northern desert region on the map. You will want to draw a route to the tracks that seemingly lead to a dead end in the middle of the desert region. You should also ride around the area and observe the four large statues alongside the tracks, and take note of the direction each one is facing. When you see the enemies, blow the train's whistle and attack with the cannon. When you get to the dead end section, stop at the station for the Sand Sanctuary. ============== Sand Sanctuary ============== In this new area, there will be two platforms with statues and bomb flowers, and a tablet in the center. The key to completing this puzzle is knowing where those four large statues face. The pathway here also resembles the currently available section of tracks in the region. Compare the realm map and draw the statue locations, and the directions they face, on the current map. To make this easier, get to the tablet in the center area. From there, look on the map and you will see a rectangular area just to the southwest. Bomb the northeast section of the rectangle and you will reveal some stairs. Go into the underground room, and continue into the second room. You will meet Rael, the guardian of the Sand Realm. As usual, you will need to play the song with him. Follow the rhythm/timing and play your notes (Green, White, Blue, White, Blue, Green) correctly to complete the song. New tracks will appear in the northeast area of the Ocean Rail Map, leading to the Sand Temple. Rael will mention that you need to pass three trials, however (a big eye in the shadows, twisting tunnels, and the temple). When you're ready, exit the cave and the sanctuary altogether. ========= Overworld ========= Now that there are new tracks, it's time to get going with those trials. Head to the northeast area and enter the cave. Shortly after entering, you will meet with that giant creature with a big yellow eye that follows you from behind (you will remember it from the Snow Realm earlier). The strategy is the same; quickly pummel its eye with blasts from your cannon to stop it temporarily. However, this time around, there are parts where the monster's eye will be closed. To open it, shoot one of the explosive barrels hanging on the walls nearby, and continue hitting its eye. You need to be very quick in shooting repeatedly, or you will certainly take damage. It's a long ride through the cave, but once you defeat the monster, you will make it out safely! For the second trial ahead, there are a series of twisting tunnels to pass through. The trick is, you must follow a set course or else you will make no progress and ultimately end up at the start (ala the Lost Woods). The path to take is the following (it begins as soon as you enter the first cave): Area 1: Northern exit (go in reverse as soon as you enter the area) Area 2: Eastern exit (go in reverse as soon as you enter the area) Area 3: Southern exit If you follow these directions properly, you will make it through the twisting tunnels trial (and find three Desert Rabbits in the process). With that done, continue southward back to the Ocean Rail Map. At the fork ahead, go east to activate Warp Gate H, then head westward. As you approach the temple, you will find there are cannons mounted all along the sides. You can destroy them with your cannon, which is highly recommended. It's also recommended you attack from a distance, so you don't quickly die here. You must destroy ALL of the cannons in order to unlock the temple. There are 12 cannons total (three on the sides, four in back, two in front). Once you clear them, the temple doors will open, so proceed into the Sand Temple. =========== Sand Temple =========== After you arrive at the station, go north as usual to the first real room. In there, go east and you will see boulders rolling down the hall. The pattern is as follows: one on left, one on right, two on left, two on right. With this in mind, go north while avoiding the boulders. Take the second path to the west and you will see an eye switch surrounded by four boulders. Try to shoot between the boulders to hit the switch, opening the room ahead. Open the chest in the room to get a single rupee, then the door will lock behind you. Defeat all of the Stalfos that appear, then open the new chest to get a Small Key. Make your way back to the entrance area, past the boulders and all, and go up the steps. Unlock the door there and go on up to Floor 2. Here, drop down to the lower sandy area and head south. Avoid the sand enemies for now and continue to the southeast. Go north into the next part of the room and you will find three spiked rollers. Make your way to the north end of that room, running between the middle and right rollers, and go upstairs to Floor 3. Up here, go into the room and defeat the three Stalfos that appear. After that, go down the hall and open the chest at the end to receive the Sand Wand. This neat item allows you to raise up sandy surfaces so you can reach high ledges. You will hear some shaking in the room, so head back east and you will find the door leading out is closed. So, get to the northwest area and use the Sand Wand to raise the sand under your feet, that way you can reach the high ledge. Then, walk around to the stairs and go back down them. On Floor 2 again, you will need to get past the spiked rollers again. If you use the Sand Wand, you can reach the chest on the west ledge to get 20 rupees. To get the chest on the opposite ledge, you need to stand on the west ledge, then line up the three rollers using the Sand Wand to block them from moving. You can then run across the three stopped rollers to reach the other chest, containing treasure. Get to the southwest room and you will have to deal with the sand enemies now. Use the Sand Wand on them and they will each turn into a solid column you can attack/kill with your sword. Defeat them, then continue north to find a spiked roller. Use the Sand Wand to get yourself to the upper ledge, then stop the roller so you can walk across it and go back downstairs to Floor 1. Back here, go south to the main area with the crystal switch and the boulder enclosed in a sandy area. Use the Sand Wand to maneuver the boulder onto the circular device to the south. Once it's there, hit the crystal switch and the hammer will knock the boulder into the wall ahead, revealing some stairs. Don't go down them yet; instead use the Sand Wand to reach a ledge on the left side of this enclosed area, where you will find a chest with treasure. In the southwest area of the floor, you will see a sandy path and a large object in the way. Use the Sand Wand to push the object along the path and eventually into a pit at the end. Then, use the Whip to cross the gap via the wooden poles overhead. When you reach the second ledge, repeat the same process as before to move the large object to the east. When it stops, squeeze through to the north and you will find a sandy area in front of a wall of three eye switches. Use the Sand Wand to raise yourself up, then quickly shoot the two high eyes with arrows. When you drop down, quickly hit the third middle one and the door will open. In that room, go north as far as you can, then stand in the right alcove and use the Sand Wand to move the large object all the way to the south. Then, go north and get to the northwest ledge using the sand. You will see two sets of steps leading to the center area, as if to form a bridge. Use the Sand Wand to roll the object back to this point so you can walk across it, then go south and repeat to get across the second set. When you make it to the southwest upper ledge, defeat the sand enemies in the room to make a chest appear in the adjacent room containing treasure. Head north from there and use the Sand Wand to push yourself over the barrier so you can read the clue on the wall. Get back over the barrier and head south and east to get out of here. Make your way to the eastern portion of the floor where the boulders are. Get across to the east side and use the Sand Wand to reach the higher ledge. Go north as far as you can, then wait for the pair of boulders to roll, then quickly jump down and run to the northwest safe area. Stand on the special tiles and use the Sand Wand to move the boulders out of the way so you can shoot the eye switch with an arrow. Enter the western room and there will be three Sand Octives to fight. Use the Sand Wand where you see the sand kicking up, and the enemy will emerge stunned. Use the Sand Wand to raise yourself up, then attack with your sword. Once you defeat them all, get to the higher ledge using the wand and open the chest to get 20 rupees. You will see a sandy path to the south; use the Sand Wand all over it and you will uncover a Small Key (as per that clue on the wall before). Now, go south and get over the barrier, and head downstairs to Basement 1. Down here, cross the quicksand with the Sand Wand and unlock the door. You will be in a room with two floor switches and two sand enemies. Turn the enemies solid, then place each on a floor switch to open the door ahead. Run through the door and you will reach a quicksand pit ahead. If you go west and around the corner, you will reach a Stamp Station. If you go east, you will proceed onward. In any event, you will need to use the Sand Wand to make a path, then quickly run onto the sand and create the next part before the sand disappears. There are arrows shooting at you, so you need to form a path that passes them, then run across between shots. Once you make it to the far east area, you will see a large blue block with a diamond on one side, in an enclosed area. Use the Sand Wand and push it south, east, south, east, north, and west. Go into the southern room after the door opens. In here, use the Sand Wand to stop a rolling boulder, and maneuver it onto the circular part of the catapult. Stand on the floor switch to the south and trigger the crystal switch from a distance to start the catapult, clearing the southern wall. Stop another boulder and place it on the floor switch, then run across the southern bridge to the next room. Go west and you will find another puzzle, this time involving two blocks with a blue diamond and red circle on them. Get to the northwest block, hit the floor switch nearby, then and use the Sand Wand to move the block as follows: east, east, south, west, south, east, and east again. After it's in place, move it to the east and south temporarily so it's in the corner. Now for the northeast block, move it west, west, south, east, south, west, north, and west. With that one in place, move the first block north and west, plugging both blue holes and opening the western door. In there, get past the spiked roller by ducking into the southern alcove as you cross. In the room ahead, defeat two Stalfos and collect the treasure from the chest. In the northern area, you will find two spiked rollers. The trick here is to stand in the northern area of the sand, then use the Sand Wand to raise yourself up, but block the southern roller so you can run across it to reach the south ledge. Hit the floor switch there to open the north door. Then, stop both rollers in a row above and run across them to enter the next room. Defeat the Sand Octives and the northern room will open up. Go into the northern room, seemingly empty and full of sand. Use the Sand Wand to uncover rupees and, more importantly, the Big Key. Carry the key all the way back to the second block puzzle area. At the north end, you will find a pit of quicksand. Put the key down for now, and cross over to a northeast alcove, where there is a chest containing 20 rupees. The red door blocks the way forward, so you need to fix the block puzzle here. Move the northwest block as follows: west, south, east, north, west, south, east. For the southeast block, move it to the west, south, east, north, west, south, and east. This will plug the red circles, opening the northern door. Cross the quicksand and toss the Big Key into the keyhole, and head downstairs to Basement 2. Here, use the Sand Wand to get to the upper level ahead. Break the pots on the ledges to the side if you want, and check the tablet to make a blue light leading to the entrance appear. When you are ready, go forward into the final room. You will meet Skeldritch, Ancient Demon. Read the Bosses section if you need help winning here. Once the battle ends, open the chest to get a Heart Container, then go down the stairs that appear. In the room below, go west and north to reach another chest. Open it to find the Bow of Light. This will allow you to shoot Light Arrows by holding down the stylus when aiming with the Bow. Use