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Zelda: FAQ and Walkthrough

Frequently Asked Questions, codes, maps and alkthroughs of Zelda games


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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 
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