it to shoot the eye switch to the north, which will form a bridge so you can cross the pit. Go across and step into the blue light to exit the temple. Board the train and you will talk to Anjean for a bit. Watch the scenes, and obtain the Lokomo Sword from Anjean. You will then leave the temple with the train. ========= Overworld ========= From the temple, use Warp Gate H as a shortcut to get out of this immediate area. You can head over to the Tower of Spirits, or you can check out side areas (collecting Force Gems and such). When you are ready to progress the story, go to the tower. ================ Tower of Spirits ================ When you arrive here, go into the northern room and head up the spiral stairs to the very top like before. At the top, step into the blue light and continue through the rooms to end up outside of the tower. Go up the stairs to the roof, and you will find the final Stamp Station here! You will find two eyes in the center area nearby; shoot them with Light Arrows (hold the stylus as you aim the Bow to charge the arrows) to make stairs leading into the tower appear. Go down them and enter the new room, where you can break pots to recover your health and other items. When you are ready, go into the next room to reach Floor 30 of the tower. On this floor, you can't do a whole lot at the moment. That said, go north and head down to Floor 29. In the darkened room, you will find numerous Phantoms patrolling the area. You can't really get past them, so simply attract attention and attack a Phantom from behind so Zelda can possess it. Then, go back upstairs to Floor 30. Here again, go east and send the Phantom across the spikes and onto the floor switch, which will lower said spikes. Run across as Link, then send the Phantom into the lava. Have Link jump onto the Phantom's shield. Next, wait for the Phantom to move out of the way, then stand in the center area but close to the eastern safe zone. There are two crystal switches, one to the north and one to the south. Hit them quickly, one at a time, with your Boomerang, to open the east door. Once you do that, jump onto the ledge and call the Phantom, and continue to Floor 29. Down here again, walk around the area, blowing out the torches with the Whirlwind (there is a tablet to the west that tells you to do this). Be careful of the ghosts along the way! Once all of the torches are unlit, the door leading to the Phantom-filled area will open up. Consult your map to reach the door, then wait for the Torch Phantom to come by, and attack it from behind so Zelda can possess it instead. Relight the torches if you want, then go back up the stairs to Floor 30. Cross the lava by riding on the Phantom's shield, and head north to the stairs leading back to Floor 29 yet again. This time around, avoid the Phantoms and make your way through the dark room to the far west area. You will find two unlit torches there; light them with your Torch Phantom's sword, and the door will open. Go down those stairs to Floor 28. In that room, go south and defeat the Stalfos Warriors. Head north and defeat the single one there as well, then return to the stairs, using the Sand Wand to get back up. For the tricky part, you will see two unlit torches in the northern area. Place the Phantom at the edge of the platform above the sand first. Then, raise the sand leading to the northeast torch from that platform (with the Sand Wand), and quickly have the Phantom walk across it to light the torch. Repeat this to send the Phantom to the second torch. Once both are lit, two chests will appear in the southern area. Get the Phantom back to the middle area using the same approach, then jump from the high ledge onto the Phantom's shield. To reach the two chests, you need to create a path using the Sand Wand while riding on the Phantom's shield (it helps to hold the L or R button while doing this, since you can quickly raise the sand and control the Phantom as needed). The eastern chest is most important since it contains a Small Key (the other one has treasure). Once you get the key, bring the Phantom back to the stairs, then go back up to Floor 29. As soon as you arrive, stay still until the nearby Phantom moves away. Then, make your way across the room to the safe area, and head up to Floor 30. Cross the lava area with the Phantom and head back down to Floor 29. This time, make your way west in the dark, through the door you opened before. Use your Torch Phantom to light the unlit torches along the way, and you will see a Warp Phantom appear further to the west. Light the torches as you approach it, then hit a wall to get its attention. Then, attack from behind and possess the Warp Phantom. Go to the spot where it was standing and shoot the eye with a Light Arrow, which will light a torch and reveal another switch to the east. For now, go back to the northeast safe area and return to Floor 30. Cross the lava and go back down the other stairs to Floor 29 once more. If you control your Phantom and have it talk to the others, you will hear about a secret room. Make your way to the far northwest corner, and bomb the north wall near the corner to reveal the secret room. Go through the passage and you will end up in a new part of Floor 30. Where you emerge, go south and bomb the stack of blocks to find a hidden chest containing some treasure. Now, stand on the sand and use the Sand Wand to raise yourself upward. Jump onto the Phantom's shield and get to the northeast ledge, and step on the floor switch to make some Phantom Eyes and another Phantom appear elsewhere on the floor. Jump down and go south with the Phantom. Stand on the circle tile as Link, then draw a path to the southwest Phantom Eye. When it flies over the other circle tile, warp your Phantom over so you both switch places via the tiles. Once you do that, go east with Link to the safe area for now. Draw a path for the Phantom so that when the southern Phantom Eye reaches the northeast area of its path by the spikes, you target it and warp your Phantom over. After that, walk the Phantom through the spikes and onto the nearby triangle tile. Put Link on the other one and you will switch positions. As Link now, go all the way north to find a Warp Phantom guarding an eye switch. Get its attention and let it chase you into the sandy area. Once the enemy Phantom sinks into the sand, quickly run to the eye switch and shoot a Light Arrow at it to open the southern door. Now, go back to the triangle tile and switch positions again with the Phantom. Send Link to the eastern safe area, and move the Phantom across the spikes so you can reunite. Use the Sand Wand to raise Link up, then jump onto the Phantom's shield. Continue eastward and defeat the enemy atop the Armos Statue. Stand at the edge of the nearby pit while atop the Phantom, and hit the arrow-shooter with the Boomerang twice to point it upward. Then, shoot a Light Arrow to hit an eye switch, opening the eastern door. Jump off and head down to Floor 29 yet again. Get behind the Wrecker Phantom and possess it with Zelda. After that, go west and north to find the second eye switch; use a Light Arrow and a chest will appear in the safe area. Go back and open the chest to get a Small Key. Next, go back upstairs to Floor 30. Go north and use your Wrecker Phantom to clear the statues there, revealing a chest. Open it to get a third Small Key. Go back down those stairs to Floor 29 yet again. Go west and light the unlit torch with your Boomerang after targeting a lit one, and the two remaining doors will open. Go through the first one to the west, then go west and south to a safe area. There will also be stairs, so take them down to Floor 28. There are three locked doors, all leading to Floor 27, but the path you take in each depends on what Phantom you have possession of. Start by opening the eastern door and heading down to Floor 27 through there. You will see three eye switches to go after here. Go south and west to find a path where boulders roll down from the north. If you go south and send your Wrecker Phantom up the steps and through the blocks, defeat the Phantom Eye and have Link read the tablet to find out about the three torches. From here, drop to the lower ledge and send the Wrecker Phantom northward through the boulder area, having Link follow close behind. At the end of the path, go into the safe area and hit the crystal switch to stop the boulders from rolling anymore. Go south and use the Wrecker Phantom to clear the statues and blocks out of the way. With that done, go back to the stairs and return to Floor 28, then onward to Floor 29. In the darkened room once more, go north and attack the Torch Phantom from behind, and possess it. Then, go back down to Floor 28 and unlock the western door this time. Follow that path to return to a new part of Floor 27. There, use the Boomerang to stun the nearby Phantom Eye, then hit the floor switch to form a bridge across the sand. Lead the Phantom across it, then use the Sand Wand to raise Link up, and jump onto the Phantom's shield. Go south and west, and use the Whip to swing across the pit via the wooden pole above. Hit the floor switch to make a bridge spanning the pit appear, and lead the Phantom across it. Go north and you will trigger the Phantom Eye and a new Phantom ahead. Avoid the Phantom Eye and defeat the Stalfos Warrior from a distance using arrows, then wait for the new Warp Phantom to turn away. Use the Sand Wand to get onto the higher ledge, then possess that Warp Phantom. With that done, stand atop the narrow steps so the Phantom Eye doesn't bother you. Use the Sand Wand to raise the sand to the west, and have your Phantom walk across to the arrow-shooter. Pick it up as the Phantom, then have Link use the Boomerang while the Phantom holds the arrow-shooter, making it face northward. Then, shoot a Light Arrow so you can hit the first eye switch in the northwest corner. Next, lead Link to the northeast sandy area. Defeat the Stalfos Warrior, then draw a path for your Warp Phantom to reach the eastmost Phantom Eye on the map, warping it over. When it arrives, lead the Phantom northward and onto the circle tile. Have Link stand on the one on the other side, and you will switch places. Move the Phantom onto the floor switch atop the nearby steps, which will open a door revealing the second eye switch. As Link, go south and shoot a Light Arrow across the pit at the arrow-shooter, so it hits the eye switch around the corner. At this point, you only have one switch to go! Draw a path for your Warp Phantom to warp to the eastern Phantom Eye again, so you can both be united. Then, go northeast to the safe area. Hit the crystal switch and go down the boulder hall, and continue northeast to the stairs. Go back up to Floor 28, then to Floor 29. In the dark room, get a Torch Phantom, then go back down to the final locked door on Floor 28. Unlock it and take the center path to Floor 27 once more. Down here, you will find four unlit torches which you must light in a certain order. The order is as follows (use the Torch Phantom to light the western two, and the Boomerang to hit the eastern ones): 1 3 4 2 Once the torches are lit, the spikes will be lowered and the southwest door will open. Go around to the other side and shoot a Light Arrow through the open door to hit the final eye switch. The northern door will open, so head to the north. Before you reach it, use the Boomerang to stun the Phantom Eye, then kill it and head north to the stairs. Head down them to reach Floor 26 at last! When you arrive, you will be surrounded by electrified ChuChus. Use arrows to defeat them, then beat the various Stalfos that appear next. After them, you will need to beat three Geozard Chiefs at once. Use the Whip to remove their shields to make it easier, then kill them all. Once you're done, the doors will open. So, head downstairs to Floor 25. In here, you will find several Phantoms wandering the halls. Wait for the Torch Phantom in the second hall to come to the east side, then attack and possess it. Use it to light the two torches by the southern door to open it. Be careful since a Phantom Eye will now appear in the second hallway as well. Move Link into the safe area on either side of the room, and send your Torch Phantom into the center room. There are two Phantoms, with one facing southward. Approach it from the side and talk to it with your own Phantom. Then, have Link run in and possess the Warp Phantom from behind (you will most likely be spotted after you do this, so be ready to run). With the Warp Phantom, get to the western safe area. Wait for the Wrecker and Torch Phantoms to move away, then go into the second hallway and get spotted intentionally by the Phantom Eye. Run northward and cross the sandy area with it on your tail, then quickly switch to your Warp Phantom and warp to the Phantom Eye's location. With both of you on the north side of the sand, have the Phantom stand on one floor switch while Link stands on the other. This will open the center door behind the last Phantom. Now, go back across the sand as Link and possess the Wrecker Phantom on the west side. Draw a path for the Wrecker Phantom leading into the center room, and go right through the Phantom standing in the way, as well as clearing the statues in the safe area. Since the Wrecker Phantom will stun the other Phantoms by rolling into them, repeat this and run over as Link while they are still stunned. Once you are both in the central safe area, push the door open together and continue to Floor 24. In this final room, open the chest to receive the Compass of Light! Tracks will appear in the Forest Realm, leading to the Dark Realm and the Demon Train. Step into the blue light that appears in the corner, and you will be in the tower lobby. Head to the Forest Realm and make your way to the southwest area when you are set to progress the story. When you are ready, go ahead and enter the Dark Realm. ========== Dark Realm ========== When you arrive in the Dark Realm, you will find that your train moves a lot faster. There are six Dark Trains in the area, and the objective is to destroy them all. To do that, you must grab a Tear of Light, which will make you faster and much stronger for a period of time (for an added speed boost, use the whistle during this time). Then, simply run into a train to destroy it. There are warps on the west/east edges of the map, and they coincide with each other, so pay attention to find your way through the area. The Tears of Light will respawn as well, which is very helpful. Once you manage to destroy the six trains (it takes patience, good timing, and strategic usage of the warps), you will go ahead to the next area. You will meet the Demon Train, and will do battle with it, train to train. Read the Bosses section if you need help defeating it. Following the battle with the train, save your game, then watch the scene inside your own train with Anjean and Byrne. You will then have to do battle with Cole and Malladus, who is possessing Zelda's body as a puppet. Read the Bosses section again if you need assistance. Following that battle, watch the scenes and you will have one final battle with Malladus to go through. Once you defeat Malladus the second time, watch the scenes ahead and enjoy the credits. Congratulations on beating The Legend of Zelda: Spirit Tracks! ***************************************************************************** -=-=-=-=-=-=-=-= -= 6. Bosses -= -=-=-=-=-=-=-=-= Stagnox Found: Forest Temple Strategy: The first boss you will face in the game is a giant beetle, basically. It starts off standing in the center of the room facing you at all times. Stay still and wait for it to lower its horns as to attack, then run around to the boss's poisonous backside. Use the Whirlwind to clear the clouds, stunning Stagnox temporarily. Attack its purple abdomen with your sword numerous times. Repeat this pattern until the boss takes flight for the second part. It will drop three Blastworms into the arena as well. Hit them with your sword to curl them into spiked balls. Stand behind one and wait for Stagnox to swoop down from above (watch the top screen), then use the Whirlwind and blow the spiked ball at the boss, stunning it. Then, attack the abdomen with your sword. Repeat this until the boss is defeated. Fraaz Found: Snow Temple Strategy: There are three phases of the battle here, where you must use fire and ice to help bring down this boss. For the first part, there is a fire torch and an icy torch. When Fraaz glows red or blue, target the opposite torch with the Boomerang and target Fraaz to stun it (if he glows red, use ice, and vice versa). When stunned, run in and attack with your sword. Fraaz will then split into two smaller versions, one of each element (look at the top screen to figure out which is which). Use the opposing torches on each to defeat them, making Fraaz whole again (be quick or one may try to revive the other). For the second phase, the torches are gone, so you need to wait for Fraaz to use a fire or ice attack (avoid both, of course), which will stay on the ground for a short time. Then, if Fraaz glows an opposite color, target the previous attack's remnants and then the boss with your Boomerang to stun it. Then, run and attack with the sword again. When it breaks into two smaller ones, repeat the same approach to take them down. The final phase is basically the same as the second one, only with shorter times between attacks and longer attacks. Repeat the same pattern as before (it will take a couple of hits with the opposing element using the Boomerang, so be quick), and you will win the battle. Phytops Found: Ocean Temple Strategy: For this battle, Phytops will initially be covered with poisonous clouds. You will be bound to a small area by its two thorned tentacles. It will rain poisonous blobs on you, so watch out for those. Using your Whip, pull a thorn from a tentacle and toss it at the boss's head in the middle area. Do this twice to make its yellow eye appear. Send another thorn into its eye, and Phytops will be stunned. At that point, run over and quickly attack with your sword. Once it recovers, the boss will try to beat you down with two of its tentacles; move back and forth to avoid getting hit. The same pattern as before will repeat, but this time, Phytops may use two of its other tentacles to beat down upon you while you pull thorns from the other ones. Avoid all of this and clear a way to its eye so you can stun and attack it once more. For the final part of the battle, it's all the same, except for the fact that the side tentacles will rotate around the room, making it harder for you to grab thorns. Regardless, keep up the same attack pattern and you will defeat this boss. Cragma Found: Fire Temple Strategy: This boss fight is actually an exciting one, especially since it involves riding in a cart during it! To start off Cragma will try to crush you with its arms, so move around to avoid that. Just before it does the attack, you will see a glowing yellow spot on Cragma's body; shoot it with an arrow to prevent the attack. The room will shake and a large boulder will fall, as will smaller fireballs to damage you. Stand near the boulder and wait for Cragma to attack, then move out of the way so the boss destroys the boulder (or you can just use a Bomb). Take the platform that's revealed and toss it onto the lava spouts in the eastern area, then jump across and into the cart. Keep your Bow ready and shoot at the yellow spots on the boss's body and hands as you head upward (the tracks switch automatically as you progress, don't worry). When you manage to reach the top, shoot Cragma in its eye to stun it. You will then ride back down to the ground, where you can hit Cragma's head numerous times with your sword to cause more damage. Now, repeat this same pattern until you totally defeat it. If you get hit while riding the cart, you will just have to get another platform so you can reach the cart and continue where you left off with the attacking. Byrne Found: Tower of Spirits Strategy: The battle against Byrne is really not as difficult as you would imagine. It takes place in a cage-like arena with Byrne jumping along the perimeter of the cage, shooting projectiles to attack. After a few such attacks, he will try to target you with his gauntlet, so keep moving to avoid being hit. Once the gauntlet is on the ground, move the Phantom to grab it, pulling Byrne down. At that point, run up and attack with your sword. Repeat this until Byrne stays on the ground level with you. For the next part, Byrne will hop around the room attacking you; attack with your sword aggressively until he starts glowing purple. Hide behind the Phantom and Byrne will attack. The Phantom will block it, so run behind Byrne and attack with your sword. After that, repeat the same pattern until you win. Skeldritch Found: Sand Temple Strategy: This skeletal boss has several segments and sits in the center of the sand-filled area. Its two attacks consist of opening up its front compartment and sending boulders rolling towards you (stop them by raising the sand with the Sand Wand), or shooting lasers from its eyes (run around the room to avoid it). There are four catapults in the room as well. For the first part, you want to stop a boulder using the Sand Wand, then direct it onto the circular pad in front of a catapult, then hit the crystal switch to launch it at the boss. This will knock out one of the segments, shortening the stack. Do this twice, since the first two segments are not armored. From the first hit onward, the boss will roll out 3-4 boulders at a time, so be prepared to create larger walls of sand to block them. After the second hit, the boss will have armored segments, with only a certain side being exposed, meaning you need to shoot a boulder at the boss from certain sides to hit the exposed parts. You can load up a catapult, then run to the appropriate location and shoot an arrow to hit the crystal switch from afar (or use Bombs if you can't see the switch from the sides). For the final two segments, there will be red panels that light up in front of the boss which shoot out faster/stronger boulders, so you need to create thicker sand walls to stop them. Once the segments are gone, you will have to battle the head. It will hop around the room, stopping periodically. If its eyes glow red, it will move constantly, so stay out of the way. Run behind it and raise yourself up with the Sand Wand, then attack the jewel behind its head with your sword. Repeat this until you defeat the boss. Demon Train Found: Dark Realm Strategy: For this battle, you will be riding on one of four tracks alongside the Demon Train. The boss rides between two sets of tracks, and if you hit it, you will take damage. It is very helpful if you upgraded your train's parts to gain more health. Anyway, for the first part, there will be five compartments of the last car. Each one will randomly open up, revealing an explosive barrel. Shoot it with your cannon to destroy that part of the car. Clear all five units to destroy the car altogether. While you do this, be mindful of hazards on the tracks ahead, and be ready to slow down/switch lanes if the Demon Train moves as well. Once you clear the five explosive barrel panels, the next car will have four compartments, each with a laser cannon. Those will take two hits from your cannon to kill, so destroy them in the same manner as the barrels. With both trailing cars gone, you have to deal with the front train of the boss now. When you approach from the side, the spinning compartments will start shooting lasers all at once. Shoot those blue crystals to stop the lasers. Once you shoot them all, the Demon Train will slow down and become stunned briefly. Pull up ahead and blast the face with your cannon several times. Then, repeat the process until you defeat it! Malladus (Puppet Zelda) Found: Dark Realm Strategy: For the first part of this final battle, you will have to face Malladus in possession of Zelda's body. What you need to do is lead the Phantom northward atop the train cars, to reach Zelda's body. Along the way, Cole will fly around the area, sending ghost rats to surround the Phantom. You must destroy these right away since if they make contact, the Phantom will be possessed by Cole, causing it to attack you! If that happens, use the Boomerang to cut it loose. Try not to run far ahead as Link, since Malladus will blast you with a beam. Keep pushing your Phantom forward until you finally reach Zelda's body. Grab it with the Phantom, and they will float around in the air. You will now need to shoot Zelda's body with a Light Arrow. Aim and fire when you have a clear shot of Zelda's body to defeat this phase of the boss! Malladus (Demon) Found: Dark Realm Strategy: At last, the FINAL battle! For the first part, you will need to defend Zelda from Malladus, who will be spitting fireballs in her direction. Deflect them using your sword, but keep moving so you don't miss any of them! After enough time has passed, Zelda will be ready with her own power. You will need to play one of those Lokomo duet songs with the Spirit Flute. Complete the song and a glowing golden spot will appear on the back of Malladus. Zelda will now have control of the Bow of Light, leaving you to attract attention from Malladus. Run around the area, watching the top screen so you know what Zelda's view is. When she has a clear shot of the spot on Malladus' back, tap the arrow button to shoot a Light Arrow at Malladus. Do this three times and the boss will become stunned. Run over and attack its head with your sword until part of Malladus' horn is cut off. At this point, repeat the same pattern as before, running around to give Zelda a clear shot with a Light Arrow. When you stun Malladus, attack with Link's sword some more. After you do this battle plan a third time, Malladus will fall to the ground. At that point, run up and attack the red gem on its head with your sword. Rub the stylus on the screen to stab Malladus until you finally defeat him once and for all! ***************************************************************************** -=-=-=-=-=-=-=-= -= 7. Items -= -=-=-=-=-=-=-=-= 5x Point Card: After you become a Platinum member at Beedle's Air Shop, you will receive this card. It allows you to earn 5x the points you normally would after each purchase in the shop. Bombs: These standard explosive items are used to blow open cracked walls and other obstructions such as blocks. Boomerang: The standard item found in most Zelda games, this is primarily used to stun enemies. It can be used to trigger nearby switches and collect loot from a distance. You draw a path for the Boomerang to follow, and it will follow that path until completion, as long as nothing is in the way. Bow and Arrows: This staple from the beginning of the series is back, of course. You shoot arrows to attack enemies and trigger special eyeball switches on walls, as well as other switches. You hold down the stylus to aim, then release to shoot. Bow of Light: This special bow allows you to shoot Light Arrows. Simply hold the stylus down while aiming and the arrow will charge up. Club Card: Receive this once you become a member of Beedle's Air Shop. Compass of Light: This will reveal the way to the Dark Realm. Engineer Certificate: This certifies you to ride the Spirit Tracks without Alfonzo's help. Engineer's Clothes: These are the clothes you are wearing in the beginning of the game. You can get them again later from Niko after getting 15 stamps in the Stamp Book. Freebie Card: Get a free item of your choice from Beedle's Air Shop if you have this card. Lokomo Sword: This sword is stronger than the Recruit's Sword, plus it allows you to possess a Phantom by striking its back without getting the Tears of Light. Prize Postcards: Mail these at a mail box, and you may have a chance to win a prize (see the bulletin boards in most towns). Purple Potion: Restores 8 hearts when used. Rabbit Net: Use this to capture the Rabbits found throughout the world. Recruit Uniform: Your standard green garb, going by a different name to fit this game's story. Recruit's Sword: The first sword you receive in the game. It is your primary weapon used to attack enemies, strike solid objects, cut grass/trees, etc. Red Potion: Restores 6 hearts when used. Sand Wand: Use this to manipulate the sand. It can be used for raising sections of sand up to form temporary platforms you can stand on, moving objects on the sand, or for defeating sand-based enemies. Shield: Your primary item of defense, it is used to block many smaller projectiles coming straight at you. Shield of Antiquity: This is the same as your regular shield, but this one can NOT be eaten by Like Likes! Spirit Flute: This is the instrument you use for the course of the game, enabling you to trigger various events. Use it by holding the stylus over the color pipe you want and blowing into the DS microphone to play that note. Stamp Book: This is where you store the stamps found at Stamp Stations throughout the world. Swordsman's Scroll 1: This allows you to perform a Sword Beam attack (when you have full health, you will be able to shoot a beam from your sword to attack from a distance). Swordsman's Scroll 2: This allows you to perform the Great Spin Attack (do three sword spins in a row and you will have a constant spin attack for several seconds). Whip: Tap the screen to whip at your target! You can pull switches and other objects, hang or swing from certain objects, and attack enemies with this handy item. Whirlwind: This item will send a cyclone in the direction you are facing. When it is used, a yellow line will appear; move it with the stylus and blow into the DS microphone to send a cyclone in that direction. The cyclone can blow objects aside and even uncover some surfaces. Yellow Potion: Fully recovers all of your hearts when used. ***************************************************************************** -=-=-=-=-=-=-=-=-=-= -= 8. Treasures -= -=-=-=-=-=-=-=-=-=-= During the course of the game, you will find many treasure items. Usually found in treasure chests, they can also be found in pots and by completing the various mini-games. The main purpose of finding treasure is to sell it for rupees, hough you can also trade in treasures to create new parts for your train. You do this at the Trading Post (southeast area of the Forest Realm, after gaining access to the Ocean Realm). Here is a list of the various treasures and the amount you will get for each. Alchemy Stone Sell Price: 2500 Rupees Ancient Gold Piece Sell Price: 500 Rupees Bee Larvae Sell Price: 50 Rupees Dark Pearl Loop Sell Price: 150 Rupees Demon Fossil Sell Price: 50 Rupees Dragon Scale Sell Price: 150 Rupees Goron Amber Sell Price: 500 Rupees Mystic Jade Sell Price: 500 Rupees Palace Dish Sell Price: 500 Rupees Pearl Necklace Sell Price: 150 Rupees Pirate Necklace Sell Price: 150 Rupees Regal Ring Sell Price: 2500 Rupees Ruto Crown Sell Price: 150 Rupees Stalfos Skull Sell Price: 50 Rupees Star Fragment Sell Price: 50 Rupees Wood Heart Sell Price: 50 Rupees ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-= -= 9. Heart Containers -= -=-=-=-=-=-=-=-=-=-=-=-=-= =========== Castle Town =========== 1. After beating the Forest Temple, complete the first level of the "Take 'Em All On" mini-game in the southeast building. Once you beat Stagnox the first time here, you will win a Heart Container. ================= Rabbitland Rescue ================= 2. After you capture five rabbits, return here and talk to the man dressed as a rabbit. A Heart Container will be your reward. ============== Snow Sanctuary ============== 3. Buy this one from the Anouki shop for 2000 rupees. ============= Hyrule Castle ============= 4. After completing the Snow Temple, go to Hyrule Castle. On Floor 1, enter the eastern room and talk to the soldier Russell. Play the training mini- game and land at least 60 hits before you get hit three times, and you will win this Heart Container. ========== Whittleton ========== 5. After completing the Ocean Temple, head to the northeast area of Whittleton. Use the Whip to reach the northeast corner and talk to the man to play the Whip Race mini-game. Complete the race in under 1:15 and you will win this Heart Container. ============== Pirate Hideout ============== 6. After you rescue the prisoner the first time through and return him to Papuchia Village, come back to this place. A Goron will now be outside asking you to save his friend in the cave, and you get to play the mini game again. Get more than 4000 points to win the Heart Container. ================= Beedle's Air Shop ================= 7. After you get the Club Card, rack up 500 points (spend 5000 rupees) and become a Gold Member. You will receive the Heart Container as the special gift! ========================= Ends of the Earth Station ========================= 8. After getting Force Gem #19, you can go to the Ends of the Earth Station in the northeast area of the Fire Realm. Complete the Braintwister Puzzle room (the second cave) and the prize is a Heart Container. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-= -= 10. Force Gems -= -=-=-=-=-=-=-=-=-=-=-= The Force Gems are a new bunch of items you collect over the course of the game. Since you have a train that can carry passengers, you generally receive these gems by helping someone get to another location safely. Force Gems are important since they unlock new Spirit Tracks in the different realms, enabling you to reach new areas and uncover secrets (warps, rabbits, and so on). There are 21 Force Gems total (20 if you discount the one from Anjean), listed in the order you are able to obtain them (and the order I completed them). The ones found in the game are listed below. ============ Force Gem #1 ============ Found: Ocean Sanctuary New Tracks: Forest Realm, south of the Trading Post Simply get Carben to the Ocean Sanctuary safely from Papuchia Village. This includes surviving the pirate attack along the way there. ============ Force Gem #2 ============ Found: Papuchia Village New Tracks: Forest Realm, eastern area north of the Trading Post After beating the Ocean Temple, talk to the woman in the center building of Papuchia Village. She wants to get married so you need to find a man for her. Then, head to Whittleton (Forest Realm) and talk to the chief in the northmost building, and agree to take him on the train. Return to Papuchia Village (obey the signage along the way) and talk to the woman again to get the Force Gem. ============ Force Gem #3 ============ Found: Castle Town New Tracks: Forest Realm, southwest of Rabbitland Rescue After beating the Ocean Temple, go to Castle Town. Enter the building on the west side of town and talk to the woman there. She is looking for her husband who likes rabbits. Take her to Rabbitland Rescue and talk to the guy there. At first the woman will want to leave, so head back to the train station. Talk to her again and she will want to stay, giving you the Force Gem as thanks. ============ Force Gem #4 ============ Found: Aboda Village New Tracks: Forest Realm, west of Castle Town After beating the Ocean Temple, go to Aboda Village. Talk to the boy near the station and he will want to go somewhere high in the air. Now, find Beedle's Air Shop on the map and signal the balloon to land. Stop at the shop and the boy will be happy, giving you this Force Gem. ============ Force Gem #5 ============ Found: Goron Village New Tracks: Snow Realm, southwest of Bridge Worker's Home When you first go to Goron Village, talk to Kagoron at the altar. Agree to help clear the lava, and you will get a Freight Car for your train. Go to Anouki Village and talk to the guy in the northwest area by the water. Take him to Wellspring Station to make the Mega Ice, and you will receive this Force Gem. ============ Force Gem #6 ============ Found: Goron Village New Tracks: Fire Realm, south of Goron Target Range After getting Force Gem #5, talk to the Goron in the eastern area of the village. His house is blocked off by some lava, so you need to get some Mega Ice to clear it. Go to Wellspring Station and buy Mega Ice (you can keep telling the guy "Cheaper!" and he will sell it for 50 rupees instead of 100). Get back to Goron Village with the Mega Ice (you must return with at least 10 units), and talk to the guy again to get the Force Gem. ============ Force Gem #7 ============ Found: Papuchia Village New Tracks: Forest Realm, northeast of Whittleton After getting Force Gem #5, head to Papuchia Village. In the southwest area, a man is selling fish. Buy 20 fish for 50 rupees, and bring them to Castle Town in the Forest Realm. You need to be quick since the fish will start to go bad as you travel. If you make it there with at least 10 units of fish, talk to the woman in the center area of town and she will give you this Force Gem as thanks. ============ Force Gem #8 ============ Found: Snow Sanctuary New Tracks: Snow Realm, northern area (leads to Slippery Station) After getting Force Gem #5, go to the Snow Sanctuary. Talk to Steem by the station and he will ask for a special vessel to be brought to him. Agree to do so, and head to Papuchia Village (Warp Gate A will save a lot of time). Once there, visit the wise woman in the large building. Have her tell your fortune, then tell her someone is having bad luck. She will sell you a vessel for 50 rupees. Bring it back to Steem in one piece (meaning you can NOT get hit by an attack along the way!), and you will get this Force Gem. ============ Force Gem #9 ============ Found: Whittleton New Tracks: Forest Realm, west of Forest Temple After getting Force Gem #5, go to Whittleton. The lumberjack there need iron to fix his ax for his lumber business. Go to Goron Village and head to the western area. Buy iron from the Goron there for 100 rupees, and transport it to Whittleton to get this Force Gem. You must arrive with at least 5 units of iron to be successful. ============= Force Gem #10 ============= Found: Anouki Village New Tracks: Snow Realm, southwest of Snow Temple (leads to Snowdrift Station) After getting Force Gem #5, head to the Anouki Village. Talk to the Anouki in yellow near the station and he will talk about wanting to build a fence for the village. So, head to Whittleton and buy lumber from the lumberjack (20 units for 100 rupees). Return to Anouki Village with at least 10 units of lumber, and they will now need someone to build the fence. Head over to the Trading Post (Forest Realm) and talk to the bridge worker. Take him to Anouki Village and talk to the Anouki in yellow to receive this Force Gem! ============= Force Gem #11 ============= Found: Aboda Village New Tracks: Forest Realm, southwest of Forest Sanctuary After getting Force Gem #5, go to Castle Town. Talk to the man selling Cuccos in the northwest area, and buy five for 50 rupees. You now must deliver them to Aboda Village, to the man who wants to raise a Cucco farm in the northwest area. You will need to make two trips back and forth to Castle Town to get 10 Cuccos, but once you do, the man in Aboda Village will reward you with this Force Gem! ============= Force Gem #12 ============= Found: Goron Village New Tracks: Snow Realm, northwest of Wellspring Station After beating the Fire Temple, go to Goron Village. A Goron near the station will ask you to take him to Anouki Village. Agree to do so, and bring him to his destination to get this Force Gem. ============= Force Gem #13 ============= Found: Anouki Village New Tracks: Snow Realm, northeast of Wellspring Station, near Warp Gate B After getting Force Gem #12, go to Anouki Village and talk to Honcho. He will want to visit Goron Village, so agree to take him there. When you arrive safely, you will receive this Force Gem as thanks. ============= Force Gem #14 ============= Found: Papuchia Village New Tracks: Ocean Realm, north of Papuchia Village (leads to Pirate Hideout) After beating the Fire Temple, go to Papuchia Village. Talk to the fish vendor and she will ask you to bring her ice to keep the fish fresh. Head to the Wellspring Station in the Snow Realm (Warp Gate D will come in handy here). Buy some Mega Ice, then bring it to the fish lady. You need at least 10 units of ice to get the Force Gem. ============= Force Gem #15 ============= Found: Goron Village New Tracks: Fire Realm, northwest area of map (leads to Disorientation Station) After beating the Fire Temple, return to Goron Village and go over by the elder's house. Talk to the young Goron outside and he will want to go to the big city. So, take him on the train to Castle Town. When you arrive, he will run off into the center of town. Go talk to the Goron again and after a conversation with the lady you gave fish to for another Force Gem, he will thank you and award you with this Force Gem! ============= Force Gem #16 ============= Found: Any mailbox (after getting Force Gem #5) New Tracks: Forest Realm, northwest of Castle Town After you get Force Gem #5, you will get a letter in the mail from Ferrus. He will be alongside the tracks in the Snow Realm. To get to him, get to the Snow Temple and go directly south from there until the track turns. Go east, then north at the first fork. Stop when you see Ferrus taking pictures, and he will want to meet Alfonzo. Take him to Aboda Village in the Forest Realm, and he will go meet Alfonzo in the nearby building. Go inside the same building, and after some conversation, you will be rewarded with this Force Gem. ============= Force Gem #17 ============= Found: Pirate Hideout (after getting Force Gem #14) New Tracks: Ocean Realm, northeast of Ocean Sanctuary, west of sea entrance When you go to the Pirate Hideout for the first time, enter the cave. Free the prisoner by completing the shooting mini-game and successfully knocking down the large enemy at the very end. After you free the prisoner, bring him back to Papuchia Village. When you arrive, you will receive the Force Gem, but you will still have to watch the scene at his house afterward! ============= Force Gem #18 ============= Found: Tower of Spirits (after defeating Byrne) New Tracks: Ocean Realm, northern area leading to the Sand Realm After you go through the Tower of Spirits to Floor 23 and defeat Byrne, you will meet Anjean again. She will give you this Force Gem so you can gain access to the Sand Realm region, located on the Ocean Rail Map. ============= Force Gem #19 ============= Found: Sand Sanctuary New Tracks: Fire Realm, northeast area (leads to Ends of the Earth Station) After you beat the Sand Temple, go to the Sand Sanctuary. Rael will ask you to bring five Cuccos back so he can research them. Head to Castle Town and buy five for 50 rupees, then return them to the Sand Sanctuary to get your reward. ============= Force Gem #20 ============= Found: Any mailbox (after beating the Sand Temple) New Tracks: Fire Realm, eastern area (leads to Dark Ore Mine) After beating the Sand Temple, you will receive a letter from Ferrus. He will again be taking photographs alongside the tracks, but now he is in the Fire Realm. He sends you a map of his location, which is north and west of Goron Village. Go there and pick Ferrus up, and bring him to the Ocean Palace as per his request to receive this Force Gem! ============= Force Gem #21 ============= Found: Trading Post New Tracks: Ocean Realm, southeast area (leads to Lost at Sea Station) After completing the Sand Temple and getting Force Gem #20, go to the Trading Post and Linebeck will want some Dark Ore. So, head to the Dark Ore Mine in the Fire Realm, and buy 10 units for 200 rupees. The problem is that Dark Ore disappears in the sunlight, so you must travel back to the Trading Post quickly with it, using the warp gates and traveling through caves. From the mine, go east and south into a long cave. You will have to fend off another of those one-eyed Rocktites following you, as well as smaller Tektites. It is very difficult since you can NOT afford to take any damage! If you have less than 8 units left at the end of the cave battle, you might as well die and restart from the mine. Anyhow, after the cave, go south to the Ocean Realm and take Warp Gate H to the east. When you emerge, go west, south, and east through Warp Gate F. You will arrive in the Forest Realm near the Trading Post. Go south and east to the post, and talk to Linebeck to get this tough and final Force Gem! ***************************************************************************** -=-=-=-=-=-=-=-= -= 11. Songs -= -=-=-=-=-=-=-=-= Song of Awakening How to Play: Blue, Orange Information: Use this to wake up something that is sleeping, such as statues. Song of Birds How to Play: Purple, Yellow, Purple Information: Allows you to summon a nearby bird to your aid. Song of Discovery How to Play: Orange, Yellow, Orange, Blue Information: Allows you to discover a hidden object when used in the right places. Song of Healing How to Play: Green, White, Green Information: When you are in a temple or the Tower of Spirits, you can use this to fully recover your hearts only one time. Song of Light How to Play: Purple, Yellow, Orange, Blue, White Information: Allows you to activate beacons and other light-emitting structures. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-= -= 12. Stamp Stations -= -=-=-=-=-=-=-=-=-=-=-=-=-= After you bring Alfonzo to Aboda Village, visit Niko in his house. He will give you a Stamp Book, which you can use at the Stamp Stations throughout the world. The Stamp Stations resemble black podiums, and you can stamp your Stamp Book when you check them out. If you go back to see Niko after getting a certain number of stamps, you will receive rewards. Those are: 10 Stamps: Shield of Antiquity 15 Stamps: Engineer's Clothes 20 Stamps: Swordsman's Scroll 2 (Great Spin Attack) Below is a list of the Stamp Station locations found in the game: 1. (Aboda Village) In the northwest section of the village. 2. (Whittleton) Take the northeastern path into the second area. Go north and you will find this station there. 3. (Forest Sanctuary) On the upper plateau in the northwest area. 4. (Forest Temple) On Floor 1, in the northeast area (use the Whirlwind to clear the poisonous clouds). 5. (Anouki Village) In the northeast corner of the village, behind the trees. 6. (Snow Sanctuary) In the western area, go up the steps and along a narrow ledge to reach this station. 7. (Snow Temple) In Basement 1, get to the large water room with five icy torches. Create an icy path leading to the northeast ledge, where you will find this station. 8. (Wellspring Station) Once you have the Boomerang, go behind the building and use the Boomerang on the icy torch to create a frozen path across the water. On a ledge to the north is the station. 9. (Castle Town) After you have Bombs, go to the northeast section of town and bomb the blocks atop the steps. Follow the path atop the walls to the northwest area, where you will find the station. 10. (Trading Post) In the cave, hop across the ledges and bomb the block in the way to reach the station. 11. (Ocean Temple) After you get the Whip, go to Floor 2 and get through the hidden rooms on both sides of the stairs (where one wall is cracked and the other is not). In the right room, hit the crystal switch. In the left room, swing across and pull the wall switch, then ride the block to reach the station. 12. (Ocean Sanctuary) After you get the Whip, go to the area outside Carben's room. Play the Song of Birds, and hang from the bird that appears to reach a high ledge in the center area. You will find the station here. 13. (Papuchia Village) After you get the Whip, go to the area where you learned the Song of Birds originally. Play it there and use the Whip to hang from the bird to reach the southeast area. Head south into a new area. Make your way to the southwest island by playing the Song of Birds and using the Whip to go from island to island. On that southwest island, you will find the station. 14. (Goron Village) In the northwest area of the western section, you will find an area you can reach using the Whip. Defeat the plant enemies in the way and you will reach the station. 15. (Fire Sanctuary) After lighting all of the torches in the middle area, use the light to ignite the southernmost two torches. This will roll out two bridges. Go up the steps and take the western bridge, then head north and east across the other bridge to reach this station. 16. (Fire Temple) On Basement 1, get to the room with the tracks where you shoot the four eyes in order with arrows. Once you do that, stop in the center area. Ride the cart clockwise, and when you get to the southwest area of the ride, shoot an arrow at a crystal switch in the back corner. You will then switch tracks and reach the station at the stop. 17. (Pirate Hideout) Towards the middle of the area, get to the west side of the path and play the Song of Birds. Use the Whip on the bird to reach the upper ledge, then go southwest to the station. 18. (Sand Temple) On Basement 1, get to the room with the quicksand you need to cross. Take the western path using the Sand Wand, avoiding the arrows being shot at you around the corner. At the end of the western path, you will find this station. 19. (Sand Sanctuary) After getting Force Gem #19, use one of the Cuccos now found in the area and float over to the small islands to the southeast. The Stamp Station is on the second island. 20. (Tower of Spirits) After completing the Sand Temple, return to the tower and go up the stairs to the top floor. Step into the blue light and continue to the tower's roof. You will find this station up there. ***************************************************************************** -=-=-=-=-=-=-=-=-= -= 13. Rabbits -= -=-=-=-=-=-=-=-=-= Once you have access to the Snow Realm, you can visit the Rabbitland Rescue in the northwest area of the Forest Realm. There, talk to the man dressed as a rabbit and you will receive a Rabbit Net. You will then be able to capture the rabbits you spot alongside the tracks throughout the world. To capture a rabbit, use your train's Cannon to blast the rock the rabbit is standing on/near, and a short mini-game will commence. You will have 10 seconds to catch the rabbit with your net or it will escape (leave the realm or enter a town, then return to get another shot at it). You need to tap the screen to drop a net at that location; time it carefully with the rabbit's movements to capture it successfully. You can return to the Rabbitland Rescue and receive rewards from the man depending on how many rabbits you have captured. You will receive rupees for every rabbit you bring back, as well. The other rewards you receive are: 5 Rabbits: Heart Container 10 Rabbits (from same region): Treasure 50 Rabbits: Swordsman's Scroll 1 (Sword Beam) Below are the locations of the rabbits found in the game: ============= Grass Rabbits ============= 1. South of the Rabbitland Rescue station, at the corner of the tracks. 2. Outside of the Forest Temple entrance, look to the east of the tracks. 3. West of Castle Town, at the corner of the tracks. 4. East of Aboda Village, just northeast of the corner of the tracks. 5. After getting Force Gem #1, take the tracks south of the Trading Post. Look to the northeast of the corner of the tracks. 6. After getting Force Gem #2, take the tracks east of Whittleton. Look to the north of the tracks. 7. After getting Force Gem #2, take the tracks east of the Trading Post. Take the northern fork just before the Ocean Realm, and look to the east of the tracks. 8. After getting Force Gem #3, take the tracks southwest of the Rabbitland Rescue. In the southwest corner with the several curves, look to the east of the tracks. 9. From Grass Rabbit #8, go east on the same tracks and look to the south of the tracks (it's directly south of Rabbitland Rescue). 10. After getting Force Gem #7, there will be a new path leading eastward into the Ocean Realm. Head east along that track and look to the south of the tracks just before you reach the border. ============ Snow Rabbits ============ 1. West of Anouki Village, north of the tracks. 2. East of the Snow Sanctuary, to the southwest of the first intersection. 3. After completing the Snow Temple, head to the southwest corner of the blizzard area. 4. After completing the Snow Temple, head to the southeast corner of the blizzard area. Just north of the corner, look to the east of the tracks. 5. After completing the Snow Temple, head to the blizzard area and take the second vertical tracks from the west. After the third fork from the south, look to the east of the tracks to spot this rabbit. 6. From Snow Rabbit #5, go south a slight bit and take the eastbound fork (the left one). You will be on the second horizontal tracks from the north. Go east past the next fork and look to the north of the tracks to find this rabbit. 7. After completing the Snow Temple, head to the blizzard area and take the second horizontal tracks from the south. Go to the west end of these tracks and look to the south of the tracks to spot the rabbit. 8. Just to the west of Wellspring Station, go north and look to the west of the tracks. 9. From Snow Rabbit #8, go north and look to the east of the tracks (before reaching Warp Gate F). 10. After getting Force Gem #10, take the tracks leading to Snowdrift Station. At the turn in the tracks, look to the northeast. ============= Ocean Rabbits ============= 1. East of the Ocean Sanctuary, look to the south of the tracks towards the end of the bridge. 2. Just west of the large island in the southeast area, look to the north of the tracks. 3. West of the island marked as #1 in Carben's letter, look to the north of the tracks. 4. On the second set of horizontal tracks north of the island where you see Ferrus, look to the north of the tracks. 5. West of the island marked as #2 in Carben's letter, look to the southeast of the corner of the tracks. 6. In the northeast area by the large structure, look to the south of the tracks. 7. After completing the Ocean Temple, take the tracks leading to the Tower of Spirits. On the tracks directly north of Papuchia Village, look to the west of the tracks. 8. After getting Force Gem #7, take the northern set of tracks leading west into the Forest Realm (it's west of the Pirate Hideout for reference). Look to the southwest of the tracks at the first turn. 9. After getting Force Gem #17, take the new horizontal tracks in the middle of the realm. East of Warp Gate F, look to the south of the tracks. 10. After getting Force Gem #21, head to the new tracks in the southeast area. At the turn, look to the southwest of the tracks. ================ Mountain Rabbits ================ 1. In the loop area directly west of the Goron Target Range, go to the southeast corner and look to the southeast of the tracks. 2. North of Goron Village, you will see two loops next to each other. On the southern loop, go along the northern track and look to the north of the tracks. 3. Head eastward from Goron Village until you come to the warp gate. Look to the north of the tracks near the gate. 4. In the complex of tracks surrounding the Fire Temple region, get to the northeast corner. Look to the southwest of those tracks. 5. On the horizontal tracks directly north of the Fire Temple, look to the south of the tracks. 6. In the complex of tracks surrounding the Fire Temple region, get to the westernmost set of vertical tracks. At the westbound fork, look to the west of the tracks. 7. Get to the vertical tracks directly to the west of the Fire Temple. Go south and look to the west of the tracks towards the end of the line. 8. On the horizontal tracks east of Disorientation Station (you must get Force Gem #15 first), look to the south of the tracks. 9. After beating the Fire Temple, take the tracks leading toward the Tower of Spirits. At the first turn, look to the southeast of the tracks. 10. After getting Force Gem #19, take the new tracks leading north and east. At the turn, look to the northwest of the tracks. ============== Desert Rabbits ============== 1. After getting Force Gem #6, take the tracks directly south of the Goron Target Range. At the first curve, look to the southeast of the tracks. 2. From the Sand Sanctuary, go all the way west to the end. At the corner, look to the southwest of the tracks. 3. From the Sand Sanctuary, go directly south to the end of the tracks. At the corner by the large statue, look to the southeast of the tracks. 4. From the Sand Sanctuary, go south and take the tracks leading eastward. Go east to the end, then head northward at the corner. Near the large statue, look to the west of the tracks. 5. On the tracks directly north of the Sand Sanctuary, look to the north of the tracks. 6. In the first area of the twisting tunnels area, look to the northeast of the tracks. 7. In the same area as Desert Rabbit #6, look to the southwest of the tracks. 8. In the third area of the twisting tunnels area, look to the southeast of the tracks. 9. In the northeast area of the Ocean Realm section, near Warp Gate H, look to the south of the tracks. 10. On the west side of the Sand Temple, look to the west of the tracks. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-= -= 14. Warp Gates -= -=-=-=-=-=-=-=-=-=-=-= As you ride the tracks throughout the world, you may pass under wide arches in some areas. One arch is connected to another one elsewhere, usually in another realm. To use these arches, you must first activate them. To do that, you need to locate the arch with a triangular gem in the central opening above it. If you spot that gem, shoot it with your train's Cannon and it will activate that arch and the one it corresponds to. In order to use an arch once it is activated, simply blow your train's Whistle as you approach the arch. A yellow warp will appear within the arch, and you will emerge at the other arch when you pass through it. Below is a list of the Warp Gates found throughout the game, in the order I found them (the first gate location listed will be the one with the gem you need to activate): Warp Gate A Found: Snow Realm (horizontal tracks south of Anouki Village) Forest Realm (vertical tracks north of Whittleton) Warp Gate B Found: Forest Realm (south of Trading Post; must get Force Gem #1) Snow Realm (vertical tracks northeast of Wellspring Station) Warp Gate C Found: Fire Realm (south of Goron Target Range; must get Force Gem #6) Ocean Realm (vertical tracks east of area leading under the sea) Warp Gate D Found: Snow Realm (southwest of Bridge Worker's Home, east of Anouki Village and Snow Sanctuary; must get Force Gem #5) Ocean Realm (island area in south-central area, east of Ocean Sanctuary) Warp Gate E Found: Forest Realm (southwest of Forest Sanctuary; must get Force Gem #11) Fire Realm (north of Goron Village) Warp Gate F Found: Ocean Realm (east of Pirate Hideout; must get Force Gem #17) Forest Realm (northwest of Trading Post) Warp Gate G Found: Snow Realm (northwest of Wellspring Station; must get Force Gem #12) Fire Realm (southeast of Fire Temple, far east of Goron Village) Warp Gate H Found: Ocean Realm (northeast area near Sand Temple) Ocean Realm (southwest of Sand Sanctuary) ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-= -= 15. Train Parts -= -=-=-=-=-=-=-=-=-=-=-= At the Trading Post in the Forest Realm, you can trade in your hard-earned treasure for rupees or train parts. The main advantage to upgrading your train cars is that you will be able to take more damage when riding around and being attacked. Normally you start with four hearts, but the maximum you can get to is eight (if you have the full Golden set of course). There are seven different sets, each set with four pieces. They are: Wooden Set Steel Set Skull Set Fantasy Set Dragon Set Sweet Set Golden Set Here is a list of each train part, and the treasures needed to obtain them: ======= Engines ======= Wooden Engine Need: Wood Heart (x2) Star Fragment (x2) Dark Pearl Loop (x1) Steel Engine Need: Pearl Necklace (x2) Ruto Crown (x1) Goron Amber (x1) Skull Engine Need: Stalfos Skull (x4) Bee Larvae (x3) Ruto Crown (x2) Stagecoach Engine Need: Ancient Gold Piece (x1) Dragon Scale (x3) Bee Larvae (x8) Dragonhead Engine Need: Pirate Necklace (x2) Mystic Jade (x1) Demon Fossil (x12) Sweet Engine Need: Palace Dish (x1) Mystic Jade (x2) Ancient Gold Piece (x1) Golden Engine Need: Alchemy Stone (x1) Ancient Gold Piece (x2) Mystic Jade (x3) ======= Cannons ======= Wooden Cannon Need: Stalfos Skull (x1) Wood Heart (x2) Ruto Crown (x1) Heavy Cannon Need: Pearl Necklace (x2) Dragon Scale (x2) Mystic Jade (x1) Skull Cannon Need: Stalfos Skull (x2) Demon Fossil (x3) Dragon Scale (x1) Tower Cannon Need: Ancient Gold Piece (x1) Dark Pearl Loop (x3) Pirate Necklace (x2) Dragon Cannon Need: Pirate Necklace (x2) Goron Amber (x1) Wood Heart (x9) Honey Cannon Need: Palace Dish (x1) Pearl Necklace (x5) Goron Amber (x1) Brawny Cannon Need: Alchemy Stone (x1) Palace Dish (x3) Goron Amber (x2) ============== Passenger Cars ============== Wooden Passenger Car Need: Bee Larvae (x1) Wood Heart (x1) Dragon Scale (x1) Sturdy Passenger Car Need: Pearl Necklace (x2) Pirate Necklace (x3) Ancient Gold Piece (x1) Skull Passenger Car Need: Stalfos Skull (x3) Star Fragment (x2) Pearl Necklace (x1) Quaint Passenger Car Need: Ancient Gold Piece (x1) Ruto Crown (x3) Star Fragment (x5) Dragon Passenger Car Need: Pirate Necklace (x1) Dark Pearl Loop (x3) Demon Fossil (x8) Cake Passenger Car Need: Palace Dish (x1) Dragon Scale (x3) Ruto Crown (x4) Royal Passenger Car Need: Regal Ring (x1) Dragon Scale (x4) Ancient Gold Piece (x2) ============ Freight Cars ============ Wooden Freight Car Need: Demon Fossil (x2) Wood Heart (x1) Pearl Necklace (x1) Efficient Freight Car Need: Pearl Necklace (x2) Dark Pearl Loop (x2) Goron Amber (x1) Skull Freight Car Need: Stalfos Skull (x2) Wood Heart (x4) Pirate Necklace (x2) Garden Freight Car Nede: Ancient Gold Piece (x1) Pearl Necklace (x2) Stalfos Skull (x7) Dragon Freight Car Need: Pirate Necklace (x2) Ruto Crown (x2) Bee Larvae (x6) Pie Freight Car Need: Palace Dish (x1) Goron Amber (x1) Dark Pearl Loop (x3) Golden Freight Car Need: Regal Ring (x1) Pearl Necklace (x4) Mystic Jade (x1) ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-= -= 16. Side Areas -= -=-=-=-=-=-=-=-=-=-=-= ================= Snowdrift Station ================= After getting Force Gem #10, you can access the northwest corner of the Snow Realm map. Snowdrift Station can be found at the end of the tracks there. When you enter the area, make your way up some steps and defeat the White Wolfos along the way. At the end of the path is a cave, so go inside. There will be a tablet for you to read, and four different rooms you can go into. Each room has a puzzle leading to a tablet containing a hint about the main room. Northwest --------- You will be faced with a tough block puzzle in this room. Push the block north, east, south, west, south, east, north, east. Now that the block is in the water, go to the water's edge. Use the Boomerang to stun the Octives, then kill them all with arrows from a distance. Now, jump onto the block and use the Whirlwind to cross the water, but watch for arrows being shot at you from the north. The clue is: "The second one and the fourth one are next to each other." Northeast --------- In this darkened room, there are icy torches lighting the way. Go to the west and you will see some water with an unlit torch. Light it from the others using the Boomerang, then form an icy path across the water using the Boomerang and targeting the icy torch, then drawing a path. Cross the water in this fashion, lighting each unlit torch as you go along to the west, northeast, and to the northwest. When you reach the end of the path, you will find the tablet. The clue is: "Don't hit the false one in the middle." Southwest --------- In here, hit the floor switch and a door will open for a brief period of time. You will then need to quickly run across icy surfaces, sliding around corners and such, to get through the door on time. It will almost definitely take a few tries to get used to the path (west, north, east, south, east, north). The clue is: "The first and the last are on the ends." Southeast --------- Enter the main section of this room and the door will close behind you. There will be five Octives and three Ice Keese to defeat in this watery room. Form icy paths on the water using the Boomerang and the icy torch, and use the Boomerang to stun the Octives/kill the Ice Keese to make this much easier. Clear all of the enemies to open the way forward. The clue is: "The second switch from the left is the third switch to hit." Solution -------- With all four clue rooms visited, go back to the main area and stand on the middle platform. There will be five crystal switches in front of you. Hit them in the following order (do NOT hit the center one, hence the "X"): 1 3 X 2 4 If you did it right, a bridge will form. In the room ahead, you will have to defeat four Freezards. Knock them around the room and their icy shells will start to fall apart. This can be dangerous, so be careful and attack from a distance if possible. Once they are defeated, go into the final room and open the chest to receive the rare Alchemy Stone treasure! ================ Slippery Station ================ In the northern area of the Snow Realm (after obtaining Force Gem #8), you will be able to access the Slippery Station. Here, you will find three floor switches in front of three paths, and signs indicating what each path entails. There are icy paths leading from each switch going around the room for varying lengths, depending on the level you chose. Fortunately it is free so you don't have to pay money to play this game. From the bottom switch, there are three levels: Amateur, Pro, and Champion. If you step on a switch, the door at the end of that level's path will open for a certain amount of time. You then have to slide/run your way around the icy path ahead to get through the door in time. Beyond each door is a chest containing rupees or treasure, depending on the difficulty. There really isn't a whole lot of strategy involved here. It's just a matter of knowing the course beforehand, or using your map as guidance, and navigating around the turns quickly and effectively. You can also gain a slight speed boost of sorts if you roll from a normal surface onto the ice. There are patches of solid ground along the courses which can aid in this. You will need to keep moving at all times though, especially since there is no time to spare and any little mistake will mean you won't get to the prize. The prizes you win are as follows: Amateur: 300 rupees Pro: Treasure (worth 500 rupees) Champion: Alchemy Stone ============== Pirate Hideout ============== When you arrive here, make your way north and east along the path. On the upper ledge to the west you will see a Stamp Station. Play the Song of Birds to call the nearby bird, then hang from it with the Whip to get up to the station. In the cave to the north, you will find a prisoner who you need to free. A mini-game will begin, where Miniblins will walk into the room. You defeat them by shooting arrows at them from below. If you don't miss, you will rack up more points for the combo (first Miniblin is 10 points, next hit will get you 20 points, third will get 30 points, and all following ones will get 50). Be careful since if you are not quick to dispatch a Miniblin, it will throw some netting at you which you must shoot away, breaking the streak. After you free the prisoner, you will ride a cart along the center track in an attempt to escape. More Miniblins will come at you in their own carts on any of the three tracks. Stone columns may block a clear shot of enemies on the side tracks, so pay attention to avoid messing up a streak. There are two cart scenes with regular Miniblins. In the final room, there will be a large enemy straight ahead. If you don't kill it, you will lose and have to play again. Don't worry about the enemies on the side; concentrate on pummeling the large one with arrows (around 10 arrows will kill it). If this was your first time through, you will have to return the prisoner to Papuchia Village. Later visits will allow you to play through the shooting game again, this time to save a young Goron (his friend is outside, who you will talk to first before entering). ====================== Disorientation Station ====================== At this station, you will need to play the Song of Birds to reach the upper plateaus. You can progress only from the east side; the west has a ledge with a chest containing treasure if you want it. At the north end of the area, you will find a soldier standing in front of a cave. Agree to help him find his partner, then go inside. Inside the cave is a maze of rooms, which you can easily get lost in if you don't know where you are going. The main point of being here is to find a great treasure, so from the entrance room, go east, south, north, and north again. In that room, defeat the enemies, then stand by the gray tiles in the northeast corner. Play the Song of Discovery and open the chest that appears to get an Alchemy Stone! To get out of here, you can basically backtrack through the rooms. If you get lost, you can read the signs in some rooms and they will tell you the way to go to escape. Once you make it outside, talk to the soldier and he will give you 100 rupees as thanks for finding out what happened to his friend. ========================= Ends of the Earth Station ========================= Center Cave (Brainteaser Puzzle) -------------------------------- In this cave, you will have to deal with three rooms of block puzzles. The blocks all have diamonds on their sides that need to be plugged into the hole in the sand in order to open the door ahead. You use the Sand Wand to move the blocks, as you can tell. The solutions to each room is below. Room 1: East, east, south, south, west, north, west Room 2: East, east, east, south, south, south, west Room 3: South, west, north, east, east, south, west, north, west, south, east The big treasure chest contains an expensive treasure (500 rupees), and if you follow the path into the next room and across the bridge, you will reach another chest containing 100 rupees! Western Cave (Braintwister Puzzle) ---------------------------------- In the second cave, there are three more rooms of block puzzles. This time, there are two blocks to move around in order to complete the puzzles. The solutions are below. Room 1: (East Block) North, west, south, west, south, west (West Block) North, east, north, east, south, east, south, south Room 2: (South Block) North, east, south, west, north, west (North Block) South, east, south (move other block north briefly), west, north, east (move other block back into place) NOTE: For the third room, there are three blocks (L = Left, M = Middle, R = Right, based on initial positions). Room 3: (L) South, (M) north, (R) north, (L) east, (M) west, (L) south, (M) west, north, (R) south, south, west, west, north, east, east, north, east, south, west, north, east The big treasure chest contains a Heart Container! Follow the path into the next room and cross the bridge to get 100 rupees from the smaller chest, too. Eastern Cave (Brainmasher Puzzle) --------------------------------- The final cave contains three more puzzles, but with three blocks to move this time around. The solutions are listed below. Room 1: (L) East, south, east, (M) west, south, (L) north, (M) west, (L) south, (R) west, west, west, (L) north, (M) north, (R) south, east, east, east, (L) south, (R) north, west, west, west, south, (L) north, (R) east, east, (L) south, (R) north, east, south, (M) south NOTE: For the second room, there are two blocks, north (N) and south (S), based on their initial positions. Room 2: (N) West, south, (S) north, east, south, west, (N) north, east, (S) west, (N) east, south, west, north, west, (S) east, (N) south, (S) north, (N) east, east, (S) south, (N) north, (S) west, (N) south NOTE: For the third room, there are three blocks (L = Left, M = Middle, R = Right), based on their initial positions. Room 3: (M) South, (L) east, (M) west, (L) south, (R) west, (M) north, (L) east, (R) south, (L) north, (R) west, (L) south, (M) east, (R) north, (L) north, (M) south, east, (L) west, south, (R) south The prize in the big treasure chest will be a Regal Ring! If you go into the next room and cross the bridge, there will be another 100 rupees for you to grab as well. =================== Lost at Sea Station =================== In the southeast portion of the Ocean Realm, after getting Force Gem #21, you will come upon this station. When you arrive, you will find two light beacons, one to the west and the other to the east. Play the Song of Light at each, then go to the point where the beams intersect and play the Song of Discovery to uncover a chest containing treasure. Then, play the Song of Birds and use the Whip to reach the upper plateau. There is another light beacon, so activate it (Song of Light) and bomb the wall it points towards to enter a cave. Inside, you will find a sleeping statue. Play the Song of Awakening, and it will allow you to proceed, with the stipulation that you can not use your Sword or Bow to complete the challenges ahead. Agree to do so, and you will enter the first room. There are five rooms total, with Phantoms and Phantom Eyes patrolling the halls, so be careful! There are safe areas you can stand in to hide, luckily. Your reward for going through this place is a Regal Ring, and you can repeat this challenge for more great treasures as needed! Floor 1 ------- The first floor's challenge is simply to light all of the torches. In the middle of the room, there are two torches; one is lit and the other is not, so use the Boomerang to light the other from the first. In the northern corners, there are two unlit torches, with the lit one being in the center area. There are flame-shooting statues however, so watch out for those. Stand near the flame-shooters and use the Boomerang to light each torch in the corner from the center one, and the door will open. Floor 2 ------- On the second floor, you will find that the room is dark except for the lit torches and the Torch Phantoms wandering the halls. Your objective is to put out all of the torches. There are 13 torches total, and you will use the Whirlwind to blow out each torch. Watch the map to avoid running into a Torch Phantom. There is a great map found on GameFAQs.com you can refer to if you have trouble finding your way through this room. Once you extinguish all of the flames, the door to the south will open. Floor 3 ------- For the third floor, there will be four pairs of fish statue switches, one pair in each corner of the room. Only one switch will be the correct one; the other will summon an additional Phantom Eye onto the floor. Here is a quick rundown of what switches you should pull in each section to be safe: Northwest: Left Northeast: Right Southwest: Right Southeast: Right Once you pull the four correct switches, the door in the center area will open. Floor 4 ------- On the fourth floor, you will be tasked with clearing all of the blocks in the room. There are Wrecker Phantoms around which can break through the blocks, but you should quickly run around and use Bombs to clear the blocks (view your map). The trick is to keep moving since the explosions will attract attention, and since the Wrecker Phantoms can move rather quickly, you don't want to get caught! Once all of the blocks are cleared, the door in the eastern area will open. Floor 5 ------- For the final floor, you will have to open the four treasure chests, one in each section of the room. Unfortunately, there are four different types of Phantoms patrolling each section, so you need to be careful. Not every chest will be immediately accessible, which means you have to trigger events to gain access to them as follows: Northwest: In the northeast area, there are two fish statue switches. Pull the left one using the Whip to lower the spikes. Northeast: No obstacles blocking the chest. Southwest: In the northern area, there are two torches; one is unlit. Use the Boomerang to light it, lowering the spikes. Southeast: Bomb through several rows of blocks. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-= -= 17. Mini-Games -= -=-=-=-=-=-=-=-=-=-=-= =============== Take 'Em All On =============== In the southeast building of Castle Town, you can play this mini-game. The objective is to get through a series of rooms, defeating all of the enemies in each. There are 10 rooms to get through, but there is no way to recover your health, so you need to get through all of the rooms in one shot! You can bring Potions in to use, and it is highly recommended you do so, especially for the later levels. You must pay 50 rupees to go through this challenge, however. You will win treasure of varying values, depending on the level you attempt. Here is a quick rundown of what is in each room for each level: Green Door (after Forest Temple) -------------------------------- Room 1: 6 Yellow Spinuts Room 2: 7 Octoroks Room 3: 4 Bubbles, 5 Rats Room 4: 6 Red ChuChus Room 5: 6 Blastworms Room 6: 6 Keese Room 7: 2 Mothulas Room 8: 3 Octoroks, 3 Yellow Spinuts Room 9: 4 Octoroks, 4 Red Chuchus, 4 Yellow Spinuts Room 10: Stagnox Blue Door (after Ocean Temple) ------------------------------ Room 1: 6 Keese, 6 Yellow Spinuts Room 2: 4 White Wolfos Room 3: 6 Freezards Room 4: 5 Ice ChuChus Room 5: 2 Geozards Room 6: Stagnox Room 7: 20 Rats Room 8: 4 Octives Room 9: Geozard Chief Room 10: Fraaz Room 11: 2 Snappers Room 12: 16 Green Spinuts Room 13: 11 Octoroks Room 14: Phytops Red Door (after Sand Temple) ---------------------------- Room 1: 4 Blue ChuChus, 4 Helmet ChuChus Room 2: 16 Green Spinuts Room 3: 6 Stalfos Room 4: 7 Fire Keese, 7 Ice Keese Room 5: 3 Big Blins Room 6: 6 Stalfos Warriors Room 7: 5 Gerunes Room 8: 5 Ergtoroks Room 9: 4 Heatoise, 2 Moldola Room 10: 12 Freezards Room 11: Stagnox Room 12: Fraaz Room 13: Phytops Room 14: Cragma Room 15: Skeldritch Room 16: Dark Link NOTE: The Dark Link battle is basically a mirror match against yourself. Dark Link can use Bombs and Arrows as well as the usual sword attacks. The best time to attack would be after he does a jumping slash attack, since he won't be blocking you then. ======================== Russell's Sword Training ======================== After you complete the Snow Temple, Russell will offer swordsman training in Hyrule Castle. At the castle, enter the east room on Floor 1. The objective is to hit the three guards as many times as you can before you get hit by them three times. You pay 20 rupees to participate in this training. It is very simple, especially since the guard will swing his spear before attacking you. If you attack that guard, they will NOT attack, which is even better! If you get more than 60 hits in, you will receive a Heart Container as a prize (first time only, of course)! ========= Whip Race ========= After you complete the Ocean Temple, go to Whittleton. Head to the northeast area from the main village, and you will reach an area full of enemies. Make your way to the northeast corner of the map (you need to use the Whip). Talk to the man there and you will be able to pay 50 rupees to try the Whip Race. The main objective is to use your Whip to make it to the top of the cliff as quickly as possible. For the most part you will just need to go from pole to pole using the Whip, though sometimes you will need to drop down from one pole a little bit to reach the next one. Also, you may find thorny vines in the way, which you can clear using the Whip as well. If you get to the top in under 1:15, you will win a Heart Container (first time only). If you get there below 1:30, you will win the Medium Bomb Bag (first time only). Being that this race can be difficult for many players, the best advice I can give is to use the L/R buttons when going from pole to pole, and especially when pulling the thorns from the arches. It REALLY saves a lot of time, trust me on this! ================== Goron Target Range ================== After you complete the Fire Temple, you will be able to play at the Goron Target Range, northwest of Goron Village. It is a mini-game where you pay 20 rupees, and you get to ride a cart along a track, shooting arrows at targets along the way. There are blue and red targets; blue targets yield 10 points, and red targets yield 30 points (you can hit a red target three times total, as opposed to only once for blue ones). There are also Goron targets that will appear later in the course. Do not hit these or you will lose 30 points! It can become tricky since there will be targets that rotate further along, with a legitimate target on one side and a Goron face on the other. There are two courses you will be able to take on. For your first time, there will be a shorter course. If you score more than 1000 points on the shorter course, you will unlock the somewhat longer one (the same as the first course but with an added branch at the end). At the end of the course, you will be allowed to open one of two chests, containing treasure or rupees. There is no real difference in prize quality despite the appearance of these chests. Depending on your score, you may get a better prize as a result. ***************************************************************************** -=-=-=-=-=-=-=-= -= 18. Shops -= -=-=-=-=-=-=-=-= =========== Castle Town =========== Name Price ---- ----- Shield 80 Red Potion 100 Prize Postcards 100 Treasure Varies ========== Whittleton ========== Name Price ---- ----- Shield 80 Red Potion 100 Prize Postcards 100 Treasure Varies ============== Snow Sanctuary ============== Name Price ---- ----- Shield 150 Red Potion 100 Purple Potion 150 Prize Postcards 100 Heart Container 2000 (only one) Treasure Varies ================= Beedle's Air Shop ================= Name Price ---- ----- Bomb Bag 500 (only one) Purple Potion 150 (after you get Bomb Bag) Bombs (x10) 100 Red Potion 100 Treasure Varies ================ Papuchia Village ================ Name Price ---- ----- Bombs (x10) 150 Yellow Potion 200 Purple Potion 150 Arrows (x10) 50 Prize Postcards 100 ============= Goron Village ============= Name Price ---- ----- Bombs (x10) 200 Yellow Potion 200 Purple Potion 150 Shield 200 Quiver 2000 (only one) ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 19. Secrets/Tips and Tricks -= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ======== Upgrades ======== Bombs ----- Medium Bomb Bag (20 Bombs): Win this at the Whip Race in Whittleton, by completing the race in under 1:30. Large Bomb Bag (30 Bombs): Complete the second (blue door) challenge of the "Take 'Em All On" mini-game in Castle Town. Arrows ------ Quiver #1 (30 Arrows): Buy from Goron Village for 2000 rupees. OR Complete the third (red door) challenge of the "Take 'Em All On" mini-game in Castle Town. Quiver #2 (50 Arrows): Complete the Pirate Hideout mini-game with between 3000-3999 points. ====================== Beedle's Member's Club ====================== After you visit Beedle's Air Shop for the first time, you can pay 100 rupees to join the Member's Club. You will then receive a Club Card in the mail. For subsequent visits to Beedle's Air Shop, you will receive points after every purchase (1 point for every 10 rupees spent). This only works at Beedle's shop, not any of the other shops in the towns. After you have accumulated a certain amount of points, your membership status will be upgraded, entitling you to a special gift and discounts on items sold at the shop. Silver Membership (200 points): 10% discount, get a Freebie Card Gold Membership (500 points): 20% discount, get a Heart Container Platinum Membership (1000 points): 30% discount, get a 5x Point Card Diamond Membership (2000 points): 50% discount ======================= Rabbit Catching Rewards ======================= When you catch a certain amount of rabbits, you can return to the Rabbitland Rescue and talk to the man there. You can receive rupees for every rabbit you capture, but if you collect a certain number, you will receive additional rewards. Those are: 5 Rabbits: Heart Container 10 Rabbits (from same region): Treasure 50 Rabbits: Swordsman's Scroll 1 (Sword Beam) ======================== Stamp Collecting Rewards ======================== After you get a certain amount of stamps in your Stamp Book, you can return to Niko in Aboda Village. Depending on how many you have, you will receive a reward. Those are: 10 Stamps: Shield of Antiquity 15 Stamps: Engineer's Clothes 20 Stamps: Swordsman's Scroll 2 (Great Spin Attack) ============= Secret Rupees ============= This section will detail optional locations in the game where you can obtain large amounts of rupees. 1. After you get the Whirlwind, go to the Forest Sanctuary. Get to the northwest plateau and walk along the southern edge to spot a treasure chest and a Cucco. Blow the Cucco away with the Whirlwind, then drop down and pick it up. Go back to the upper plateau and leap toward the treasure chest ledge with Cucco in tow. You will glide onto the ledge; open the chest to get 200 rupees. 2. After you get the Boomerang, go to Anouki Village. In the northwest area, you will find a pool of water. Use the Boomerang on the icy torch and create a frozen path across the water. Open the chest in the alcove to get 100 rupees. 3. Once you have Bombs, head back to Anouki Village. In the northern area, you will find a cracked wall by Honcho's house. Use a Bomb to blow open the room, and enter to find a block puzzle room. From the start, push the block in this order: west, north, east, north, east, north, east, south, east, south, west, north. Then, go up the steps and jump across the block to reach a chest containing 200 rupees! 4. After you have the Whip, go to Papuchia Village. Get to the area where you found Carben earlier, and play the Song of Birds. Use the Whip and hang from the bird to reach the southeast area. Go south into the next area. Go from bird to bird in this area to reach the middle island, where you will find a chest containing 100 rupees. 5. After you get the Whip, go to Wellspring Station. In the northwest area, use the Whip to swing across three wooden poles. At the other side, open the chest to get 100 rupees. 6. If you return to Castle Town, you will spot Teacher standing near the station. Take him to the village he requests, and he will give you up to 300 rupees as a reward, depending on how happy he is when you arrive! You can do this multiple times, bringing him from village to village. ================== Third Ferrus Visit ================== After you get both Force Gems from Ferrus, you will receive a third letter from him. This time, he is standing alongside the tracks in the Forest Realm. If you go to his location on the map which he also sends to you, he will reward you with a treasure found during his expedition in the Ocean Temple! ***************************************************************************** -=-=-=-=-=-=-=-=-= -= 20. Credits -= -=-=-=-=-=-=-=-=-= IGN: For help with getting through some of the tougher block puzzles in the Ends of the Earth Station. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 21. Copyright Notice -= -=-=-=-=-=-=-=-=-=-=-=-=-=-= This file is Copyright (c)2010 Devin Morgan. All rights reserved. Please view the following URL to see the list of sites that are allowed to post my work: http://www.freewebs.com/dbmfaqs/allowlist.html This list is comprised of sites I know and trust well. If your site is not on the aforementioned list, you are currently not allowed to post any of my files on your site. Please respect my work and do not steal it or post it without my permission. I only want my most recent work to be available and I do not feel that can be achieved if others take from me without my knowledge or permission. If you are writing a FAQ for this game as well, and would like to use some information, credit me for what you use. Please do not rip me off, as that is blatant plagiarism and such will not be tolerated. If you wish to contact me, do so at dbmfaqs(at)gmail(dot)com. Please only contact me if there are corrections to be made to information that's currently included. Thanks! http://www.gamefaqs.com/features/recognition/3579.html =- End of File -=
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